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Messages - Joshua

#31
Suggestions & Comments / Re: Re-entering Games
August 21, 2009, 12:38:10 AM MT
One way to prevent this from happening is to open Hero Mages in a new tab/window with no "Back" history. Thus, the back/forward buttons on  your mouse won't have any effect. Learnt this in the hard way too haha
#32
Events / Re: Defeat Baker's Wizard Challenge
August 20, 2009, 09:37:49 PM MT
Haha nice one Diesbudt!! I knew you'll be the one to beat him.

#33
Bugs & Support / Demonic Lash Bug!
August 20, 2009, 02:49:40 AM MT
On the card, it says: roll dmg + 1 extra

but when dies rolled against my samy (16 def), and according to the log it should be 2 total damage, but he inflected 3 on my samy! Boo :P
#34
Events / Re: Defeat Baker's Wizard Challenge
August 19, 2009, 09:06:25 AM MT
I can still challenge you Baker, as I can still win the "10 map saves" pack, and I'll abide in your rules..
#35
Game Balance / Re: Samurai's Eviscerate
August 19, 2009, 05:41:08 AM MT
What about: 1+ damage bonus (passive) instead of +2?

- 3 damage is max anyway
- 1 roll hit + 1 = 2;
- 2 roll hits + 1 = 3;
- 3 roll hits + 1 = 3;
#36
Game Balance / Re: Barbarian Charge
August 18, 2009, 07:57:16 PM MT
I agree, Barbarian is quite powerful already with bluffs. Also having 4 ranged movement is significant enough. 10 ranged is basically almost the entire board, poor mages who try in vain to run away from them haha.

- What about making the charge usable again once the barbarian killed a target? (not sure if that is the current behavior) That way, you could chop your way across the board.
#37
Game Balance / Re: Samurai's Eviscerate
August 18, 2009, 07:51:32 PM MT
Yea, Samurai is sooo scary when his/her hero mage went down.

If he hits, he can cause 4 damage total (incl eviscerate). My hero mage unfortunately went down unlucky (with 4 hp remaining) even though he had 19 defense (bluff). He managed to roll a 19, aghh :P
#38
Feature Requests / Re: PvE Maps
August 18, 2009, 05:59:41 AM MT
I like the idea of PvE Maps!
#39
Game Balance / Re: Recovery Spells
August 17, 2009, 08:23:58 PM MT
I agree with his idea, but perhaps with less spacing (more like 5), so you have to risk sneaking up to your enemy to dispel him/her. Otherwise you can easily dispel from a distance.

So either:

- 1 card cost, long distance dispel

or

- 0 card cost, short distance dispel
#40
Game Balance / Re: FFA Ranking System
August 17, 2009, 08:21:20 PM MT
If we're using the first placing system, then a top player would just hide and wait until they all kill each other out.

I usually go out and attack the highest ranked player first, but obviously get myself killed in the progress. The brave gets hurt, and the coward wins.

That's the way i see it :-)
#41
Game Balance / Re: Warriors protect WAI?
August 17, 2009, 08:16:58 PM MT
I see a little flaw in that idea (-4, +4)

The warrior will no longer be suitable out in the open, since 13 defense is wayyy too low after using the skill. So he basically becomes: go out, protect a target, hide for the rest of the game.

What about this instead:

(+4, -2) and range of 3 surrounding spaces. The warrior will still be able to fight (15 def), instead of hiding like a chicken.

We can still try Ross's idea if you want to :-), no harm in that.
#42
Suggestions & Comments / Re: Chosen Hands
August 17, 2009, 06:58:06 AM MT
What about: 4 random, and you have 6 cards to choose from at the start for three more?
#43
I like the idea of adding another character: "Engineer" (in most games, that's the name of the character who lays mines etc)

"Theft" could be character that can steal cards (card cost = 1). One of his other ability could be "Stealth" which can be useable anytime (makes him invisible) for one turn, and have a cool down of 2 turns after its use.
"Healer" = low str and low hp and can heal a target
"Tanker" = high def and health, but very low strength.  Hrmm... what ability could he have?


#44
Game Balance / Re: Warriors protect WAI?
August 17, 2009, 12:11:18 AM MT
I agree, it's a little annoying.

Perhaps we should remove the ability to cast ability skills on itself.
- Paladin and warrior won't be able to cast def/heal on themselves.
- But, they can cast it on each other (team work)

What about too Bard? (Inspire)

Ross would like more opinion about this.
#45
Feature Requests / Re: Traps
August 17, 2009, 12:06:19 AM MT
An interesting idea Warmage!

- Perhaps the person who set the trap only can see it, and other players can't. But the player should know that s/he casted it somewhere. (2 cards)
- Max cast space could be up to 3
- A "expose trap" spell for other players to detect the trap (1 or 0 card), and requires line of sight
- Ranged attack can destory the trap (providing you can see it)
- Melee attack can also destory the trap, but will inflect damage on the attacker with X strength rolls
- If you walk on the trap, it will inflect X strength rolls on the target.

Not bad, let's hear someone's else opinion