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Messages - Kaarin

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361
Player Feedback and Suggestions / Re: About Holy Attack Spells...
« on: October 15, 2015, 12:17:24 PM »
I do like the idea of guaranteed critical damage, actually. It suits my concept of light damage, and would be worth the trade of fewer attack dice. The attack might not be the best against unarmored targets, but against high armor it'd be great.
Don't forget resilient, currently there's no way around that, because every "active" critical damage attack is of poison or psychic type and resilient creatures have immunity to both those types.

362
Demonhide Armor's attack is called demonic presence. Why not infuse mind creature with that? Just give it additional dice (or vampiric) vs sleeping and maybe full cast sleep without its own channeling. This way it will work against targets with psychic immunity while still having nightmare function.

363
Strategy and Tactics / Re: Aggressive armor? Let me explain.
« on: October 13, 2015, 07:50:42 PM »
Heh, clever! It makes your opponent harder to target, of course, but that only lasts till you hit once; then you fail to pay the cost of sustaining it and it goes away.
As You still control the enchantment You can just close in and shift it to yourself.

364
Player Feedback and Suggestions / Re: About Holy Attack Spells...
« on: October 13, 2015, 07:48:29 PM »
The spell would hit whoever he hit with the sword in much the same way as Sectarus, Dark Rune Sword works now.

I think he should have a sword that does critical damage to non-living creatures.  Then he would have to chose between which sword to use.
personally I would go for the light attack spell one every time(unless I'm fighting a Necromancer, and maybe even then). It just seems like an additional 2 dice is worth more than a chance you might do critical damage.
IMO the game really needs an option to deal guaranteed critical damage to non-living creatures (current critical damage attacks are either of poison or psychic type). You can have Brogan swinging his sword at weakest zombie and still do 0 damage if You don't roll crits. Additional attack spell as a free action is good for sure, but it's still wasted if You have bad rolls.

365
Strategy and Tactics / Re: Aggressive armor? Let me explain.
« on: October 12, 2015, 07:51:05 AM »
Or Blur. Is Blur targetable on non-friendly creatures?
Yes, it is. It has corporeal creature as his target. So You can cast Blur on enemy and reveal it during deployment phase when enemy is targeted with equipment spell by forge.

366
Strategy and Tactics / Re: Aggressive armor? Let me explain.
« on: October 07, 2015, 04:24:20 PM »
There's an armor that grants lightning+X to its wearer, so You could do it if enemy doesn't have an armor yet.
You may also do this with eagleclaw boots before casting repulse.

Hah!
Ha ha!
Problem is that this armor grants its wearer damage barrier. :P

367
Strategy and Tactics / Re: Aggressive armor? Let me explain.
« on: October 07, 2015, 12:36:37 PM »
There's an armor that grants lightning+X to its wearer, so You could do it if enemy doesn't have an armor yet.
You may also do this with eagleclaw boots before casting repulse.

368
General Discussion / Re: Battlegrounds Domination Release Update
« on: October 03, 2015, 08:53:06 PM »
Will the promo's "Blur" and the "Ankh-card" be included in these first copies then ?
I know that there's at least one shop that sells the promos separately:
https://boardgamegeek.com/thread/1445929/miniature-market-really-selling-battlegrounds-prom

369
Spellbook Design and Construction / Re: Online spell book builder?
« on: September 30, 2015, 04:10:04 PM »
P.S.  Using Internet Explorer 10.0.9200.something.
It seems that's the problem. I'm currently on Opera 12.17 (released in 2012, I think) and don't have such issues. Also I've added Guard dog and Wall of Force without problems after checking 'ignore card counts'.

370
Alternative Play / Re: Balanced full game arena format that's shorter?
« on: September 29, 2015, 03:51:28 PM »
If You want shorter game then You either have to eliminate empty damage or lower mages' life.

I doubt youŽd come up with something that doesnt affect the game "balance" and makes certain spellbooks/mages/strategies better or worse.
That's why I proposed changing dice earlier. With no empty damage on dice You will KO enemy faster even with increased life. Random effects won't need to be changed, only direct damage/healing/ and +/- life/armor should be changed.

371
Alternative Play / Re: Balanced full game arena format that's shorter?
« on: September 29, 2015, 09:13:54 AM »
If You want shorter game there's simple thing to do: turn dice from 0-2 to 1-3 and increase everything's health and armor by 50% (rounded down). Problem is that execution will not be so simple: spell that does 1 direct damage will still inflict 1 damage, while spell with 2 direct damage will inflict 3 damage when both have unchanged casting cost, so there's some balancing needed. For cards that stay in play You could just add markers.
I propose such change, because in current game there's minimal amount of dice to KO enemy, but no maximal even without healing and armor. Rolling blanks doesn't affect time left, while rolling 1-3 will make sure that attacking unarmored mage will bring game closer to end.

372
Alternative Play / Re: Balanced full game arena format that's shorter?
« on: September 29, 2015, 08:59:41 AM »
As for wizard's tower, running away is no longer an option, but that's the same thing for pretty much every range 2 quick spell in this format (unless the caster is slow or restrained at range 3). Things like walls, obscured, armor defenses, tough, forcefield, conquer...heck you could use your full action to destroy the tower and then quickcast a zone exclusive conjuration of your own in its place. That tactic might actually be viable in this format where it wouldn't be in a larger arena.
Wizard's Tower isn't zone exclusive, so casting such conjuration won't help. Problem, that I see, is that You're always in casting range of attacks (e.g. Hurl Meteorite). Also not being able to attack for first two turns is turning away from normal arena format where You can attack from first round (currently there are at least two ways to do this). During those two setup rounds Druid could drop 4 zone exclusive conjurations and still have free spot in his starting zone. Since she casts conjurations in deployment phase there's very small time window to prevent this.
On the other hand Warlord will be crippled by outpost placement restrictions.

373
General Discussion / Re: Community Card Construction - Level
« on: September 27, 2015, 06:01:25 PM »
Mind 2 + Dark 1?
Costs Forcemaster 4, Dark 5, normal 6, Holy 7. Or is that too easy for Forcemaster?
Shouldn't it cost 5 for Forcemaster? After all she pays triple for every non-mind creature spell.

374
Strategy and Tactics / Re: Need help for Team Up ideas.
« on: September 24, 2015, 01:30:49 PM »
I'm surprised no one mentioned Skeletal Necro + (Bloodwave preferably) Warlord. Both can summon skeletal soldiers from spawnpoints and have spells/abilities that support them.

375
Strategy and Tactics / Re: surging wave push&slam
« on: September 22, 2015, 10:03:11 AM »
Okay, now I would like to know a reason for this confusing exception.

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