August 14, 2018, 02:43:58 PM

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Messages - Kelanen

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Spells / Re: Introduction to Potions!!!
« on: August 12, 2018, 05:31:05 PM »
well for a fact when it was conceived and initially created, it was a 1 potion at a time period. a non slot rule that only one potion equipped at a time.

I can't comment on what it was conceived as, but I never saw a PT rules document that said that. We've been using multiple potions since the start. And no feedback that we missed something....

General Discussion / Re: The Future of Mage Wars Arena
« on: August 12, 2018, 04:50:10 PM »
So if someone wants to improve what Arcane Wonders is willing to do, why put them down for it? You're putting blind faith in a company, which you expect to continue supporting Mage Wars, even though they aren't doing anything to make things better.

No, I'm not. I have zero faith in AW, and MW is dead as an evolving concern. The state of playtesting, and lack of reaction to our feedback made me draw this inference over a year ago. There *might* be an LG2 to use all the current promos, bu other than that I don't expect to ever see another Arena product. None of this breaks NDA since none of this has been told to us - but I'm 95% confident in thge outcome.

But if that's the case then the best thing to happen to the product from my point of view is it to be frozen (which lets face it is what's happened for most of the last 4-5 years), not a fan evolution. I've seen them in other games, and never seen one that was a positive experience.

General Discussion / Re: How important is Mana?
« on: August 12, 2018, 04:44:56 PM »
If the answer is yes - well Wizard seems strong then.

It is - still Tier 1. Just not with Wizards Tower.

General Discussion / Re: The Mage Wars Community Self-Management Project
« on: August 12, 2018, 04:43:43 PM »
Finally, a member of this community has stepped up and proposed something to make the game better and more interesting, and the fact is that Arcane Wonders has shown that they're not going to do anything about it, so it's up to the community to make things right. You can wait all you want for Arcane Wonders to 'relinquish' the game to the community, but most of us are tired of sitting here while the company does nothing, and frankly I find it a bit ridiculous that you are clinging to Arcane Wonders when they have been almost non-existent with the community and haven't done anything to make things better.

That's great you see it as a positive development - I don't. Stagnation is not the worst situation (but yes it's bad).

General Discussion / Re: The Mage Wars Community Self-Management Project
« on: August 12, 2018, 04:42:07 PM »
In essence we would become temporary workers volunteering our time to improve the game. By creating a reasonable solution to some of the perceived problems with the current ruleset, we make it easier for Arcane Wonders to deliver an official solution. i.e. they don't need to invest their limited manpower to do this work since the community created an initial solution. Then AW would only need to invest a smaller portion of their time to review, edit and 'officially approve' the proposal.

Manpower hasn't been the issue - Ivan has always been the rules guru anyway, not anyone at AW.

General Discussion / Re: Gen Con Academy pre releases
« on: August 12, 2018, 04:39:28 PM »
Etherian Lifetree certainly boosted them in testing... It was in my book (back when we had a card to auto-heal them too...)

Spells / Re: Introduction to Potions!!!
« on: August 12, 2018, 04:29:16 PM »
i thought it was one potion period, not several at the same time. you can have one potion equipped at any one time. perhaps that got changed too.

No, that's incorrect, and was never correct at any point in playtesting. This would be correct if 'Potion' was a slot location, but it's not, and never was.

You can have any number of potions, as long as they are all different.

Domination / Re: Altar of Oblivion
« on: August 10, 2018, 04:34:52 AM »
More precisely, I'd say it rounds to the nearest whole number - so yes 0.5 rounds up.

Spells / Re: Introduction to Potions!!!
« on: August 10, 2018, 04:32:28 AM »
No rules as of right now about potions.  There was a lot of discussion on this topic in play test forums.  Nothing came up from designers.  If more potions are released in the future I assume it is likely going to have a potion description in the errata rules.

I'm unconvinced. We had more potions simultaneously in test with no problems.

Rules Discussion / Re: Divine Intervention and Gear Up
« on: August 09, 2018, 07:47:25 AM »
You may reveal DI before Gear Up's resolve step and simply break it. If You don't do that then the opponent has up to 3 free actions. Each of those actions follow normal steps for casting spell. You can reveal DI after opponent pays for Mage Wand and break that single action, but it won't have any effect on other two because opponent didn't even start them. Then opponent can cast another Mage Wand if he had 2 copies of it.

This is my inclination also, although it's a good question.

I *think* Gear Up has fully resolved on granting you those 3 free actions; they take place outside of the Gear-Up sequence. The free actions are essentially use on priority abilities (implied, but not stated that they have to be used at once before passing priority).

Spells / Re: Introduction to Potions!!!
« on: August 09, 2018, 04:44:57 AM »
We can of course only carry 1 of each type of potion, but I don't see a special potion slot on the cards, so can we have an unlimited amount of potions on any one mage? (That's only 3 right now, but more might come along later.)

That is correct.

Anyone have any ideas for making academy card interactions more clear in Arena? Some of the cards can be kind of confusing sometimes because of the different game terms.
The cleanest approach would be to update the Arena Rules Supplement. I would include a separate section to cover the Academy/Arena rules & cards interactions, but these could be combined within the current structure of the Supplement.

Agreed. The FAQ, and maybe the Codex need to have Academy terms in there, defined as how they work in Arena, and spelling out how they differ from teh usual Arena terms.

General Discussion / Re: How important is Mana?
« on: August 09, 2018, 04:33:34 AM »
You don't need mana if you are confident of a quick kill. The problem is that most books/players can defend adequately against that (and over the expansions defensive play has been buffed more than hyper-aggressive play), so in reality you can only get a quick kill on a poorly prepared player, hence it goes to a mid to long game, and then mana is very important. I have 25 books built, and I think 5 don't permanently boost their channelling (and usually actions also). And even then a lot of aggressive books will find room for WispWillow amulet...

So yeah, the reality is that channelling is really important if you don't want to flip a coin on an early kill, or if you are planning any kind of longer game.

General Discussion / Re: Gen Con Academy pre releases
« on: August 07, 2018, 12:00:18 PM »
I don't remember that last book I played, or played against that didn't have a big stack of armour and at least one Vet Belt. It's too good not to include, even at triple cost.

I'd love to have the interaction between Explode and Armor Ward/Anvil Throne Warlord runes explicitly clarified.

The interpretation that my friends and I have universally agreed on is that if you successfully cast Explode, then an effect prevents the equipment destruction, that does NOT prevent the attack from occurring.

Nothing in the rules text for Explode indicates that the attack is conditional on the item actually being destroyed, it just has "Effect 1, then Effect 2".

It IS explicitly clarified in the FAQ document (p31 - Explode entry). And it works the way you think it should - preventing the destruction, prevents the damage.

When you say 'you would like something explicitly clarified' it behoves you to do a cursory check first... Most such things have been clarified or ruled - years ago...

You're absolutely correct in your interpretation of the interaction with armor ward and explode. The casting cost is set and in step 3 "resolve" you destroy the equipment, however that is when armor ward effect is triggered. So then you have to pony up another 2, if you can't then the object is not destroyed as per armor ward. The attack still follows through since the explode effect was not canceled.

Sorry Kharhaz - wrong answer.

Quote from: FAQ 'Explode' entry
The explode attack is dependent on destroying the equipment. If for some reason the equipment is not destroyed, there will be no

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