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Messages - q666

#31
Quote from: zaqcde on March 28, 2013, 02:55:51 PM MT
Last game the computer attacked his own guardian with an Iron Golem, he did that to unstun his guardian, but that is not a good move because Iron Golem stuns the guardian if he hits, how about making the AI never hit his guardians with Iron Golen to unstun them?

well depending on defense it might have been a good move. iron golem is the only creature with only 1 dice, so the probability of hiting is relatively low, especialy if the guard has high defense, also u only risk losing 1 life...
#32
Feature Requests / Re: Healer Mage
May 07, 2013, 09:30:15 AM MT
Quote from: jmvh59 on May 02, 2013, 11:50:02 PM MT
I have picked up the game recently, and really enjoy it.  I have been giving some thought to the Recovery specialist and what sort of powers it would have.  I definitely see the character as similar to an old D&D style cleric.  Here are my thoughts for abilities and stats:

Attack 3
Defense 13 or 14
Life 6

Static power:  Draw a card after casting a Recovery spell
5 Valor:  1 or 2 cards: Healing Touch ability
10 Valor: 0 cards: Dispel Magic ability
15 Valor: Recovery spells cost one less mana.

I see this character as more melee oriented than the average hero mage, but not as much as the FM.  As a combat healer, she would need to stand next to the unit to use the 1/turn heal ability. 

This iteration does feel a lot like the pally on steroids.  Alternatively, the 10 valor dispel could be a small (+2 or 3) DEF boost for an ally, or an unsummon effect, or maybe a 'holy smite' effect similar in power to demonic lash.

Before you say 'overpowered,' consider this:

At full valor the character cannot cycle through the deck as well as a wizard, and IMO would be hard pressed to keep up with healing all the damage a full valor sorc or FM can shell out.  Other than the guaranteed 3 close range healing each turn, she'd still have to draw recovery spells.  Only about 10% of the drawable cards in HM actually restores lost life points and one of those spells only works if you're down a guardian.


Way overpovered. Healing touch at 5 is basicly the better version of sacrifice that the summoner gets at 10. 0 Card dispel makes it almost impossible for the fm to come close also all his augment abilies would be futile. Recovery spells for one less mana seems rather weak compared to the first two
#33
one can only invite friends so u guys befriend ppl u can invite them and vice versa...
#34
Strategy & Tactics / Re: Valor/Card Questions
March 08, 2013, 12:29:34 PM MT
Quote from: zlforster on March 07, 2013, 06:25:31 PM MT
I completely missed the spell numbers. :-/

Does enemy player refer specifically to mages only?

nope thats any unit or creature belonging to the party of an enemy player.
#35
Strategy & Tactics / Re: Valor/Card Questions
March 07, 2013, 06:20:21 PM MT
https://heromages.com/gameInfo/magicalSpells.html

Valor

Hero Mages is designed to reward active and aggressive game participation. As an incentive to emerge from your defensive starting position and engage players in combat, you earn Valor, which activates your Mage’s special abilities. The more you engage and are engaged by enemy players during the game, the greater you put yourself at risk, the more courageous the game considers you to be, and the more you are rewarded for your actions. Players earn:

    1 Valor for each attack made against an enemy unit (Max of 3 per round)
    2 Valor for each enemy player beyond the first attacked during a round
    4 Valor for each enemy player beyond the first that attacks them during a round

The amount of Valor required to activate an ability will appear over its icon until the power is activated. Valor you have accumulated thus far is indicated by a counter to left of your spells and in each player’s summary tile. You no longer accumulate Valor if your Mage is defeated.
#36
General Chat / Re: Team Chat on Android
February 27, 2013, 06:41:11 PM MT
When you click on the button that  to all it changes to to team.
#37
Suggestions & Comments / Re: Dispel and Imprision?
February 24, 2013, 09:39:26 AM MT
Looking at it from a logical standpoint if dispel can externally remove positional spells like barricade, which is essentially one wall, it should be able to remove 4 Walls, no matter if ur looking at the walls from the inside or outside. If the spell is attached to the unit it should teleport with the unit and be removable from within by dispelling and bliss, since bliss removes all other individual curses. Since Imprison is part of manipulation magic it being objective rather than individual would better fit the theme of this school of magic.
#38
Suggestions & Comments / Re: Reviving Mages
February 24, 2013, 09:18:47 AM MT
Quote from: ili84 on February 21, 2013, 08:10:45 AM MT
But isn't it the scope of the game to kill the enemies' mages? Hence the name "Hero Mages"?
Well it may be the goal in Mage Duel or Assassination, but not in the kill everybody typ. And even if Mages could be revived they would still remain the main target, but comebacks would be a little easier and disregarding lonely guards a little more dangerous. For the side with mage running and collecting Spells could become costly if the other guy can revive his mage and for the side without a mage the nature of Spells he is dealt still retain  some sort of significance.
#39
Suggestions & Comments / Reviving Mages
February 19, 2013, 11:49:11 AM MT
Right now it is possible to revive guards, but not mages. Since mages get stronger and stay dead for good they are the prime target for the opposite side. Players that have lost the mage are in a position from which there is very little chance for an comeback.

Therefore i would like to suggest an option to revive mages. It should be a very offbeat chance so simply allowing the revive spell to work for mages would be way to easy. Since mana and spells keep flowing afte the mages death i thought it could be accomplished with a combination of spells.

For example:

-revive spell plus 3 spells form other schools of magic
-one card from each school of magic
-revive+lightning+Bloom

Knowing an option like this exists would make ignoring guards much more dangerous and offer the chance for stunning combacks in the last minute.
#40
Suggestions & Comments / Re: Dispel and Imprision?
February 19, 2013, 11:35:29 AM MT
I think the line of sight to the imprisoned unit shouldn't be relevant for dispel. The Imprison spell is creating pysical objects. As long as these objects are visible dispel should work, just the same as it does with barricade.
#41
Yeah that could work well offensively on the other hand, having two guards with only 13 is an other risk all by itself. Also to be effective both guards need 2cards per round. I still feel 13 defense is big drawback for a unit that is limited to  short range attack. The Barbarian has the same "flaw", but with one more strength and life, greater agility and the possibility for chain attacks he id better able to make up for it. Bull charge is only every second turn and at least somewhat challenging to manage, roar is pretty costly and only hits 60%. Surrounded by 3 enemies u can expect about 1-2 hits, if the opponent has a Pally the effect is -1 or 0 while u spend two cards and the opponent only one.

BTW is there any way to predict how the Minotaur will move given the option to move vertically first, horizontally second or the other way around?
#42
Suggestions & Comments / Re: Suggestion: Monthly Tourneys
February 12, 2013, 11:07:48 AM MT
is already the option to drop play after three days, but maybe it should be shorter for tournaments like one day or 36 hours.
#43
Bugs & Support / Re: Another stuck game
February 07, 2013, 12:29:19 PM MT
An other stuck game: #51984R. Whenever I log in it ends with slumps turn ending, but mine never starts. Now it says I was defeated, but when I log in there is no defeat pop up and my turn hasn't starter either. Log says the same thing. The defeat however is already in my stats.
#44
Bugs & Support / Re: IMPORTANT: Sprint Exploit
February 06, 2013, 08:57:04 PM MT
If u use Sprint as 2 u get normal dice, but if you're lucky u need a different opponent standing at the right direction to make use of the extra dice. I feel like  bull charge is the most difficult to plan attack because u can only use it in very specific circumstances. That weakens the attack extensively. I find it very hard to combine it with an other guard and mage to make him strong.
#45
Suggestions & Comments / Re: How to grow community?
February 06, 2013, 12:28:12 PM MT
I agree with everything Yeamon wrote. The In Game Tutorial should lead directly to registration and an online Tutorial. I got here by searching hero quest for android. Make the lobby non optional. Right now u can not be visible except if u 're in the lobby or somebody sees your online game. Asyncron Players are virtually invisible. All logged in players should be visible so they can be befriended and invited to live games. A PM Feature would also go a long way building a community. Also in the player profile one should be able to see the rank not only the rating. Everybody can understand number 20 out of 250, but the meaning of a rating of 985 vs 1034 vs 1076 is much harder to grasp.