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Messages - Zelanius Forcys

#16
Perhaps you can learn the hotkeys? To review or close the log, just press 'L'.

Zela
#17
Feature Requests / Re: Healer Mage
October 29, 2012, 02:39:51 PM MT
There are always Summon and Destruction spells. Besides, with the healing capabilities, Revive and healing the Guardians within the same round should be a piece of cake.

This actually gives me an idea - how about nerfing the healer at 0 valor by causing Destruction spells to do less damage? Like -2 dice or something.

Zela
#18
General Chat / Re: Async Games - People not ending turn
October 28, 2012, 04:21:22 AM MT
Hi Magic,

Thanks, but I think most of our games were frozen, due to AI, as opposed to not ending turns properly. I do have a few where the players seemed to have signed on to play a couple of games, and never to return.

For those, I would probably just drop them.

Zela
#19
Feature Requests / Re: Healer Mage
October 28, 2012, 04:20:04 AM MT
Magic,

I think the problem is how we can balance healing with destruction. Healing is a guaranteed move (i.e. heal 3 really heals 3), while destruction is a dice roll (i.e. attack 3 can get you anywhere between 0 to 3). Therefore, if we do get in a healer without nerfing its power, we will come to 2 scenario:
1) Everyone starts using the healer mage
2) Everyone starts going after the healer mage, even if it is a FFA

Hence, having the healer mage heal enemy units will prevent it from being overpowered. Yes, we want to kill our enemies fast, and the healer mage cannot do that. But if the healer mage can cause his/her team to be almost invincible, how fast you kill your enemies become a totally moot point.

Causing the healer mage to heal enemies does make how a player use it even more strategic, forcing them to take into account LoS even more than usual. Besides, we can build the abilities into the lore, by making the healer mage a pacifist, dedicated to helping people of Papillion, etc.

Just my two cents.

Zela
#20
General Chat / Async Games - People not ending turn
October 17, 2012, 12:55:30 PM MT
I have previously brought up that there is a bug which does not show the correct person's turn, as well as how the actions are not fully registered.

I have recently had a few async games where the players either forgot to end turn after taking all actions, or perhaps the end turn was not registered in full, resulting in the games being on hold for days, allowing me to drop the opposing players if I choose to.

To all players out there, please always, always, always double-check to make sure that your turn is correctly ended.

For those of you who know that you have an async game against me, please check to make sure that your turn has ended successfully.

Thanks.

Zel
#21
Meeting Place / Re: Hello Community :)
October 09, 2012, 05:49:45 AM MT
Did you say Singapore!!! I am from Singapore too!!!

As for pointers, you can read the strategies and tactics section.

Shameless self promotion -> read the Beginners Look Here thread.

Zela Forcys

P.S. I sent an invite for a team game against 2 AIs. Let's call it Singapore vs Terminators.
#22
Feature Requests / Re: Healer Mage
October 07, 2012, 11:12:02 AM MT
I actually agree that healing enemy units is a fair. As Ross pointed out, healing is a guaranteed 'hit', as opposed to attacking.

The thing is, as long as you maintain your mana, and keep using your abilities, you pretty much are invincible with heal, while withering away at your opponent's health.

I actually thought of some mages back in the character idea thread, some with mixed specialization, and one with healing specialization. Here is the repost of the healer concept I did:
Healer - Mage
(0 Strength, 14 Defense, 6 Life)
Passive, Medical Training: Player's Recovery spell modifiers get +1 absolute value
Valor 5, 1 Card, Healing Aura: Surrounding units recover 1 Life (regardless whether ally or enemy, and Healer himself don't recover)
Valor 10, 1 Card, Blood Magic: Converts 1-3 Life to the same amount of Mana (this is random, similar to sprint; especially scary in situations where you need 1 more Mana for Healing Hand, and has exactly 3 Life left)
Valor 15, Passive, Broken Vow: Healer gets +3 Strength

You can see that the Healer I posted was much more useless offensively, but still themed around Recovery spells. It also has higher defenses. Not sure if this is overpowering in healing, but underwhelming as an actual mage, though.

Zela Forcys
#23
Bugs & Support / Fighter Mage Flash bug
September 25, 2012, 11:24:41 PM MT
I just encountered a bug where, after the Fighter Mage uses Flash, the game freezes.

It seems to be similar to the Paladin's Bless bug.

The game affected was #39990.

Attached is a screenshot.

Zel
#24
Strategy & Tactics / Re: Beginners look here
September 22, 2012, 12:12:35 PM MT
Thanks for Rugman for posting on this thread, as I totally forgot about my write-up! Since version 1.8, lots of things had changed. Fighter Mage is now only partially immune to Stun, but fully immune to Imobilize, so here are the add-on points:

2a) Blizzard is still terrible against Fighter Mage as of v1.8, but much better than before. In fact, if you can hit a Fighter Mage without a Paladin or even in a party with Paladin, make sure to do as much damage as possible, so that their team will not hit the Fighter Mage just to remove the Stun. AIs are quite adverse to hitting their mage to remove the Stun effect when the mage only has 1 or 2 life left.

3a) As with point 2a, Blizzard is more powerful now.

4a) Wizards are really useful now. Especially with Meditate, and perhaps a Mana Surge. If everyone is in LoS, a Meteor Swarm, followed by Meditate, Blizzard, Mana Surge, and lastly Teleport is a great combo. Throw in a Shield and you are pretty much set. This does take up to 6 cards, 4 of which are very specific and entirely based on luck. Still, you can change Blizzard for a second Meteor Swarm in larger games, and still be able to cast Teleport, or even leave out Mana Surge and Teleport altogether, as long as you have Shield and enough luck that no enemy mage has Dispel.

6a) Refer to point 2a for my comments on Blizzard.

7a) I forgot to mention Touch of Death previously, but it is important to note that you need to be next to the target to use it, and that it cost 2 mana. In addition, as of v1.8, Sleep and Ice Shard are now great against Fighter Mage, as long as they will not be knocked out of Stun. This is because Fighter Mage cannot cast spells or use Valor abilities when Stun, although they can still move and attack. So, a stunned Fighter Mage can effectively say goodbye to using Flash and spells to attack.

9a) Crystal Golem is no longer as useful, especially since Fighter Mage is immune to Imobilize as of v1.8. With that said, it is still an offensive power house, and a good summon against all units. Iron Golem, however, is more useful, due to the partial immunity of Fighter Mage, as opposed to the full immunity previously. 3 mana for a summon is expensive however, and will need some consideration prior to summoning.

10a) Summoners are much better now, thanks to the new partial immunity of Fighter Mage. Every deck has 2 Iron Golems. In larger games, there are 2 decks. With lots of luck, you might get 4, but I have never seen that. Nonetheless, with a bit of luck, even the 1st Iron Golem can stun a charging Fighter Mage, and casting another summon to block the path as needed, will help big time, since a stunned Fighter Mage cannot Flash.

12a) Charging with the Fighter Mage is not as useful anymore due to the nerfing of the Stun immunity, so be careful about charging. ***Unfortunately, I still do not have the Minotaur...haha

And to add a new point:
14) Card manipulation is paramount to a team whose mage has died. Remember, every deck has a limited number of cards. In fact, I managed to turn the tables against a Wizard after the team killed my Sorceress, in part because I held onto every single Manipulation and Healing card I could. Every deck has 2 Teleports. Hold onto them if your mage has gone down, but the enemy mage is still alive. Healing Touch and Heal should not be discarded either. Then, depending on how many units are left alive from the opponent's team, consider holding onto either Revive or Group Heal if you draw them. This reduces the likelihood of your opponent drawing those cards (for those with 2 in a deck), or eliminate their chances altogether, especially if their strategy hinges on those cards. Naturally, if they can draw enough Destruction cards, you are still screwed, but in the meantime, put pressure on them with Sprint, and force them to use their cards and mana, so that they cannot draw too many cards, while never drawing that crucial healing spell or Teleport to escape from you. This strategy is particularly awesome if your remaining Guardians are Soul Reaver or Minotaur, as Taunt and Roar prevents sprinting by the enemy, Psionist, due to Mind Control, Barbarian, due to Charge, Samurai, due to Eviscerate; Paladin is great with Bless if the enemy mage inflicts a negative status, and Combat Healing is useful if the second Guardian is still alive; Warrior using Protect can help by sending a decoy, especially if you are sending in Soul Reaver and Paladin, since a Protect on them shoots their defense up to 20, causing the mage to waste attack spells, unless they hold a Dispel.

Do note that point 14 is hard to work if you have 1 Guardian left though.

Zela Forcys
#25
Bugs & Support / Re: Asynch Bugs - Undo Turns
September 22, 2012, 11:35:05 AM MT
Hi Ross.

The bugs are totally different. This was not a wrong turn passing, but more of a case where the turns I took was not recorded properly on the server, I guess.

The previous bug I reported, was more of a case where the text shows "waiting for <player A>" even though it is player B's turn.

This is more of a case where a turn taken was not recorded, and when I left and re-entered the game, some actions I took were missing.

Thanks.

Zel
#26
Bugs & Support / Re: Gamebreaking Bugs - AI Stops
September 22, 2012, 11:32:30 AM MT
For #38029, everything played out nicely. Thanks for the fix.

By the way, I started as realtime, but I left the game when they froze.

Thanks for the fix!

Zel
#27
Bugs & Support / Asynch Bugs - Undo Turns
September 19, 2012, 02:28:19 AM MT
Recently, I played a few asynchronous matches where my turns were undone after I ended my them and left the matches. However, when I quit my browser and returned, it was fine. It made me lose a few good turns, though, while having the dubious advantage of undoing any mistakes I made. Some of the stuff that were undone were in the middle of the turns, instead of from the start of my turn as well.

Game IDs:
#38712 R (undid almost a whole mediocre turn and when I redid my actions, the results were better; this reset to the point after my sorcerer's movement and use of lightning bolt valor ability; I did 2 actions beforehand, move and lightning bolt valor ability)

#38622 R (reset to the point after I had moved my newly summoned skeleton and after my first skeleton attacked; I did 3 actions beforehand, skeleton warrior valor ability, move and attack)

#38706 R (this one registered the most turns, only resetting my last barbarian move action)

#38659 R (reset at point after 2 actions where skeleton warrior moved and attacked; I managed a lucky shot that killed the sorceress, but that action got the reset, and I could not kill her a second time around)

#38714 R (surrender did not register fully, and I had to re-enter the game, where the surrender script seemed to have been registered but not executed fully; the game registered my loss as soon as I re-entere; I did 2 actions beforehand, attack and finishing shot)
#28
Bugs & Support / Re: Gamebreaking Bugs - AI Stops
September 13, 2012, 10:15:17 AM MT
Got another game where the AI just froze, #38338 UR, related to the first set. This seems to be a mage issue, as after killing a non-mage, the team still did not proceed.

Thanks,
Zel.
#29
I did discover one minor detail. In the Game List, it will note how long ago the last action was taken. Even though the text does not get updated, it seems that the time does. So, we can tentatively use that as an indication if the opponent has taken their turn.

Thanks,
Zel
#30
Bugs & Support / Gamebreaking Bugs - AI Stops
September 13, 2012, 09:50:46 AM MT
I am not sure if it is simply the platform on which I play my games - Mac, Google Chrome browser - but sometimes, the AI just seem to freeze, while the timer kept moving. This seems to affect be due to the mage, so I was wondering if it might be something similar to the Wizard's bug in previous version. Here are the games that are affected:
#38029 UR
#38334 UR (Killing the affected AI mage seemed to allow the rest of its team to move)

There was also a case where a Paladin froze mid-action, while executing a Bless, and the timer froze since the animation stops the timer. Quitting and coming back did not help, as the Paladin was out of the animation, but the timer became infinite time. The only game affected was #38320 UR.


Thanks,
Zel