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Messages - dustymc

#46
Feature Requests / Re: New Character Ideas
May 29, 2013, 02:45:26 PM MT
Ok here's an almost full set...

Thief - guard
6/6 life
15 defense
2 attack
Loot ability- 1 card, target surrounding unit gets -2 defense and thief gets +2 until next turn. You can only use this on a unit the Thief has damaged this turn
Throwing knife-  2 cards, ranged attack up to 5 spaces, deals 1 damage plus X attack die where X is the mana cost of the first card (attack die must be over 15 to hit, like Psy ability?)

Necromancer - Mage
7/7 life
14 defense
1 strength
Poison Medicine ability- 5 valor, heal cards can be used against opponents to damage for there heal value.

Destroy faith- 10 valor passive, draw a card after you play a destruction spell. ( stealing this from wizzard)
....Or....
Restore faith (?) ability  - 10 valor if necromancers attack misses, it gains 1 life.

Raise dead- 15 valor, X cards. Discarded cards must equal 3 mana to revive an ally, each CARD after 3 mana adds +1 life to revive. If extra life is added to the Raise Dead, revived character starts stunned and imobilized until end of this turn

So my idea is high life and defense low attack, and heal cards can be used to attack. Making him somewhat of a heal Mage but high cost/risk for doing so. And I obviously like the X=mana factor, bonus for using the stronger spells in discards.

How do they sound?


#47
Feature Requests / Async team/FFA!
May 29, 2013, 02:13:26 PM MT
Any chance you could add a second async option for larger/team maps? It would be fun to have more 4-6 player games but seems like timing is always the issue. If this is possible please exclude Circle of Slaughter ( or turn that map into a new 3 player map? )

Let me know how this makes you all feel!
#48
Bugs & Support / Re: 14 stuck games
May 29, 2013, 02:00:11 PM MT
My stuck game is 63469, it is FFA with one real player and 2 comps. Computer had first turn and won't end it's turn....it's ranked, can administrator drop the comps?
#49
Feature Requests / Re: New Character Ideas
May 29, 2013, 05:50:15 AM MT
Very true about the 10 to one target, maybe instead of straight damage attack die instead. Also maybe 5/5 life is more reasonable. And my idea would be to make it damage all surrounding units, not just enemies. Also maybe no sprint option?
#50
Meeting Place / Re: Need a get together day?
May 28, 2013, 06:58:34 PM MT
This sounds awesome, how about HMM ( hero mage Monday)? Basing that off an infamous Friday night get-together just throwing it out there....
#51
Feature Requests / Re: New Character Ideas
May 28, 2013, 06:49:18 PM MT
Sun golem - summon
Cost 3 mana ( plus one discard?)
Life 10/10
Defense 10
Attack 2
Sunburst Ability: pay 3 life once per turn to add +2 strength unlit end of turn ( or this ability dose 3 damage to Sun golem?)
Supernova ability: sacrifice sun golem, it deals damage equal to its remaining life, rounded down and divided evenly to all surrounding units
#52
Bugs & Support / Re: IMPORTANT: Sprint Exploit
May 28, 2013, 06:33:08 PM MT
How about basing it off of attack and/or defense? I'm not sure which would make more sense but combine (natural) attack and defense, have a 'scale' corresponding to what your sprint bonus is after your given 2-3 spaces. Then 'roll' as you have been talking about above to see if you get those bonus spaces.

My other view on this method is high defense is a 'heavy' unit, so low sprint bonus?

Sorry to throw another method in the mix but what do you think?