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Messages - Tacullu64

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31
General Discussion / Re: Tournament Coverage - what do you want to see?
« on: August 13, 2013, 10:51:51 AM »
The things I want the most are:

1. Total quantity played of each mage across each qualifier, and in finals.

2. Top list from each qualifier, and all lists in finals (published on delay, after all tourney games are finished Monday).

Hopefully this is as easy as scanning and OCRing the checked decklists. Also would you consider accepting digital decklist submissions in .txt or.csv formats for the tournament? Paper decklists are so 20th century.

What ringkichard said but I would like the mages listed in the order they finish each qualifier plus their record. I would also like to see all book lists, after the event is over of course. No sense giving away someone's list before the tournament is over, they may want to keep their exact list a secret.

32
General Discussion / Re: Good luck to the Gen Con players!
« on: August 13, 2013, 10:36:37 AM »
I would narrow it down even further to the Warlock. He has so much versatility compared to the other mages at the moment. He has more viable builds and thus the best chance to adapt to what he needs for the current match up or game state. Although he hasn't shown much in tournament play to date, I think the Wizard has the best chance to upset the apple cart. It all depends if a dedicated control player has come up with a build that can handle the whole field not just the Warlock.

What I'm interested in now is the make up of the field and how many Warlocks will have a copy of HoB in their spellbook. Prior to the errata it wasn't economical for the Warlock to get into a HoB contest with the Priestess, now he can match her for 3 spellbook points. I suspect there will be an inordinate amount of Warlocks but only a small handful use HoB.

Hopefully AW will post some breakdowns of the field each day and who won if not the actual spellbooks. It would probably be best to post the spellbooks at the end of the event.

Anyways like Koz says, good luck to all the players.

33
General Discussion / Re: A Mage Wars Mission
« on: August 08, 2013, 11:11:57 AM »
I'm not a huge fan euro-games either, although I do like small world quite a bit.

Really?  Smallworld was a huge flop in my gaming group.  It was unique, but the gameplay was nothing short of yawn-worthy.

Not that all games need MW-like depth, but I can only laugh at Muddy Mudmen so many times.

heh-heh...damnit.

I don't know how to explain it. It's not my type of game but I like it anyways. One of life's little mysteries I guess.

34
General Discussion / Re: A Mage Wars Mission
« on: August 07, 2013, 02:44:42 PM »
I'm not a huge fan euro-games either, although I do like small world quite a bit.

35
General Discussion / Re: A Mage Wars Mission
« on: August 02, 2013, 11:05:24 AM »
Yea, it's disappointing that we didn't make the top 50 list for July.

That said, I'm confident that this years GenCon will get this game in the hands of many new players and I'm excited about that.

Also, what a leap on BGG! I look away for one second and WE ASCEND FROM 35 TO 32! Like. A. Boss.

Oh, and here's the thing - why did the collective whole rest on AmeriTrash as a descriptive reference for board games in the first place? Even if its not meant to be malicious, if I called someone's mothers cooking MamaTrash (say it with a smile) then I don't know how anyone could take that as not offensive in a small way. Jussayn!

It is offensive in a small way. For me it's the type of thing I just get over. I don't like me when I'm angry. So I try to only get upset over the big things, and then I try to get over those as quick as possible.

36
Rules Discussion / Re: Your ideas for a tournament tie-breaker
« on: August 01, 2013, 03:00:43 PM »
this would encourage players to use mana conjurations to fill up the board quickly and would result in a more control the arena game rather than a kill the enemy mage game.

Is this statement directed at me? If so this is exactly what I would want to avoid. A control players end game is to kill the opposing mage just like an aggro players. The path the two styles take to get to the end game is different, with the control player taking the longer route. If an Imbalance between the styles exists in a tournament match with a time limit, I would like to see the control players path to his endgame shorten so that he has enough time to finish the opposing mage.

If I was unclear I hope this helps clarify what I meant.

37
General Discussion / Re: A Mage Wars Mission
« on: August 01, 2013, 12:15:18 PM »
Its my understanding another of the key differences is player elimination. In euro games players aren't eliminated. The game ends after x turns or some other condition and then the players count victory points to determine the winner.

38
General Discussion / Re: A Mage Wars Mission
« on: August 01, 2013, 11:12:32 AM »
When I first heard the ameri-trash/euro game labels l was a bit offended. Now they seem to represent different styles of game design. While I'm not an expert wouldn't MW fit better in the ameri-trash category?

Edit: I just commented on another thread that I hope tournament MW doesn't become like a euro game. I hope I'm not failing to understand the two categories.

39
Rules Discussion / Re: Your ideas for a tournament tie-breaker
« on: August 01, 2013, 11:02:38 AM »
I'm not saying the player who has done the most damage. That would be the current system, which removes healing from the equation. I'm saying count damage remaining on the mages when time is called. I would prefer life remaining because that would allow the priestess to take advantage of her Divine Reward ability on her card. But as I've stated before I don't feel that is a viable tiebreaker anymore. It is a shame her best ability can't be much of a factor in tournament games.

Tacullu, I guess I don't agree that the player who has done the most damage deserves to win, because the major strategy control books use is to spend life points as a resource to gain control.The agro book almost always does the most damage in the beginning, that doesn't mean that the agro book always starts the game winning.

My main premise is that a tiebreaker should be as simple and fair as possible. The current is neither, although it is fairly simple. If there really is an imbalance in tournament play the biggest culprit is the time limit not the tiebreaker. There is a chance that the imbalance will correct itself as control players perfect their style of play. It has been shown in game after game that aggro has an early advantage and that control has to play catch up for a while. It is also my contention that MW may not be at the stage where control players have reached their potential and caught up to aggro players. However if the tools do not already exist to correct the imbalance my preference would be to release new cards to even the playing field in a 60-75 minute game. If there is an imbalance control players need cards that will let them get to their endgame quicker not a complicated tiebreaker system to even the playing field. That is how MW was meant to be played, in the arena, not on the score card. It would be better to reduce the number of ties to a number so small that any tiebreaker will suffice, not build the perfect tiebreaker. Failing that, reduce the number of ties to the point that even the current tiebreaker is a non-issue.

A quick summary of my points/hopes for the game.

1.  Games should be decided in the arena not on the scorecard. In my opinion that is both the spirit of the game and the intent of the game.

2.  If control can't finish the game in 60-75 minutes that build needs cards to get them to their end game quicker. If players have the tools and don't take advantage of them that's on the players.

3.  A tiebreaker should be simple and as fair as possible. I put simple first for a reason.


Personally, I would hate to see Mage Wars become a euro game where we are counting victory points to determine who wins. I realize this is a personal preference that may not be shared by all.

@ringkichard.
It is possible we just can't agree on this and that is ok. While its nice when people find consensus, the world would be a boring place if everybody thought the same.



40
I suspect that the cards are printed in sheets with x amount of cards. Each expansion uses x amount of full sheets per unit. If that is the case they would have to remove cards from the set to make room for the replacements or print a whole new sheet of cards which would definitely change the cost, probably change the release date, and possibly require new packaging.

If I am correct they will have to work them into future expansions based on all the above factors.

41
Rules Discussion / Re: Your ideas for a tournament tie-breaker
« on: July 30, 2013, 08:13:13 PM »
I was rushed for time on my last post and forgot to address one of your points.

First I would like to say that it seems we have the same goals and agree about almost everything except how to achieve those goals. I very much want to see control builds be a part of a healthy environment.

It has been my experience that it is not uncommon for aggro builds to dominate early in a games life and after significant expansions are released. This usually results in a natural self correction that brings up the level of control builds to near or maybe even a little bit better than that of aggro builds as control players fine tune their craft. If this self correction doesn't occur our concerns will be justified. I don't think we have reached the time yet in MW for that self correction to happen. If it doesn't happen I would prefer that Arcane Wonders correct the imbalance gradually by releasing cards to strengthen control builds as opposed to adjudicating it through a complex tie breaker system.

I do think the current tie breaker probably needs some tweaking to something more fair, just not a complete overhaul.

42
Rules Discussion / Re: Your ideas for a tournament tie-breaker
« on: July 30, 2013, 11:31:48 AM »
Thank you for taking the time to respond ringkichard. I can tell your ok with the tone I took, but I'd like to say that the point of my post was not to criticize your idea. The post as a whole contained my rambling thoughts on tie breakers for mage wars. The last paragraph while critical was all that was directed at your tie breaker system. I really do prefer your concept to any other. At my core I'm a guy that just wants to see justice done. I want to see the player who deserves to win actually win. I have a couple of issues with systems like you are proposing.

The first which I believe you see my point on is that it is very complex. Generally speaking simpler is better. On a lesser side note how much time will a system like this take to adjudicate? Enough to effect the number of rounds in a tournament? I don't know? If a system like this is implemented would it encourage stalling in order to garner a win on points? Again, I don't know but I would be concerned about the latter.

My second concern on this type of system is its ability to actually predict who would be the eventual winner based on an arbitrary weighting system.  There is a lot of ebb and flow in mage wars, if the game was played out maybe the player with the weaker position when time was called came up with a brilliant idea and turns the game around or the person with the stronger position makes a critical mistake and ends up losing. We just can't know in many situations what would happen unless the game is played out. What if the scoring system is not an accurate predictor and continually rewards the game to the wrong person. These are the thoughts that nag me when I think about the viability of actually choosing the correct winner.

My third concern is more philosophical. It involves who deserves to win. Is it the guy who did enough during the time allotted or is it the guy who came on strong at the end and would probably win if given more time. Ultimately, since there is a time limit, I would say it is the guy who is closer to victory when time is called, more damage on the opposing mage, as opposed to total damage dealt ( should be life remaining but that is not possible anymore).

I don't want the topic of the Sunfire Amulet to get lost in the larger points of the discussion. I like the concept and I like the card for non-tournament play. If there weren't tournaments I would leave it just like it is. Since there are tournaments I would make cards like Sunfire Amulet epic. Not because it is overpowered because its not, but so that it only has to be dealt with once during tournaments. Right now time is a big issue in MW tournaments. I don't think most people would play it in tournament builds at the moment, but I do believe it helped make my favorite tie breaker unusable. Magic went through this exact learning curve with card design once tournaments were introduced. If memory serves me correctly they even banned a card because it made the game last too long not because it was OP.

43
Rules Discussion / Re: Your ideas for a tournament tie-breaker
« on: July 29, 2013, 02:58:30 PM »
I'm going to cover my thoughts on several aspects of tie breakers so this might be a bit lengthy when I'm done. If I start to ramble off on tangents as I am wont to do, it will definately get lengthy.

Current Tie Breaker
My first topic is the current tie breaker. My gut feelings are to dislike it. On the surface it appears to give aggro builds and mages who are more efficient at dealing damage an advantage. The biggest beneficiary is the warlock. He has his battle skill, great weapons only he can use, in school access to burn effects (shared only with the fire wizard), in school access to efficient damage dealing creatures, and the cherry on top, in school access to direct damage curses. I would say the warlocks closest rival is the beastmaster of straywood. The beastmaster boast his own battle skill, the best buffs in the game, in school access to efficient damage dealing creatures, in school access to the bleed condition, and the quick summon ability. Now I realize that any mage can go the aggro route, my point is some are significantly better at it. I'm looking at you warlock. It would seem that a tie breaker that so strongly favors a particular style of play and those mages that are best at it would unbalance tournaments.

So, what does the current tie breaker have going for it? If you could forget about the in game bookkeeping it would be simple. I really, really, really, favor simple tie breakers. The only other reason I can think of to keep the current system is that so far all we have is supposition that it is a bad system. There has not been enough tournaments to generate the kind of data we need to prove it is a bad tie breaker system. This alone may be enough to warrant keeping it for a while longer.

My Former Preferred Tie Breaker
My original favorite tie breaker was life remaining (max life - damage on mage). However two cards that I really like a lot from CoK ruin remaining life as a tie breaker.

The first is Sunfire Amulet. Sunfire Amulet is a cool card but if remaining life was the tie breaker it would be in every spell book built and could become a focal point of tournament games and this would be unhealthy. If AW is going to promote tournament play I wonder about the wisdom of creating cards that are designed to prolong the game. The time limit is already a topic of much debate.

The second card is Drain Soul, another card that may only be used by the warlock at the moment (is a warlock secretly in control of AW, he is currently getting a lot of love). I thought that the priestess was supposed to be the best mage at life gain, not anymore, with sole access to Drain Soul the warlock is king. The warlock starts with the most life at 38 and with quick six from DS he is at 44. The priestess will never catch him in life total. This tie breaker system favors the warlock even more than the current one. Best damage dealer combined with most life equals guaranteed win if it goes to the tie breaker.

Tie Breaker I Currently Favor
The tie breaker I currently like best is damage on the mage. The main reason I like it is that its simple. Another reason I like it is that it doesn't rule out healing. I don't understand why people are hellbent on removing healing as a factor in tie breakers, it is a part of the game too. Finally, it is fairer than the current tie breaker.

Boxing and Mage Wars
In my youth I watched quite a bit of boxing. It wasn't all that uncommon for one fighter to win more rounds but be on the ropes in the final round, close to getting knocked out. All he had to do was make it out of the round and he would probably win. Sometimes he would survive to take it to the judges score cards and win a decision and sometimes he would get knocked out and lose. In any case the judges score cards reflected what happened during the fight not who they thought would win if the fight continued. So what does this have to do with Mage Wars your wondering?

There has been some discussion about a tie breaker that would award the game to the mage who was going to win if the game continued. While I like the concept, the application is flawed short of a machine that can peer into the future to watch the demise of the eventual loser. The tie breaker should determine the winner based on what has already occurred. The goal of the game is to make the opposing mage's damage marker meet his life marker, not cast the most creatures, or have the least spell points left in your spell book, or whatever other condition can be thought up. Going in to the match both players know how much time they have to knock out the opposing mage. The winner should be determined based on what occurred during the time allotted. That is why I liked the life remaining tie breaker because that would tell you which mage was closer to victory when the match ended. However that is no longer viable due to the reasons I mentioned above. That left me believing the damage on the mage when time is called is the fairest to all mages and styles of play. Is it perfect? No, but your goal should be to make sure the game doesn't go to the judges scorecard.

That I believe is everything I have at the moment.

44
Rules Discussion / Re: ERRATA - Temple of Light
« on: July 21, 2013, 08:16:14 PM »
@deckbuilder

I think it is a little premature for you to be partaking of humble pie. While I disagreed with you when you were advocating for the nerfing of HoB, I find much to agree with in your first post.

In your second post you mention mages other than the priestess using HoB and ToL, and while I'm sure it does happen they hardly seem ubiquitous. I'm going to copy a post of mine from earlier today on BGG to save myself some typing.



"Shelfwear wrote:
Hand of BS had always irked me because it was the only non-utility card (e.g. dissolve, dispel, decoy etc) that appeared in every spellbook regardless of strategy, theme or primary magic school. That's usually a sign that a card is a no-brainer and just too good to miss.


I have heard this said before. In my experience it is just not true. It must be a local group think phenomenon. It might be the case where you live and maybe some other places too, but I don't see it. If you look up the book that won Bashcon you won't see HoB. The same goes for the Dice Tower Con winner. If one were to believe all the hype about the HoB, you would have to wonder how those two books even won a game let alone a tournament without it.

The only spellbook I have with HoB in it is my priestess build. I could definatly see it being useful for the Forcemaster too. Wizard is my favorite mage. I could create a wizard build with HoB, but why? If I did it would just be to do something different. It definitely would not be my go to wizard build.

Quick list of non-utility spells I do put in almost every book.

Bear strength
Elemental cloak
Teleport
Agony
Poisened blood
Battle fury


I'm not trying to pick on you, like I said I've seen this comment before. I guess the recent errata finally made me want to respond."


I'm not sure where the notion that these cards are used everywhere comes from. If anyone has some evidence of this I'm willing to be convinced. If all they wanted to do was limit these cards to the priestess all they would have to do is make them holy mage or priestess only cards. I suspect the errata will only increase the number of spellbooks with HoB. Since they are no longer used in quantity, why not put one in every book if they are still so good? The maximum cost in spell points is 3 for the warlock. That is a small price to pay to match the priestess on one of her best cards. The other possibility is that they were only good in quantity and won't be used by anyone.

I am also with you on the making of HoB unique in order to allow for future low cost temples being a little bit shaky. There are only 12 zones available on the board. How many temples are we supposed to play in a game. It is unnecessary to limit HoB to make room for more temples.

I agree with you on the tie breaker too. I never liked it but thought it would be ok if games rarely went to time. I hope they can come up with a better one. The current tie breaker favors the mages who are more efficient damage dealers such as the warlock.

On a side note, it was a good month for warlocks.

1.  They got Drain Soul in Conquest of Kumanjaro. It totally removes the penalty associated with making a demon your bloodreaper. ( I like the spell, but its interaction with the bloodreaper ability seems a little too good)

2.  The nerfing of HoB allows them to match the priestess in playing them since they won't be played in quantity.

3.  The continuation of tie breaker rules that gives them an advantage.






45
Rules Discussion / Re: ERRATA - Hand of Bim-Shalla
« on: July 19, 2013, 08:33:55 PM »
I know I run some in my favorite forcemaster build..but it really isn't going to affect my overall love of this game, nor it going to make it any less fun playing every week for 12 hours.

I have been mad at errata before,so I understand. I have had $150 cards become banned after obtaining 4 of them for my deck...and no matter how mad it has made me, it has not gotten in the way of me loving and playing a game.

To me, this is such a small change, some games that have came out after Mage Wars like netrunner,DC and Marvel deck building games have had more errata then this, and it has not got in the way for the fans to continue loving their game.

Just putting my thoughts out there.

Fair enough thats your opinion and you know I respect you and your opinions.

I loathe errata and bannings. As I stated in another post I believe they are bad for games even when they are necessary. I am withholding my decision on my MW future pending an explanation. If I'm convinced it was necessary I'll stick with it, but reserve the right to grumble under my breath about it. Up to this point we still haven't received an official explanation. If they have been discussing this since May they should have their reasons firmed up and like I said in my first post errata usually comes complete with the reasons for it.

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