August 16, 2018, 12:22:34 PM

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21
General Discussion / Re: The Mage Wars Community Self-Management Project
« Last post by ThisIsDeutch on August 13, 2018, 09:36:23 AM »
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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).

Let people do what they want to do- you think community game management is bad, then move on- there are a lot of great games released nowadays that are a lot better. Let people who enjoy the game continue on enjoying it.
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General Discussion / Re: The Future of Mage Wars Arena
« Last post by ThisIsDeutch on August 13, 2018, 09:33:56 AM »
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.

And so for those who decide to continue supporting the community-made project after it has been officially discontinued, they will unite and form a group that uses the same rules and the same custom fan-made content, similar to how Heroscape has been developing for the last couple of years- it makes for a healthy community that supports each other and releases new content.

You don't think any good will come of it? Fine, why not just stay out of it? If you don't want people to continue supporting a product then it is not your place to tell them what to do.
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General Discussion / Re: Gen Con Academy pre releases
« Last post by zzzPAXzzz on August 13, 2018, 05:56:45 AM »
I think the wording for this trait is just strange and way too complicated to fully understand. If even “experienced mage wars players” like us misunderstand this trait how could they publish something so confusing. Even if it sounds weird, IMO it would have been better with the simple wording swarms are « non living », take only 1 dmg per Hit (except AoE), roll 1 extra die for each Life left, psy immune ...
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Spells / Re: Introduction to Potions!!!
« Last post by zzzPAXzzz on August 13, 2018, 03:43:45 AM »
I sadly agree with you zot  :-\
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Spells / Re: Introduction to Potions!!!
« Last post by Karadox on August 13, 2018, 02:52:10 AM »
From a creative point of view, I can understand why the potions are in natural science, they were made of plants and natural ingredients.
In the future, there should also be potions in other magic schools.
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General Discussion / Re: Gen Con Academy pre releases
« Last post by Iudicium86 on August 12, 2018, 09:48:26 PM »
I think the swarm concept with only getting 1 dmg per hit if its not a zone attack is a bad idea. Not for acadamy but for areana. Killerbees for 7 mana with 4x1 die critical dmg AND FLYING ... that sucks ... veteran belt is a good solution but once desolved you are fresh meat for them and you can not protect your creatures.

For the fire elemental story:
The bees attack is not ethereal and fire elemental is incorporal so only 1dmgs on the dice count. So far that seems ok that it doesn’t kill the fire elemental so easily...

But:
Zombies killed by little stings? Come on ... Or an iron golem? WTF?  Can you imagine bees trying to sting an iron block?

Yeah, because first thing I think about when watching any zombie apocalypse movie is "Man, if only there were some bees around yeah?"
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General Discussion / Re: Gen Con Academy pre releases
« Last post by wtcannonjr on August 12, 2018, 09:43:37 PM »
This is what it says in the ruling about swarms:
[…] Creatures with the swarm trait cannot gaurd and Cannot be targeted or affected by non-attack spells that do not specifically target swarm creatures.  […]

Given the wording of the second clause in this sentence, one could make the case that Etherian Life Tree or Idol of Pestilence do not affect swarms. Spells with terms like "All Living Objects" or "All Objects" would not affect a creature with the swarm trait since they lack the specific target reference to the swarm trait. i.e. "All Living Objects" is a general targeting term rather than a specific targeting term like "all swarm creatures". Some examples in the rules would have been nice to clarify the intent of this interaction.

With this interpretation all the Conjuration spells currently in Arena would not affect a creature with the swarm trait since the trait did not exist until now. Does this interpretation help lower the OP nature of swarm creatures?

Another house rule - simply remove the 'Critical Damage' attack trait. Is this trait inherent to all swarms or just the Killer Bees? Without the Critical Damage trait a swarm drops to a more realistic power-level creature with a different type of resilience to attacks, but most damage will be done to unarmored creatures.

Sorry, man. If you interpret the rules this way you also eliminate any attacks against the swarm because no creature's attack bar specifically targets swarms.
The swarm trait rules specifically address how attacks are handled by covering zone attacks and all other attacks as separate cases. Thus, IMO all attacks fall under the "specifically target swarm creatures" wording.

From the recent discussion here, it seems like different interpretations of swarms may have existed among playtesters. Is there still a mechanism other than the forums for the playtesters to seek clarification on rules/cards AFTER publication? If so, this may be a time to use that process.
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Spells / Re: Introduction to Potions!!!
« Last post by farkas1 on August 12, 2018, 06:45:03 PM »
Yea a lot of clarification I think needed to be asked and discussed by us the play testers and the designers.

I’m at fault here too, I made the wrong assumptions on swarms and should of asked or learned what cards worked with them and what did not.  I don’t necessarily think it is our fault.  Maybe more fault with designer intentions and assumptions by us the playtesters.  Maybe just more communication needed to be done on both ends. 

Again imo I don’t think potions are OP at all.  They just add more options to other schools and the solo mage.  If potions were to be different schools I could see an argument making them novice but I also see that if your running less creatures you may have more space points wise to have them in your books. 
29
Spells / Re: Introduction to Potions!!!
« Last post by Kelanen 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....
30
Spells / Re: Introduction to Potions!!!
« Last post by zot on August 12, 2018, 04:54:09 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.
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