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Messages - Sausageman

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I can't believe you think spawn points aren't that good.... There's only one I think is overall 'poor', the others are excellent.

Spells / Re: Spells you would like to see
« on: May 30, 2013, 08:17:08 AM »
How about some way to mitigate appalling dice rolls?
Weave Fates, Enchantment (I'm thinking Arcane)
Cast 2, Reveal 6
When this spell is revealed, you may reroll all 'blank' results from a roll this creature just made...

New expansion sounds great, and I'm really interested in the alternate mages too.  However, for those that were requesting the alternate gendered mages, I do wonder if this will appease them.  Sure, they have the opposite gender now, but what if the ability is not what they want for 'their' book etc?

Just a random musing really, but I am left wondering whether there should have been just male/female versions of each mage, AND alternate versions too... Thoughts?

*Sidenote: I couldn't give two hoots about this, just for the record :)

Actually, I was talking about Vampire: the Eternal Struggle ccg, which I played competitively for an extremely long time, and ALWAYS saw the same people do well. It's random draw, just like M:tG, but there are numerous things you can do to manipulate that - drawing more cards being one of those.

Quote from: "piousflea" post=12002
Luck plays a much smaller factor in winning games compared to a typical "CCG" where your hand is randomly drawn.

I don't agree - it plays at least as much in my experience. Obviously, as Mage Wars is still in it's infacy, it's difficult to tell whether the same players consistantly win their games, but there's a reason the same ccg players won theirs....
Fact is, I have both won and lost games (lost more than won too) purely because of terrible dice on my behalf or amazing on my opponents (often both at the same time, which makes a massive difference....).

Like I said, I'm not saying randomness in a game is bad, far from it - but I like to be able to mitigate randmoness where possible...

Quote from: "Preacher" post=11998
Agreed on all apart from the D8, surely that would make things even more random?

Well, I wouldn't say more random, but it flattens things out a little - maybe crits and 2 damage less likely to happen. It was only a little related to the randomness point anyway, just a personal bugbear of mine :)

As for the rolls leveling out, I really don't feel games are long enough to get average rolls.

Wow - I find myself agreeing with sIKE so much I even used the 'hardly ever used' Thank You button.... :)

The game is great, it really is, but sometimes the randomness is SO apparent it makes me want to pull my hair out. The infamous game where I layered 5 armour, and my opponent scored only critical hits from then on - through about 30 attack dice, and many other stories where the rolls played a MASSIVE roll in things.

In fact, if there was one change I could make to this game, it would be to change the dice to D8s, and adding another blank and another 1 damage. It doesn't sit well with me that you're just as likely to crit as you are to do normal damage....

But I digress :) Lots of randomness here is my feeling. Not necessarily a bad thing, but sometimes, it will make you think that a deity is actively picking on you :)

Spells / Re: The Forcemaster's Forcefield
« on: April 19, 2013, 07:52:52 AM »
My issue with a lot of the advice given is it's temporary - the FM backs off, uses her innate push ability a bit and the FF is back up to 3 charges quick as anything.

Dispel is, clearly, the best choice, but a Nullify on her when you cast it could literally make you cry...  This means you've gotta cast something else on her first to make sure you get it through, and THEN the 12 point Dispel...  For those unfortunate mages that have a channeling of 9, thats a LOT of mana.

What you have to do is COMPLETELY alter your strategy to try desperately to remove one card of your opponents.  While they try to savage you about the head and neck...  That's an extremely powerful card.

Player Feedback and Suggestions / Re: A variant that plays faster
« on: April 16, 2013, 06:34:55 AM »
Quote from: "DarthDadaD20" post=10924
My games are bordering on 30-60 mins more and more....

Mine too.  I've found only Priestess and Forcemaster tend to make games longer, as they both seem to have combat/damage avoidance abilities that naturally lengthen a game.

To make games shorter, my advice is to focus - concentrate on killing your opponent.  Sure, that Cheetah Speed on him might look cool, but is it really worth taking an action to dispel?  The more I play, the more I realise the game is about making as efficient use of your actions as possible.  I VERY rarely attack a creature if I have the option to attack an opponent directly, for example.  Getting distracted is what tends to lengthen games, not the game itself.

Just my experience.

Rules Discussion / Re: Reveal Several traps
« on: April 12, 2013, 06:47:36 AM »
I did this a little already.  2 teleport traps, one hellfire, and a corner blocked in by wall of thorns and a poison gas cloud in it...  Was convoluted, but when I force pushed my opponents mage into he he wondered what the hell happened - teleported half way round the arena, he lands, on fire, choking and behind a massive thorny wall...  :)

Player Feedback and Suggestions / Re: Expansion policy
« on: April 12, 2013, 06:39:43 AM »
Quote from: "malgor" post=10844

So the expansion should never be something you need to buy in order to win.

*Need* we may not, but there are those of us that will buy pretty much anything released whether we need it or not!  :)  Stupid compulsions....

As for amount of expansions, I'm sort of torn here actually.  In the one hand, I agree with the OP.  However, if expansions are without spell books and duplicate cards from previous sets (i.e. just new mages and/or spells), then I don't object to a few of these coming out.

But don't go crazy guys...  ;)

Rules Discussion / Re: Enchantment Cast/Reveal/Range/LOS
« on: April 09, 2013, 06:26:40 AM »
Quote from: "Shad0w" post=10644
Range only applies to casting unless otherwise stated.  :)

This is the point here - CASTING the spell and revealing it are two entirely different things.  Range is only used upon casting the spell (where it's placed face down on an object).  You may reveal the enchantment at any time, paying the applicable costs, or when required to in the case of mandatory enchantments.
The only time these spells will reveal and 'fizzle' is if the mana isn't or cannot be paid, or the incoming spell somehow makes it illegal (an unavoidable spell vs a block, for example).  Doesn't matter if a spell comes from 5 zones away, the Block can stop it if the other requirements (mana paid and spell avoidable) are met.

League / Tournament Play / Re: UK/London Players?
« on: April 03, 2013, 05:08:48 AM »
There are several players in the Bedfordshire area, and I have another friend in Winchester. We are around :)

Spellbook Design and Construction / Re: Warlock Build Help
« on: April 02, 2013, 03:04:51 PM »
I'm not a big fan of making stuff redundant in spell books, so if he puts in the Leather Gloves I reckon he should take out the Deflection Bracers (having 3 'hand slot' items just seems crazy)
I also slightly favour the Dragonscale Hauberk over the Demonhide Armour. Reckon the former would keep you alive for longer. Generally....

General Discussion / Re: Shut up and take my money!
« on: April 01, 2013, 05:41:24 AM »
Yes, they are out of stock currently too. I was told they're expecting a new lot imminently.
However, I was also told shipping to the UK for the spell books could be around the $95 mark.... I don't want them that much.

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