Yes, the design decisions have been baffling. Not just the Jokhtari / Necromancer example.
With Druid and Resilience making Fire already very strong, what shall we release next...?
Of course, we need MOAR FIRE!
Being serious though, I hope the extra Fire won't be as bad as the JBM/Necro BS.
However, let's not be too negative about it.
I don't think they've made irrepairable mistakes.
Just that correcting them could be very messy.
I don't think the mistakes are irreparable either, I just have serious doubts that they'll get fixed in a timely manner. I'm already drifting away from the game, in large part due the lack of balance (the other major reason isn't relevant to this thread, though I suspect everyone already knows). As it stands right now the game is dying in my play group, so I probably won't spend the money to buy FiF or Siren v. Paladin after that unless they address the problem (though you did mention FiF doesn't quite in another post). By the time the problem is solved, I might not even be playing anymore. I
really don't want that to happen since I've enjoyed playing Mage Wars a lot. I suppose you could summarize by calling it "helpless frustration".
Really valuable and valid points, Aylin. Welcome back. I've missed your acerbity.
Who needs Acid Ball when you're spitting it naturally?
The main problem is when I accidentally melt through my car's windshield with it.
Now let's be positive, folks.
Ok, obviously I'm a fan of Novice but I actually think a rule change is the most elegant solution.
So here is an off-the-wall idea. See what you think, folks.
BASE SPELLS NEW RULE
(The rules in this section are "Pro" rules, played in tournaments, as they beg the question: why 3 Teleports in Core?)
All Mages gain the following 12 "base spells" for free (on top of their 120 spell ponts)
2x Dispel
2x Dissolve
2x Teleport
2x Seeking Dispel
2x Nullify
2x Block
No Mage may have more than 80 cards that fit in their spellbook (this includes the 2 Mage cards)
That means you have 120 points to spend on maximum 66 cards (adhering to a max. 6/4 rule too)
RATIONALE
I think every book devised by an experienced player automatically lists 2+ of Dispel, Dissove and Teleport.
So if it is such a "hygiene" purchase, not in the least bit customisable, why not give it to everyone for free?
It's this spell points tax that helps Wizards so much (especially Water Wizards) who buy essentials cheap.
By giving 10 levels of Arcane for free (I'm a shareware fan), you immediately devalue the Wizard's Training!
What about the other 3 spells, you say?
The bluffing game of hidden enchants is frankly enchanting
However, we are stuck with mandatory reveal.
Quite often, non-Wizards can't afford Nullify or Seeking Dispel
So the "could it be a Nullify?" bluffing game is lost as chances are it's not
But now every mage has a couple of them!
It hugely spices up a game when you look at all hidden enchantments suspiciously!
Even when playing against the guileless Warlord.
Of course you also need to arm players with the means to remove hidden enchants.
Blocks added purely because their possibility tactically restricts attack sequencing.
You also need another triggered enchantment to bluff if your build doesn't use them.
And because nobody except Forcemaster plays it surely? Now they are a possibility.
Anything that adds exciting uncertainty to the game is benefiting the game greatly.
But this would devalue equipment and enchantments, you say?
Devaluing equipment is a good thing, they are far too good hence Forges everywhere.
As for enchantments, you can always get one use from any persistent enchantment.
You'll have to time it so it's not hit by the opponent's base 2 Seeking Dispels though...
What other benefits does this spell points inflation that helps non-Wizards far more grant?
I don't know about you but I find culling my book to 120 far more painful with non-Wizards.
Now you can attempt the ambitious spellpoints intensive ideas, increasing game diversity!
I really hate that at least 6 spells (usually 10 = 4 Dispels, 4 Dissolves. 2 Teleports) are pre-chosen in all books.
This is just a tax that benefits the Wizard - so let's remove the tax and the Wizard simply loses his advantage.
It also has the beneficial effect of spicing up the game's uncertainty and allowing for points-costly build ideas.
Whilst solutions so far have been about the coefficients (cost multipliers), I'm suggesting a constant bonus to all.
It seems to me this nerfs a Wizard's advantage, remove these spell point taxes and also helps increase diversity.
Have I finally cracked?
I could get behind this change. Immediate, doesn't require editing spells (I still think the Wizard's Training should be nerfed somewhat, though that only changes a single card), and it has a significant positive impact.
I agree on Dispel, Dissolve, and Teleport. I'm not sure on the others though, but I also like the knowledge advantage given by enchantments. I certainly wouldn't mind getting them for free (I prefer a tactical game where these would be very helpful), I'm just not sure they're needed for free.
@Zuberi (quotes taken from several different posts out of order, too tired to go through and quote each one properly)
This does mean we're looking at probably another year under the thumb of the Wizard. It might take another two expansions after that to bring all of the mages up to tier 1, which means possibly 2 years from now before we achieve the equality desired for everyone. Is this too long? Opinions are going to differ on that.
Eight months to two years is certainly too long for me, as it is for many of the players I know in real life. And even then there isn't a guarantee that it'd go as predicted. Many of the problems aren't realised until
after the set is released, so waiting an extra 4-8 months for
that new problem to be fixed on top of the original problem is just too much.
Thus, the problem is that the Arcane school of magic is more self reliant and versatile than any other school, and conversely the War school is less so than the other schools. We need to bring the actual schools of magic into balance if we wish to balance the mages. Every mage should be able to rely on their training just as much as any of their brethren.
Long Term: Release enough new cards to where every school of magic is equally as strong as Arcane and none of them have a monopoly on game functions.
Pros: Increases variation and doesn't strongly sway the overall balance within the game. Gradually stabilizes all of the schools of magic.
Cons: Takes a really long time.
Short Term: Release Novice versions of spells. This would effectively make these spells in school for everyone.
Pros: Quickly and effectively helps to stabilize the various schools by giving a boost to all mages who were not previously trained in these spells School of magic.
Cons: Reduces variation by solidifying the necessity of these spells and makes such spells much more common causing a backlash of game balance. Also, some schools of magic will still need tweaking (War) to bring them up to par.
In an ideal world I would prefer the long term solution. However, we're already in a situation where many players are incredibly frustrated by the lack of balance that many (like me) will likely leave soon unless something's done about in the short term.Waiting for an unknown length of time for some unknown solution that may or may not work as intended isn't something that I personally care to wait around a year for.
And even when/if the other schools are at the same level as Arcane is, I still think the Wizard should have a restricted school. Nature and/or War seems thematic enough for that. The reason would be to make the weaknesses of the Arcane school actually mean something if it is no longer trivial to take the solution from another school in every scenario.
@Laddinfance
Please, no matter which way AW decides to go to fix this issue, please let us know what's going on (at least in general terms). Even if the solution you choose would take 1 year to implement, letting us know the approximate timetable would help a lot I think.
Non-response:
Possible answer to Teleport: Dimensional Anchor as a trait.
"This creature is immune to spells with the Teleport subtype"
Could go on various pieces of
non-arcane[/u] equipment or enchantments, OR be used as an arena-wide effect like Idol of Pestilence.
Something that powerful would likely require some Upkeep, say Upkeep +X where X= the # of Anchor tokens on the card (add one Anchor to the card, then pay). Ideally I'd love to see it as an enchantment, but that's mostly because I like to counter spells with enchantments.
I'm pretty sure both Teleport and Teleport Trap have the Teleport subtype. Divine Intervention only has the Protection subtype. I suppose nothing can stop the will of Asyra?
-Aylin
EDIT: Fixed a typo