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Messages - Vinlain

#1
Alrighty, guardian time

Name: Siren     Type: Guardian

Str:3       AC: 14     HP: 6

Ability 1: Lullaby- All enemies in sight have their strength reduced by 1 until the start of your next turn

Ability 2: Overture of Despair: Target enemy unit has it's dice rolls reduced by 4 until the start of your next turn


Yes, it's the ANTI-BARD, not original, but something I thought should be thrown out there, we could always use another singer lol
#2
Hello, Vinlain here, I have registered and voted on Indiepub under the same username.

I'll probably post a guardian idea later after I work out the kinks, but here's my first go.

Unit Type: Mage     Name: Druid

Strength:2     Defense: 12     Life:6

Ability 1: Alone With Nature | Passive | 0 Valor- The druid finds peace and inner strength when alone among the trees.  For each guardian less than 2 the druid has accompanying him/her, he/she gains +1 str/Def

Ability 2: The Earth Grasps | 1 Card | 5 Valor- The Earth itself impedes those that seek to harm it's mortal ally.  Vines wrap around the feet of the pursuer and immobilize a single target in Line of Sight.

Ability 3: The Wind Erodes | 1 Card | 10 Valor- No creation of man will stand unchanged when pit against the timeless persistence of nature.  Remove the last positive effect given to target unit.

Ability 4: Nature's Ally | 2 Cards | 15 Valor- A bear rises to defend he who speaks for the wilds.  Summon the ally Bear of the Wilds in an surrounding square.

Bear of the Wilds

Str: 3 Def: 14 Life: 3

Ability 1: Protect- as ability from Warrior

Ability 2: Nature's Might- Passive- after a successful melee attack from this character, apply a -2 def penalty to the target of the attack until the beginning of their next turn.  The sheer mass of the bear causes damage to its victim's defenses as it strikes true, cleaving armor in two and denting even the most stalwart of shields.

Just some general points on reasoning here, this is more of a tree hugging, nature loving, hermit of a druid.  I've mulled over the idea of an offensive half of the dispel card, but dies, I know, feels it would be too overpowered as it cancels shields, etc.

First, I would say the pally is able to cancel entire cards (sleep, 1 mana for non wizzy) and counters the effects of many spells that make them more costly than equivalent damage dealers, such as blizzard and ice shards which do equal damage to lightning and meteor storm, but also stun.  I've placed it at the middle valor ability to cause it to not be a early game changer and also only removes one buff, which was another worry Dies had voiced.

The Druid I've designed also grows a bit as his/her guardians die off, not making them expendable, but giving the Mage a bit more focus on offense, rising from summoner like stats to FM stats as he must rely on his own devices.  Finally, I think the one person entangle offers a bit of an escape mechanism/control aspect for 1 card, but is not quite as game altering as an every turn entangle.

cheers, shred away if it's awful!

~V
#3
General Chat / Re: Rank removal ?
August 21, 2010, 07:15:17 AM MT
also, to the idea of making a game require a certain # of turns, there are already players that bail on games as soon as they start looking bad (the guilty shall remain nameless for now).  Let's say you pull off that first turn tele assault and kill a mage, the person surrenders, no rank change, it was too fast.  Let's say you start a game with me and I have a summoner and all augment cards, don't like my hand, so I surrender to avoid losing points on a possible loss and go look for another game or tell you it was a 'mistake'. 

Sure, the people that do this will end up being pariahs among the regulars, but, it will happen, and sometimes, you are just desparate for a game.  Right now, for example, I am the only person on...at all!
#4
personally, I prefer to have tele assaults with wizard just b/c hand building is soo much easier and the 1 extra mana (plus a free card) at 15 valor is silly.  I've had a wizard teleport, melee attack, entange 6 units, then teleport #2 back to safety and his hand size was still what it was before he moved.  It is easily made powerful with an entire # of strategies.

The only time Tele assaults feel really awful is, let's say, 1st turn, I've had me and my partner tele ass the last player to move and he never got to go.  Or the other day, sorc tele's next to me (i was 2nd to go) seeker for 4, melee for 2, walks back to range of the gaurdian units and my wiz is dead before I take a turn.  Things like this speak more to the poor quality of a lot of the maps really than anything else but can be frustrating.  I would like to see tele not be used on the first turn by any player, but I guess until the maps are los balanced to prevent first turn psi/rogue gankage this is a moot point anyways.
#5
if you get enough for 16 i guess i'll give it a whirl
#6
Events / Re: 2v2 Tournament
August 12, 2010, 03:30:14 AM MT
Hrrrmm, random heroes?  i'm cool with it but i know some people are not gonna be so down with that lol.  Wouldn't part of a team tourney be the team building strategy portion of it?
#7
Events / Re: 2v2 Tournament
August 11, 2010, 11:24:57 PM MT
I guess i'll need a partner :(  Just find someone that doesn't mind some noob but all the people I typically play with seem paired up lol