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Messages - q666

#16
General Chat / Elo Calculation
August 06, 2013, 01:46:46 PM MT
is there an elo calculator we can use that works exactly like the rank itself. Also when the match is evaluated is it the rank based on the ranks at the end of the game or on how they were before the match...

with asyncs taking days ranks can change tremendously in the meantime
#17
Bugs & Support / Small Error in the Guide
August 05, 2013, 12:28:57 PM MT
I just noticed a small error in the guide. It says u no longer earn valor if ur mage dies. The Game doesn't behave that way the summoned creatures of a summoner even get Summon Mastery at lvl 15 even if the mage is long dead.
#18
Feature Requests / Re: Async team/FFA!
August 05, 2013, 09:16:21 AM MT
Quote from: Ross Przybylski on August 03, 2013, 05:34:58 AM MT
Async works for up to 8 player games, but it requires invitation of friends to do so. The thinking here was the inevitability that randomized async team games would result in poorly pitched battles (perhaps with new players) - that might quit/fail to take their turn. Not sure how to get around that- perhaps AI player substitute? But then, is it fair to have your turn taken by a robot (particularly in ranked matches)?

I would think there is no need to get arround that. If u take the chance to play a random ffa or team u know that the possibility exsists, that somebodys gonna quit on u or that the teams are not evenly matched. If u dont wanna take that risk dont take it.

Also why not have the option for unranked async ffa or team?

Also in random games the maps are randomly chosen any chance to get that random option for live games aswell.

Depending on the host user created maps could be thrown in the mix aswell.
#19
Game Balance / Re: Minotaur
August 05, 2013, 09:10:23 AM MT
Quote from: Ross Przybylski on August 03, 2013, 05:39:53 AM MT
Ah man, roar for 1 card?? Phew...I don't about that. Roar is pretty powerful ability when used in a group of enemies. Maybe what the Minotaur needs is a minimum sprint distance.

It can be, but only if there are not to many palas on the board.

Compared to taunt its a little weaker indivialy since u have to roll and the enemy can still run.
Compard to the no charge chain attack and 1 card charge of the barb its way weaker i feel. a killed enemy can not be dispeled, blessed, shielded, repositioned or healed. a buffed inspired barb can easily kill 3 or 4 units/creatures in up to 3 different locations with a higer degree of certainty, while a mino can hope to roar up to 8 opponents when hes passively surounded, up to 7 if they are placed perfectly. Usualy u can be happy to get 2 or 3 and with a 60% hit chance u are likely to have one miss. So with pala on the other side its deminished to a weaker taunt with no possiblilty for an additional attack.

with units like palas, reaver, sammi and psi on the board that are somewhat "immune" to roar through their special abilities. Roar as a two card ability can not compare to heal+bliss, mindcontrol+blast, song of valor+inspire. Compared to evicerate alone u can flip a coin, but in combination with the passive -3 its a pretty reliably -4.

Mino lacks real kill power, since bull charge is unreliable realtivly easy to avoid and only every second round. his major defense ability is very costly uncertain and reversable aswell.

when it comes to guards naked offense and defense:

pala  has 1 dice less but 3 more def and can remove taunt or roar

rogue has 1 dice less equal def and can stay out of close combat+killshot so possible 2 dices more 2 valor per round

psi has 2 dices less equal def but though blast it get even one more plus armor piercing plus 2 valor, plus range, plus mind controll for def

reaver is equal in offense +3 in defense, has potential for forcing a second attack can generate up to 3 valor per round via counter takes enemies attack 100% for only 1 card.

bard has 1 less attack +1 more def but with cards 4 inspired dice are a superior attack vs the 4 of the mino

warrior gets equal attack with +2 def

sammi has 2 dice less and plus 2 def because of the -3 ability it is the more dangerous close range killer and gets a -1 via evicerate

barb +1 attack/-1 def can attack in 3 locations, so theoreticaly is able to kill up 22 units in 1 round and only needs 1 card for it.

when it comes to mages in close combat

FM is superior from the beginning

Sorc is superior at valor 5

summoner is superior at valor 10 her own 2 dices plus skelli, plus sacrifice making more than up for -1 def.
#20
Bugs & Support / Stuck game # 68735 R
August 02, 2013, 01:12:58 PM MT
After a Blizzy all ppl should be stunned and my turn again instead the rogue is not stunned it is still my old turn that i cant end and a card i used for blasting back in my deck.
#21
Events / Re: Hi Hero Mages!
August 02, 2013, 08:14:29 AM MT
Quote from: Ross Przybylski on July 13, 2013, 05:45:42 AM MT
I also play actively via async mode- send me a game invite if you'd like to try and gain the "Victory vs. Game Creator" achievement.

~Ross

Is there actualy a badge for that that other players can see in the profile or is it just the right to brag about it?
#22
I like this version somewhat, but i still like my version better. For once i like it better that a block triggers absorbtion then a hit activating mimic, also constantly changing offense is pretty confusing compared to just changing between known units. In total it's stronger then the original coz copy cant be broken.

That would lead to very strange units and so many combined creatures for example:

An dragon fury fm attacks with 9 dice an copied psi u get a 9 dice psi.
#23
Quote from: dustymc on June 23, 2013, 10:05:34 PM MT
I like the idea, but it is complicated. I would settle for an Changling ability that lets you gain an ability from any unit in your line of sight, maybe 1 discard for gaurds and 2 for mages. Then the discard cost of the ability, you gotta earn it!


Thats a nice unit, but it doesn't have the fun factor of the uncontrolable nature of absorbtion. Absorbtion alone would make it a fun unit, but then u'd completely loose control over ur own units status, therefore it needs transformation to give u back at least a little of it.
#24
Not a big fan of the Changeling.Firstly the.changeling is way more complicated and secondly,the changes made take away the dynamic  Game changer would bring to the game. The whole point of the unit is, that it can be partly manipulated by both player and enemy and at the same time introduces an element of uncertainty.

For example if ur opponent has a game changer transformed into warrior and u have psi and barb in reach u should hit with psi first. If psi succeed game changer is back in his orginal state if he misses it transforms to psi and is a way easier traget then the warrior at the begining, still if luck fails u and the barb misses u have created a barb very close to ur own units. I would imagine augmentation spells to remain intact even after transform or absorbtion.
Absorbtion is very much a double edged sword but the continuity of spells lets u protect at least a bit.
One could make both absorbtion and transform vulnerable to dispel, but i dont think thats neccesary absorbtion opens up enough possibilities for the enemy so that game changer wouldn be overpowered.
#25
Bugs & Support / Re: Possible exploit
June 20, 2013, 08:38:31 PM MT
That game is officialy the weirdest yet because not only were the move impossible i didnt make the last two moves and i got killed by an iinvisible warrior.
#26
Feature Requests / New Guardian Idea: "Game Changer"
June 15, 2013, 08:31:58 AM MT
Hi,

I've had an Idea for Guard that would be a Game Changer and who fits the name aswell:

Life 6 hp
Def: 14
Att: 3

Abilities:

Absorbtion passive when an attack of oposing guard is blocked Game Changer transforms into that guard for 1 turn. He gets all abilities the original has.

Transformation: Costs 2 Cards, a dice is thrown, if it lands on 12 or above Transformation works. Game Changer can transform into any Guard on the board and stay like that until he gets hit.

By adding a lot of uncerties into the character both player and opponent are forced to adapt quickly to new situation, because Game Changer changed the Games dynamic by absorbtion or transformation. :-)
#27
Game Balance / Minotaur
June 14, 2013, 11:10:21 AM MT
Ever since ii started playing this game i felt minotaur is the weakest unit. I used to never play it, but recently i have taken some likeing to it even though i still feel its a flawed unit. It is so unfortunate since roar and bullcharge are intresting abilities.

It main weakness is defense, with only 13 defense it is the weakest melee attacker. You might say but there is the barb with only 12 defense. Yes but because of his "dependable" 9 space reach and the "no cost" chain attack ability he can stay out of harms way much easier and remove multiple threats before getting attacked. Barb need to have 12 def otherwise it would be to overpower.

Also from a logical standpoint if u take a look at other units 13 defense makes no sense. A huge minotaur beast should be on the same level as the psi, rogue and sorc? Considerably weaker than a girl with an instrument or a thin elve with a sword?

The only defense the mino has in close combat is roar and that costs 2 cards each turn and only succeds 60%, plus bless removes it so it is effectivly useless if there are one or two palas on the board.

The second weakness is his second ability bull charge. First off it's the only abiliy that can only be used max. 50% of the time, secondly sprint is an uncertainty so that further diminishes the usability thirdly the requirements for it to work are so strict, that it is relativly easy for the enemy to avoid.

For those reasons i want to suggest some small changes that would render the mino more useable:

1.) Defense upped to 14
2.) roar for 1 card
3.) Bull charge costs 1 card but can be used every round (if u can reach an opponent with sprint) Maybe u have to spend the card already for trying to use bull charge even if it fails.
4.) If u reach a field directly in front of ur opponent bull charge is activated no matter from which direction the mino came.
#28
Battle Blog / Re: My favorite Barb moment
June 14, 2013, 09:24:42 AM MT
It's not a one turn double hit but still very fun. Solace map team FM bard barb first move Barbarian gets bloodlust song of valor and inspire so an inspired 8 dice barb uses charge to reach rogue, attacks and hits a -7. Next turn he survives sorc desintegrate pala attack plus sorc attack. Sorc uses shield. i draw battlehorn so battlehorn plus inspire make him an inspired 9 dice barb. attacks pala and hits another -7. attacks 23 def sorc and gets a -1. So 2 turns 3 hits two kills and -15 damage.

I am yet hoping for the luck to kill a whole full force team in one turn with an inspired barb. only chance i see would be archons might next turn bloodlust and keep it by hitting own iron golem and then battlehorn inspire and valor so an inspired 11 dice barb. 14 is the absolute max but by the point fm reaches 10 valor there won't be a full force opponent team or no barb.

Game was vs Torkus #65172
#29
i agree with jmvh. I don't think there is enough evidence to even say it was more than an oportunistic alience. A couple points led logicaly to this kind of game dynamic.

1.) Becoming second after beating u would still mean a win in rank for both of them.
2.) It is relativly easy to attack the person next or below u without to much exposure.
3.) Diguise had no long range guards therefore attacking diagonaly would have to be the mage. That makes it even harder and riskier.

Ask yourself who would u have attacked if u had the ppl that disguise had?

Of course we don't know which cards he held, but by looking at the fact that he needed to attack ur mage with the wizzy pysicaly tells u he probably had no destruction. All he played was summons, seeker and the +1 attack on his barb. All of those are useless over distance, so u were the only realistic target.

For inferno u were the obvious target because of your position, also he had 2 fb and ice plus with psi a long ranger that can hide after attacking. By moving up ur mage he not only him u but baited disguise into comitting the wizzy that got him killed and won the match for inferno.

Playing FFA on that map there should have been a comp to occupy at leat one of them and making ganging up a less apealing choice.
#30
As with anything else only consider players sho played last 2 weeks

Awards:

-longest winning series KILLING SPREE (duel, team, ffa, all together) and display how many

- most damage done in one match player did xx damage healthpoints

- Most kills or best death/kill ratio with a certain unit xx Master, like player a is Psi Master oder Wizard Master

- Iron lung an award for the winner of match with most turns played.

-Speedy Gonzalez for the win in the least amount of turns