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Messages - ACG

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31
Spells / Re: Why must spawnpoints always have channeling?
« on: June 18, 2015, 03:51:23 PM »
@ACG
Ah, they were cool! Why haven't I seen these before...

Thanks! You can see more like those [img=http://forum.arcanewonders.com/index.php?topic=13136.0]http://here[/img]. I haven't posted any more since becoming a playtester, though (at least not in the public forums).



In general, there isn't really anything inherently wrong with spawnpoints without channeling; as with other cards, it is always just a question of balancing the cost with the benefits. If the spawnpoint has no channeling, it should probably have some other unique benefit, to compensate.

32
Spells / Re: Samara Tree (and seedling pod) thoughts
« on: June 18, 2015, 03:40:34 PM »
@ACG - This is a really good way of thinking about it. I am excited to see what kind of plant spells come out in the future to make me want to use the Samara Tree. A lot of the spells you posted would go perfect with the Druid.

Do you use Tataree in your book? If you have a book would you mind posting it sometime? I'd love to take a look at it! I haven't really explored the Druid Samara builds a lot and would love to learn.

Sure. I have a build that I am hoping to possibly test tonight, which I will post assuming it doesn't go catastrophically wrong (due to an oversight on my part). I call it "The Procrastinator." Probably quite a bit of room for improvement, but that is what the community is for.

And yes, I do include Tataree (though I don't always summon him).

33
Spells / Re: Samara Tree (and seedling pod) thoughts
« on: June 16, 2015, 05:26:49 PM »
I think using the pod doesn't actually gain you an action. If you sprout it at 3 mana I think you just turned your wheels and didn't go anywhere.

It isn't about gaining an action; it is about being able to bank an action for later. In the early game especially, you have to use the precious limited resource of actions without fully understanding your opponent's strategy. With Seedling Pods, you don't need to make an immediate commitment to a particular strategy, and can wait to see what your opponent does without wasting the actions you need to counter it.

At the moment, the options as far as plants go are a bit limited, so it doesn't have the versatility it could. As more different plants with diverse functions appear, Seedling Pods will become more and more useful, since you will be able to respond to a greater array of threats.

In short, if you want to make Samara Tree better, just more plant spells. Lots of plant spells. Plant spells with all sorts of uses; anti-enchantment plant spells (like Magisbane Lily), anti-swarm plant spells (like Lychweed), anti-conjuration plant spells (like Creepervine), anti-nonliving plant spells (like Sunflower), etc. A full toolbox of plant spells will let the ability of seedling pods to delay decisions really shine, and will make Samara Tree a more attractive option relative to Vine Tree. It doesn't even matter whether the new plants are vines or not; the point is the ability to postpone committing to a particular strategy.

34
Spells / Re: Why must spawnpoints always have channeling?
« on: June 15, 2015, 07:33:04 PM »
What stats and traits would you say is reasonable for a none channeling spawnpoints in your view? If we have a good discussion about it maybe we will see one in the future.  :)


Well, I've created a few spawnpoints with no channeling:

Bog Mummy

Justified by the sheer utility of a creature spawnpoint (since it is mobile, and can cast a spell AND do something else during the same round).

Cursed
Haunted

Both justified by the usefulness of being able to attach a spawnpoint to the enemy mage. Not only do they have no channeling, they cost 1 mana upkeep each round.

Psychic Network

Justified because the spawnpoint is not the main benefit, it just compensates for the need to cast multiples.

35
I am going to go the other way, why not use OCTGN and use Skype to give you that social edge?

I have done exactly this. It works very well.

36
Strategy and Tactics / Re: Domination Games and Strategies
« on: June 12, 2015, 10:47:49 AM »
Not sure if this thread is intended for general discussion of strategies or just the specific ones already mentioned, but if it is the former:

One thing I have noticed about Domination is that short-term defensive spells become much more powerful, since the game is on a time limit. In particular, If you have a V'tar advantage and prevent your opponent from upsetting it before the end of the game, you can almost guarantee a victory several rounds in advance (which is kind of an obvious statement, but it still bears saying). The thing about short term defensive spells (Block, cheap walls, Brace Yourself, Banish, etc) is that they tend to be very good in the short term; better than spells designed to last longer.

One of my favorite decks was a "deterministic" Johktari. The strategy used her speed to gain an early V'tar advantage, and then use a spellbook loaded with short-term defensive spells to prevent her opponent from ever changing the balance of V'tar. She didn't even need many orbs; it was possible to calculate how long until I won, and determine the exact number of orbs I needed to keep away from my opponent to do so.

37
In my first game of Domination, my opponent went for the throat and won (Adramelock vs Necromancer (me)), but it was an extremely close thing, and wound have turned out differently if I had focused more on the orbs.

In my second and third games, I exploited a flaw in the mechanics to virtually guarantee myself a victory using the orbs, denying my opponent any chance to win by aggression or domination. Needless to say, it is no longer possible to do this, and killing the enemy mage has become more difficult in the process.

I would say that domination is about the orbs, and you should build your deck around that. You will find it extremely hard to win by killing the enemy mage if they are focusing on the orbs; the only scenario in which a game has a reasonable likelihood of ending by mage death is if both mages ignore the orbs and just go for the throat.

As far as health and diversity goes, I wouldn't worry about it. Arena is about killing the enemy mage. Domination is about dominating the board. Different objectives, different metas.

38
Spells / Re: Why must spawnpoints always have channeling?
« on: June 03, 2015, 05:54:05 PM »
One thing I have been thinking about is why AW always add channeling to the spawnpoints? Is this a must?
I would really like to see a general spawnpoints that could be used by any mage and cast any creature that had a reduced casting cost due to no channeling.

Let's say an average spawnpoints today is about 10-12 mana. A flower, Harmonize or amulet is 5-6.
What about this card then:
- Conjuration, spawnpoints.
- Full action, 5 mana.
- Can cast any creature in deployment.
- 6 health, 2 armor.
- Trippel novice (3 sp for everyone)

Would you play this card?

There is no rule that spawnpoints must have channeling. My assumption is that this is done to help new players, who do not yet understand the importance of balancing actions with mana. With extra channeling, a spawnpoint gives you the mana you need to make use of it.

Your proposed 5 mana universal spawnpoint would make every creature spawnpoint to date obsolete.

39
Player Feedback and Suggestions / Re: Enchantment Spawnpoint
« on: May 22, 2015, 10:55:56 PM »
or [mwcard=FWQ09]Sectarus, Dark Rune Sword[/mwcard]
You mean [mwcard=MW1C13]Fellella, Pixie Familiar[/mwcard]? Or [mwcard=MWSTX2FFC11]Sersiryx, Imp Familiar[/mwcard]?

Those are not spawnpoints, they are familiars. Spawnpoints are special because they cast their spell during deployment.

I have previously posted several enchantment spawnpoints:

Bog Mummy
Cursed
Psychic Network

40
Player Feedback and Suggestions / Re: Neutral Spawnpoint
« on: May 20, 2015, 05:35:27 PM »
Summoning Portal Level 4 Arcane 10 mana
Spawnpoint
1 Channeling
Novice
If there is 2 or more mana on summoning portal it may summon 1 creature

As written, this would be possibly the best creature spawnpoint in the game. Most spawnpoints are restricted to a certain type of creature, and the broader the type, the greater the other restrictions (for instance, Gate to Voltari is currently the broadest spawnpoint, able to summon any creature from the arcane school, but requires 3 mana--though this is admittedly pretty easy to get.) And for just 10 mana?

Also, Novice is probably not a trait that you want to put on a level 4 spell.

So something like this?



Similar name/theme, but not a spawnpoint since it provides no action. I think the OP wants an action generator.

41
Rules Discussion / Re: Sleep Rules
« on: May 17, 2015, 12:51:33 AM »
I meant can you use General Signet Ring with mana-1
Forgot to write that in.

The mana -1 rune does not work on the Signet Ring. It may only be used for equipment that lets you cast spells, like a wand or the Helm of Command. The Signet Ring does not actually provide any spells to cast, it just gives you a discount.

42
General Discussion / Re: MW Battlegrounds What We Know So Far
« on: May 11, 2015, 08:19:26 PM »
So it isn't a soldier? That is a shame.
There were those on the Playtesting team that wanted him to have that subtype, but it just didn't make sense in the world of Etheria.....

As one of the aforementioned playtesters who wanted it to be a soldier, I should also mention that one of the concerns was that it would be too powerful; Animal and Soldier are arguably the two most useful subtypes in the game, and having both could potentially be too good (though I think it could have been done).

43
Off topic / Re: game recommendations please before i lose my mind!
« on: May 10, 2015, 11:11:11 AM »
I'm bored out of my mind right now. Anyone have any recommendations for games I can get into while I'm waiting for the next mage wars expansion?


I'm looking for something that is:

-free or at least inexpensive
-preferably something i can play online
-customizable strategy
-a game that involves skill and where players actually play their armies/decks/whatever instead of just piloting them.

that completely rules out hearthstone, and almost completely rules out yugioh and mtg unless there's some special formats that i'm not aware of that people actually play often enough that it won't be a frustrating and exhausting struggle to just find an opponent.

For example, the pauper and peasant formats are dead because people would rather waste a ton of money getting burnt out on standard then playing something that they actually can afford to play competitively. Now that I think about that, it makes me rather worried about the future of mage wars, since affordability is one of its biggest selling points and most people don't seem to care about that even if they're dirt poor.

In any case, please don't recommend pauper or peasant mtg unless someone successfully revives them. Please put some thought into your recommendations and think about whether it's actually something I would want to play based on what I've written here.

Thank you for your help.

I don't know whether you are set on a specific type of game, but I recommend the following games, all of which have loads of strategy and skill:

Free-to-Play Games:

Battle For Wesnoth - A turn-based strategy game with excellent multiplayer skirmishes and single-player campaigns

Dungeon Crawl Stone Soup - A turn-based roguelike with an amazing amount of depth and skill involved. Has an absurd number of races and classes, and excellent magic and religion systems. Also designed to be friendly to new players (in terms of learning how to play; you'll still die a few hundred times before you win). Single-player only.

Brogue - Another roguelike, simpler than Dungeon Crawl and with some pretty unique mechanics. Single-player only

Single-time purchase (you buy it once, then you can play as much as you like):

King Arthur's Gold ($10) - An addictive side-scrolling multiplayer platformer game where two opposing sides do battle, part of which involves constructing elaborate castles, traps, and other defenses block by block. There are 3 classes, Builder, Archer and Knight. It is best described as Terrarria/2D minecraft meets Team Fortress 2. I recommend looking at youtube videos to learn more about the gameplay. There is a ton of strategy and skill here as well, so you are unlikely to grow bored of it quickly.

44
At some point after academy gets released we should all try to set up mage wars leagues at our local schools and colleges and have inter-school competitions at both the national and international level. It would be so awesome and thematic to be able to duel in the arena for our real life nations and schools (of magic!).

What do people think of this? Might it be doable any time in the near future?

Thanks!

Mage wars will need a much bigger player base before this becomes feasible. Otherwise, even if you succeed at getting one institution to support it, they will have no opponents (within a reasonable distance).

45
Besides the battle calculator and the death messages, some other new features of note are the built-in searchable codex/rules clarifications module, improved spellcasting that can now determine costs for certain spells like dispel/dissolve, and enforcement of enchantment targeting restrictions. There may also be little thematic easter eggs scattered around (and by "may", I mean yes, there are), but you will have to discover those yourselves...

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