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Messages - rokendo

#1
Bugs & Support / Re: about last night
August 31, 2009, 05:17:02 AM MT
The nice thing is that it can turn quickly the other way too..I went up 110 points in 6 games..page 12 to page 1.

So win a few duels and multiplayer games, you'll be back up!
#2
Strategy & Tactics / Re: Fighter mage, Psion, barbarian
August 31, 2009, 05:07:30 AM MT
I've been running Sorc/Sam/Psi pretty regularly and it works out good.

As Ross mentioned,the Sorc adds alot of damage potential to the mix. The Psi can be used to bring in targets to the samurai. She can also line up the Sorc's lightning bolt, so you can hit more targets at once.

The 5 valor LB along with the Sorc's other benefits give her a stronger attack than you might see on paper.  Her defense is weak and does leave her vulnerable....

Hence, the need to kill targets quickly with the Samurai/Psi mind blast/LB.
#3
Feature Requests / Re: New Guardian mechanic
August 30, 2009, 05:32:58 AM MT
I'm thinking switching teleport/reposition out of the deck is probably a good idea.

reposition is a game changer if you know what you are doing.  That might be a good thing to give the underdog a chance but it can be random.

There's an argument for one strategy to cycle through the deck to pull reposition.
#4
General Chat / Re: Map Design Gallery
August 27, 2009, 05:07:02 PM MT
Excellent maps Fin,

I'll have to dup those out and try em out.
#5
>They only problem I have with the psi is the fact that, in end game, if it's 1 on 1, the >paladin, warrior, bard, absolutely cannot win.

One could argue the same thing about the rogue.  Except for the fact, the psion can push people away.  Its a tough fight..Your only hope is a good sprint.

The only other notes I'll add is that the mind blast has a 35% chance of hitting.( I miswrote 45%).

Its basically a zero cost lightning bolt.  If its worth casting a cheap bolt attack instead of healing, use the psi.

Its really her ability to do combos and bring characters in LOS that make her dangerous.  When she is on the field, she forces your opponent to play differently. If they don't, they risk the psi taking advantage.




#6
Feature Requests / Re: Handicap option
August 22, 2009, 04:26:35 PM MT
I would also be against a handicap option.  The rating system is skill-based but the game has a strong random factor between the dice and cards.

You can be the best player in the world but if your opponent draws the right set of cards and gets lucky, you can be knocked out before your turn begins.

#7
General Chat / Re: Map Design Gallery
August 22, 2009, 06:08:25 AM MT
Here is my betrayal map:

Each Hero has a guardian next to an opposing heromage to promote early bloodshed and conflict.

I have a 2 and 3 player version of these type of maps.  haven't tried it out much.

good for free for all

I put some notes on my blog about it: https://thebusygamer.blogspot.com/2009/08/heromages-betrayal-map.html
#8
Psions are nasty. 

They have a 3 dice attack with 45% chance of hitting regardless of defense.
They can also reposition any of your opponent's characters another 5 spaces.

If you can't hit something with your mage, get the psion in sight and move the target in sight of your mage.

Samurai short on move, move the target with your psion.

I've played enough duels to know that if my opponent has a psion and I do not, its going to be a tough fight.

any thoughts?
#9
If there was only 1 or 2 power points, I think your view has merit. 

However by adding different terrain, the maps get more interesting. Map designers have more ability to influence and the channel the flow of the map. 

As it stands right now, map design really consists of blocking LOS and creating open/close areas of conflict.

Its still a choice of the map designer to add the terrain. Obviously, bad placement of terrain will heavily favor one side or the other.

Maybe a simple version to see the impact on play is add terrain adds +1 valor a turn you control it.    This will add additional incentive for players to be aggressive in the game's beginning.

However, control of the space does not add any overwhelming advantage except unlocking the mage's abilities a little earlier.

In the endgame, the +1 valor square is meaningless and the game will flow as normal.




#10
Battle Blog / Re: Obligatory Awesome Move Thread
August 19, 2009, 05:02:51 PM MT
Samurais rock.

I did something similar. I revived a Samurai next to Fighter Mage who had ~ 3hp. The samurai took him out. He then went around on 1 life to slay the Guardian Warrior and Paladin winning me the game.
#11
Feature Requests / Re: IRON MAGE MODE
August 18, 2009, 04:19:21 AM MT
I like the assassination idea.  Basically protect the king or the game is over. 

In the mode, I propose..the paladin would still have healing. It would be one of the lone sources of healing.

#12
Feature Requests / IRON MAGE MODE
August 13, 2009, 11:36:23 PM MT
Hi,

Would it be possible to implement a game mode with all healing/revive spells were disabled?

This would create a game where defensive behavior and running is less encouraged because healing is not an option.

Thanks


#13
Bugs & Support / Re: Memory usage
August 13, 2009, 11:26:50 PM MT
When I had really bad lag,
I was using an old laptop 1.8 GHZ, 170 Meg HD, 1 GIG RAM when I had severe issues.

I've been using my other machine ( dual core 1.8 GHZ, 1 GIG RAM) and it seems to run better in IE.

When I run in firefox, I notice that memory usage builds to around 500 meg.

If I get my old laptop again, I'll try to pull more exact specs.

#14
Game Balance / Re: Mage Valor Abilities
August 03, 2009, 03:52:46 AM MT
Regarding the Summoner, I like the idea of replacing the creature with a flesh golem.

You are not reducing the summoner's combat effectiveness by sacrificing a creature and  a card to gain 3 life.

One alternative ability to fit the necromancer theme is to add this ability:

1 card: Drain Life - Target adjacent creature loses 1 life. Summoner gains 1 life. 

Its a net swing of 2 life  and can be used on her allies or enemies. Its also very effective and give her a little bite at the end.

I prefer an offensive capstone vs defensive because I'm getting the feel that the endgame can drag...but that is a topic for another post.

#15
Game Balance / Re: Mage Valor Abilities
July 31, 2009, 05:18:53 PM MT
From my experiences, I feel the summoner's capstone ability ( Sacrifice) needs to be changed. 

It is very expensive and reduces the ability of the Summoner to inflict damage on her opponent, it just buys her time.  Maybe an ability to help her find more summon cards would be better than sacrificing troops.

I was thinking a subtle fix might to improve her attack to 3 and defense to 14, so she is a slightly better fighter than the sorcercess.