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Topics - jmvh59

#1
Game Balance / Additional valor rewards
June 30, 2013, 03:02:04 PM MT
What does everyone think of the following rewards for earning additional valor?  It's kind of generic, but I think it gives something after 15 valor to strive towards.

At 25 valor, generate 4 mana per turn instead of 3.
At 50 valor, max hand size increased to 8 instead of 7.
At 100 valor, generate 5 mana per turn.
#2
Game Balance / Warrior's protect ability
June 01, 2013, 03:17:07 PM MT
I like the idea of the warrior as a bodyguard who can protect people by upping their defense.  One of the issues I have with this ability, is you can use it on a unit, and then it's off to the races!  The "guarded body" runs off to fight or whatever, and the "bodyguard" ducks behind cover because his defense just dropped four points. 

I would have no issues with this if the warrior were some kind of shaman who used part of his life force to protect another unit, but this is a trained hand to hand fighter.  I propose the defense boost only lasts until the start of the warrior player's next turn, OR the warrior moves OR the protected unit moves. 

To make up for nerfing the ability, I think the warrior's armor penalty while protect is active should be reduced or eliminated. 

What does everybody think?

Thanks for listening,

Jason
#3
Bugs & Support / Computer AI mistake...
June 01, 2013, 02:56:08 PM MT
I noticed in a few of my matches against the computer, enemy mages would waste "dispel magic" on my summons (it only seemed to happen when I was playing a summoner and had the 15 valor summon mastery on all my creatures).  It is like they were trying to dispel the summon mastery bonuses, which did not work.

I have had some other issues with the AI making bonehead calls on troop placement, attack timing, target choices, or wasting two cards for the minotaur ability on low priority targets, for example, but this one seemed like a really, really bad decision. 

I think the AI should probably be adjusted to avoid this mistake again.

I do have an alternative game mechanic that sprang from this idea.  In D&D, controlling elementals and other summoned extra-planar entities usually required intense concentration, which had disastrous results if that concentration were broken. 

What if in HERO MAGES the dispel magic spell has a chance of breaking the control link that a mage has with his minion?  Maybe on a 14+, a summon unit that had been the target of dispel magic goes berserk and is no longer controlled by either player? Or maybe it just teleports back to its home plane of existence? 

If this idea were implemented, the whole game as we know it would probably change drastically, since to maintain continuity, a dead hero mage would pretty much mean surviving summons are no longer player controlled, even though the guardians are still around.

What does everybody think?

Thanks for listening,

Jason
#4
Bugs & Support / version 1.8.6 on web browser
May 23, 2013, 08:28:58 PM MT
I was invited to join a v1.8.6 match, but was informed that I would need to get on heromages.com to play the new version.  The thing is, I was already on my web browser version of the game.  I checked the website and was not able to find any links to anything other than version 1.8.5.  How do I access 1.8.6 on my browser?

Thanks,

Jason