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Messages - sIKE

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16
Rules Discussion / Re: Zero reveal costs and discount rings
« on: April 26, 2016, 02:06:35 PM »
Even if the game does not have a concept of negative numbers?

I have to deal with this in OCTGN all the time, so I do understand what you are getting at though....

17
Hmm... i need to update the spellbook builder plugin :/
I have made it as easy as I can for you..... :)

18
I just tried and got there.....

19
Strategy and Tactics / Re: Help against Purge Magic
« on: April 22, 2016, 08:57:07 AM »
Well what is interesting is the wording of Nullify, which is if this creature is Targeted, which is what happens in Step 1 of casting a spell, and of course Jinx doesn't trigger until Step 2 of that process.

20
General Discussion / Re: card list?
« on: April 20, 2016, 08:57:45 PM »
I don't know about that one, but I hope that this happens sooner rather than later......

21
Enchantment automation seems to have stopped working in apprentice mode


Sent from my iPhone using Tapatalk
Apprentice Mode?

22
Mages / Re: Is the arena wizard still OP?
« on: April 20, 2016, 03:38:25 PM »
This last post would be better over in the Mage Wars v2 thread, but you are mixing conditions with effects here. 

Thematically:

Daze - blinded hard to see
Stun - knocked out for a 10 count
Slam - knocked down to the ground
Stagger - breath has been knocked out of you
Sleep - you ate the apple


Restrained - you are tied up
Incapacitated - you cant do anything

Really flip through the codex combine what you think are over lapping entries in the codex, once you get that done, you might have removed one page of entries and it might (just maybe) be a bit simpler. But no, the game in and of itself is rules intensive and efforts to make it simple are really just theme killers with little effect on the size of the overall rule set.

Oops, I thought that's where this was posted.  Oh well.  Just to finish off the argument...

I understand the intent.  And I love that Mage Wars is dripping with theme.  But I'm not sure it's worth the number of hours I've personally spent looking up each one over the past several years - and the daunting task of teaching the game and having to look up each effect while a new player looks on with eyes glazed over as they see just how many effects and markers exist that would have to be explained if they were to come up in a match. 

Just because you could have 6 or 7 flavours of slightly different effects representing different thematic situations doesn't mean you should.  At some point, you have to say "Do we need yet another condition that Incapacitates a creature for some length of time, or should we just use Stun because it already exists?"  I think keeping just Daze, Stun, Sleep and Weak are PLENTY to not also need Slam and Stagger.
I get the point and the idea behind your thinking, the answer for this line of thinking is Academy. A game with a much smaller rule set with many of the conditions written down as card text. I think this is more of what you are thinking/looking for.

23
World and Lore / Re: Official MW Lore: The Gods of Etheria
« on: April 20, 2016, 03:31:30 PM »
Alas no Amadseer...

Hmm. So you say.

Without spoiling, Amadseer is currently slated to have a small part in Lost Grimoire.
That would make a lot of sense....

24
Mages / Re: Is the arena wizard still OP?
« on: April 20, 2016, 12:33:49 PM »
This last post would be better over in the Mage Wars v2 thread, but you are mixing conditions with effects here. 

Thematically:

Daze - blinded hard to see
Stun - knocked out for a 10 count
Slam - knocked down to the ground
Stagger - breath has been knocked out of you
Sleep - you ate the apple


Restrained - you are tied up
Incapacitated - you cant do anything

Really flip through the codex combine what you think are over lapping entries in the codex, once you get that done, you might have removed one page of entries and it might (just maybe) be a bit simpler. But no, the game in and of itself is rules intensive and efforts to make it simple are really just theme killers with little effect on the size of the overall rule set.

25
Mages / Re: Is the arena wizard still OP?
« on: April 20, 2016, 11:15:10 AM »
Paying triple for nature and war...hmm. I think part of the thematic dillemma here is that the wizard is presented as the "science/research mage", but science includes things like biology (study of life), neuroscience/psychology (study of the brain/mind), chemistry (the study of the elements)...
To this I can only say: In game design, fluff (theme) should never take precendence over mechanics, or in this case balance.

If you create a game in which several different specialist mages are supposed to be on an equal footing, you cannot have a Mary-Sue mage, no matter how justified it may seem because of its theme. It must have a set of disadvantages to balance it with the other mages.
I can tell you that Mage Wars is all about theme first and then mechanics are made to fit the theme (most of the time but not all of the time.) This is what I love about the game, most of the time you can close your eyes and see what happened. A creature with sharp claws slashes you across your stomach and your innards fall out and you are Bleeding to death(Bleed Marker 1 dmg during upkeep)  vs. a minecraft block axe that strikes you and you get a damage over time marker 1 dmg during upkeep.

26
General Discussion / Re: card list?
« on: April 19, 2016, 11:38:11 PM »
will be the card-lists for domination and academy I+II be downloadable?
Have you looked lately?  8)

27
Sorry for the late announcement but this has been out since late last night. This release fixes the issue with the Spellbook Builder throwing validation errors. Once you have installed the updated module, you will need to follow the instructions located here. The section titled: Spellbook Builder Plugin Install is where you should start.

If you are interested in what was in the big 1.15.0.0 release you will find it here!

28
All equipment being Epic would be terrible for a lot of mages.  Want to beat a Priest? [mwcard=MW1I07]Dissolve[/mwcard] his ONLY [mwcard=MW1Q29]Staff of Asyra[/mwcard].  How about a Johktari Beastmaster?  Crumble her ONLY Kajarah or [mwcard=MWSTX1CKQ02]Hunting Bow[/mwcard].  Sure, it can be annoying to be a Warlock and come up against somebody running 3x [mwcard=MW1Q06]Dragonscale Hauberk[/mwcard] out-of-school... but then you just [mwcard=MW1I11]Explode[/mwcard] them and move on.  I could see a compromise, that maybe all chest armours should have been level 2... in which case a Beastmaster or Druid is paying 6 sbp for Dragonscale and most other mages are paying 4 (but Beastmasters/Druids will get cheap access to Chitin Armor if/when it ever comes out in a set, so it will balance out).  Unfortunately that means the Wizard gets a little better, but that's hard to avoid when manipulating spell point costs.
I didn't say all equipment would be epic, just the chest pieces.
And this is only to punish people who choose to stack chest pieces, and swap them to deal with corrodes. This would still be possible, but the armor pieces would cost more spellbook points. 

I must be missing something because I don't find Mage Bane or Ghoul Rot (or Plagued) to be too strong.  They're good, and they solve the problem of dealing with heavily armored opponents (which solves the armor-swap issue, by the way) but it only takes a Dispel or Disperse to get rid of them.  Oh, except against the Necromancer, since he's immune to them... so you have to deal with the armor on a Necromancer since you can't just Ghoul Rot him.

It's just me personally thinking Mage bane is stronger than the five mana cost it has.
Honestly not being snide here, but that feels very unthematic to me. Might as well be playing another plain and boring CCG. Being Poisoned results in Poison based damage, Bleeding means your Bleeding out (damage). Just simplifying the game to genericisms is very dull to me, why do this?

29
Quote
Bleed, rot, and tainted could all be one condition though.
They are three completely different things though, so it is not clear to me what you would do here. Rot and Tainted are Poison, one of these deal damage and the other reduces Life. Bleed is bleeding, however they are all conditions that cause damage (or Life reduction) in different ways during upkeep.

I understand the desire to make things a bit more simple. All that will end up happening is the same thing that happened in Academy, the condition goes away, and instead it effect is written again and again and again on the card. So instead of having a simple concise location to read generic rules and their effects (i.e. the condition) they will be written on to cards and then your will have to review the FAQ to understand the ins and outs of it.

It really is a conundrum in game design for this particular game. If there were no new conditions implemented since the release of the core game, the design restrictions for new mages would be quite limiting and we would never get Frost (even though it Frost doesn't appear to need that design restriction in the first place.). New conditions are good for the game, they provide a single point of reference for players to understand game rules. I personally have no problem with them, other than the ones duplicated on spells in Academy to make things "simple".

30
Rules Discussion / Re: vine markers
« on: April 19, 2016, 02:30:33 PM »
Hence the difference between a "hit" and "damage". You can hit something and not damage them, but with attacks if you damage something, you had to of hit them in the first place.

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