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Messages - wolf88

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1
Spells / Re: What do you think about Ballista?
« on: November 20, 2014, 07:36:01 AM »
What if the only change to balista was the range, from 1-2 to 2-2?

2
Mages / Re: Why the Beastmaster isn't very good
« on: July 28, 2014, 01:36:27 AM »
Whoops. Make that harmonize then.

3
Mages / Re: Why the Beastmaster isn't very good
« on: July 27, 2014, 04:55:35 PM »
Opening with Lair in near center + Ring means that you can summon a big creature once every other turn at least.
Second turn is either a pet timber wolf if the opponent gets close or battleforge + harmonize if the opponent doesn't. Then simply alternate playing creatures when the opponent has initiative and equipment when you have it. Try to float 6 mana for teleports/dissolves/dispels, prepare utility or reaction spells.

4
Strategy and Tactics / Re: Double Spawnpoint Warlord
« on: July 27, 2014, 12:42:28 PM »
So the question is: what would be a good way to gain tempo against a warlock who goes for turn 2 adramelech while still playing 2 spawnpoints?

Do you think that block/brace yourself to stop the first attack and a guarding corazin would be enough to swing it back?

5
Player Feedback and Suggestions / Re: Johktari Weapon
« on: July 26, 2014, 05:49:07 PM »
What about this? "Frog Venom Darts" 6 Mana, one handed (only weapon slot) Quick Attack, poison, 1 dice range 0-2 Effect die, If 5+ the target is considered to be hindered. Critical Damage (it bypasses all armor) This weapon cannot roll more than one damage die per attack, regardless of other effects.

Or reduce range to 0-1 and daze on 9+

You could also pair it with an off-hand dagger like "Flint dagger" 7 cost one handed, any hand, quick melee 3 dice plus  7+ bleed

So...you want to make a weapon for the JBM, then make it incompatible with one of her signature abilities?

Plus it's poison on top of that, which is just horrible...

I didn't want to make it too good.
An alternative could be removing the critical damage and just making it zero red dice. so it doesn't roll anything unless you boost it first. It needs to have a good effect die ability to make it worth using over a bow though.

6
Player Feedback and Suggestions / Re: Johktari Weapon
« on: July 25, 2014, 01:55:24 PM »
What about this? "Frog Venom Darts" 6 Mana, one handed (only weapon slot) Quick Attack, poison, 1 dice range 0-2 Effect die, If 5+ the target is considered to be hindered. Critical Damage (it bypasses all armor) This weapon cannot roll more than one damage die per attack, regardless of other effects.

Or reduce range to 0-1 and daze on 9+

You could also pair it with an off-hand dagger like "Flint dagger" 7 cost one handed, any hand, quick melee 3 dice plus  7+ bleed

7
Strategy and Tactics / Re: Dungeon Twister: A Lesson in Bluffing
« on: September 09, 2013, 09:53:35 AM »
I disagree about it being a great tactic to always choose the sure win card in Dungeon Twister.

Cards are limited in quantity except the +0. If you start playing predictably, your opponent will always choose his zero card when overmatched and thus will be able to come right back at you when you run out of the bigger cards.

In that game you have to correctly evaluate your opponent or outmanuever him completely.

8
General Discussion / Re: Druid vs Necro Spoilers
« on: September 08, 2013, 08:57:19 AM »
Me personally I wouldn't pull it out early and would favor non upkeep forms of armor first, 2 mana per turn (early on) is just too costly, but later game wouldn't matter as much.

And why not? Cast it early game but don't reveal it. Reveal only after you start being attacked and pay the upkeep only if you can afford it and it's worth it, otherwise it's 4 life points for 4 mana and a quick action in a turn you didn't need it.

9
General Discussion / Re: What is Arcane Wonders attitude towards Octgn?
« on: August 25, 2013, 12:40:26 PM »
The ease with which you say that assures me that you are not a programmer, nor in business.

I've been a professional programmer for 9 years, and a game designer for 6.

I'm not really sure what you think would be difficult about designing and developing a project like this. It seems like it would be any other project I've worked on before.

the only issue that would arrive with a mage wars online app honestly would be the low player count and small fan base resulting in either no return or a slow return, but that would be up for market research to decide on, really, thankfully octgn serves that purpose if enough people are playing it that it is an issue then their is indeed a market for it.

What kingrichard was snarkily trying to convey is that it's very probable that Arcane Wonders doesn't have the means to finance such a project and a partnership with an existing studio is probably difficult because of the high difficulty barrier of this game for average players.

I have to say that personally i would love to see Playdek work on this game.

10
Spellbook Design and Construction / Re: Metagaming with 4golem.bok
« on: July 17, 2013, 06:26:36 AM »
I'm sorry, but I just can't agree here. The most effective mage will win by his efficient use of actions, not by the number of actions he has.

Assuming both mages are skilled enough to have very high action efficency, then certainly having more actions seems to be what tips the scales in one's favour.

11
Spellbook Design and Construction / Re: Metagaming with 4golem.bok
« on: July 16, 2013, 06:29:20 PM »
I run a similar spellbook with an Earth Wizard and it's brutal, I've been interested in making a Warlord variant with Sniper but it's still not good enough. Yours looks fine, but a little too low on "utilities" for my taste

12
Strategy and Tactics / Re: 'Wizard's Castle' Turtling Strategy
« on: July 16, 2013, 06:24:47 PM »
I do have a couple of tricks to deal with a single big rushing creature, i'm not scared in the least of that. The plan is very flexible, i could very well Teleport trap, spiked pit or even turn it to stone, stop summoning golems and start spamming low level attack spells from wand + tower (hurl rock is excellent for the purpose)

Being pushed through a Wall of Thorns scares me a little more because it's really something you cannot counter, either you already had armor out or you get a lot of damage. I'm actually considering including the eagleclaw boots.

13
Strategy and Tactics / Re: 'Wizard's Castle' Turtling Strategy
« on: July 16, 2013, 05:24:24 AM »
My fault, I misread the description. It might work but you need a plan to deal with the Iron Golems i'll keep summoning. Assuming I went with the "slow" start i can cast a guaranteed golem the second turn (if you enchant me i'll cast another spell before it, just in case) and yet another in the third and another one (or an Earth elemental) in the fourth. Coupled with Voltaric shield when it counts, i can apply the beatdown way faster. That is exactly how I want you to play against me.

14
Strategy and Tactics / Re: 'Wizard's Castle' Turtling Strategy
« on: July 15, 2013, 02:11:02 PM »
That 1st round is broken Wiz-Pig. After running 2 squares you are at range 3 from the enemy mage so no teleport sorry.

15
Thankfully Asterion Press is gearing up for an October release.

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