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Messages - Glenn

#1
Upcoming Features / Re: 02/22/2010 IGF Balance Changes
February 24, 2010, 03:00:23 AM MT
aside from what i said before. The higher mana cost bothers me more than the weakening of the actual spells. I just fear that it puts to much emphasis on the guardians. While this might increase the tactical aspects in some areas it kinda of screws you in FFA. for example the other night i was in a 3 man FFA and one person is bound to get ganged up on a little bit more and lose his guardian(s) before the other two lose even 1 of theirs. One of the things that i like was that as long as you still had your mage you could still have a good chance of winning as long as you played your cards right and got lucky. With this newer system it seems like your chances of winning in a situation like this has been greatly decreased.

don't get me wrong i like alot of the changes i just don't want to see the person(s) who get ganged up on in an FFA not be able to do anything once their guardian is gone.

ps i haven't bought the summoner set yet but her new changes have me dying to try her out.
#2
Upcoming Features / Re: 02/22/2010 IGF Balance Changes
February 24, 2010, 12:14:27 AM MT
first off i'm excited to see the list of new changes. (this will keep me from contantly bombarding dies with class changing questions..ha)

i like the change of the gateway spell. the new crumble spell i like as well this will go well with the new gateway spell. i don't think gateway's cost should have been increased since you sort of solved the bombardment problem with weakening a lot of the destruction mafic spells. also if it was at 1 mana it would at least make it possible for the wizard to use crumble and gateway in the same turn and use a weaker destruction spell.

i like that you added more augmentation spells to offset the lost in str and def for certain units. I'm kind of bumbed out on decrease in mana surge especially since most spells that did damage now cost more mana or you have to cast more of them to equal the same amount.
I like the revive spell. this makes it alot more useful. i don't know if i've even used that spell for that reason since most of the time they would die before i could help them.       The summoner change was a briliient idea. this allows the summon to be the massive army maker that you think she should be.  (also getting that +1str and +1 def was devesating at 10 valor) anyway i'm writing this in class and i have to stop i'll finish it later lol
#3
Meeting Place / Re: POLL: Scheduled Gaming Times
February 22, 2010, 01:58:34 AM MT
we really need to set up a game night. (i'm tired of getting myself stomped into the ground by diesbudt...ha)

usually nights are best for me. like 8pm and on sun-thursday then a lot later on the weekends like 11 to about 3 or 4 am
#4
Strategy & Tactics / Re: Bards
February 21, 2010, 08:49:25 PM MT
hmm but it still gives a +4 to each dice above that. That doesn't sound to bad. i mean the main use i have for it is when i'm fighting a soul reaver or trying to hit a mini with a hich AC. but i see why it was changed to help out the other mages and guardians that only have 13 or 12 AC.

thanks dies
#5
Strategy & Tactics / Bards
February 20, 2010, 08:39:14 PM MT
I've been playing on random a lot more and keep getting placed with a bard almost every time. I'm starting to like them. i like the FM, melee class, bard. i think they work best with a warrior. a buffed warrior with the bards special move is insane.

i'm curious about other players thoughts about this.

Ross, are bards getting changed with the new version thats coming out next?
#6
Upcoming Features / Re: 10/14/2009 Artificial Intelligence
February 18, 2010, 01:49:17 AM MT
I am chomping at the bit for AI, i can't wait for it (I need a lot of practice)

keep up the good work
#7
first off i think that this is an amazing idea and will make the game even more popular than it already is.

I think that anything done in the single player/ co-op campaign should be seprate from the pvp game.

I love the idea of new monsters and leveling. Also i would keep adding more and more cards to choose from as you level. But only let you pick so many cards for each board, addding to the strategy of it.

I think that single player/co-op should have you use more than just the hero. it will add a level of stategy that most single player rpgs don't have. or maybe just have the option to only use one hero.

the co-op is what gets me most excited. maybe have all the same boards available for single player and multiplayer but you just get better rewards from completeing a board by yourself.

all in all i've seen how you put together the pvp heromages game i have no doubt that what ever you decide is going to be an awesome addition to the game. keep up the good work
#8
Feature Requests / Re: New Game type
September 15, 2009, 02:32:42 AM MT
I like both of the ideas. It would be especially good for someone like me who prefers using a sorcerer but for the life of me can't keep her protected enough...
#9
Feature Requests / Re: PvE Maps
September 06, 2009, 03:10:39 AM MT
Thats a great idea! i would love PvE co-op maps. i think that would be huge selling point of the game. I wouldn't mind paying some money for different story maps.
#10
Strategy & Tactics / Re: Fighter mage, Psion, barbarian
August 31, 2009, 01:01:02 AM MT
I've been using sorceress warrior palladin. It might not do the most damage but i like that both my melee guys have 17 AC. between the sorc's magic skills and getting an extra destruction magic dice she can really do some damage if you get the right cards.

the only problem i seem to face is that the sorc's 13 AC gives me trouble when she has to make a line of sight attack but it seems to be working fairly well for me.
#11
General Chat / Re: Map Design Gallery
August 26, 2009, 08:33:45 PM MT
excellent maps. I really like the Sun Dial one
#12
Suggestions & Comments / Re: Re-entering Games
August 21, 2009, 01:26:58 AM MT
never thought of that thanks for the tip
#13
Suggestions & Comments / Re: Re-entering Games
August 20, 2009, 10:49:03 PM MT
I think being able to reenter a game would be very helpful, esp for people who make stupid mistakes like myself.

My mouse has a forward and back button on it and 4 times now i have accidentally backed out of a game..i got rid of the mouse, but i would still like to see a reentering ability but i'm with Warmage, get it right the first time.
#14
One word sums it up for me. Balance. I like that even though there is extra content to buy, the starter hero mages and guardians don't have any disadvantages.

Also i love the strategy side of it. you can think and think about team ideas and never even scratch the surface of all of the possible combinations.

finally i like that even though i haven't bought the two character packs yet (and thats a big yet because i plan to shortly) i still haven't picked a combination i really like yet even though i only have a few to choose from.

I am looking forward to seeing what new features you plan on adding to the game.
Keep up the good work.
#15
General Chat / Hero Mages Board Game
August 20, 2009, 10:05:45 PM MT
Anyone else think that this game would sell if it was released as an actual board game. I think it would. There wouldn't be that many pieces and the game doesn't take that long to play.

the only problem i would have with a physical board game would be figuring out the correct 'line of sight' because sometimes i get hit and i never see it coming.

any other opinions out there?