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Topics - q666

#1
Battle Blog / 3 vs 1 wizzy mania
May 30, 2014, 10:41:51 AM MT
I like playing against 3 comps for practice and challenge, but it's very tough to win. In this game the com had 3 summoners, 3 bards, a barb, a mino and a soul reaver.

In the beginning I didn't play to well and lost my two guars after only killing one mage and a bard. But then I got lucky with cards and rolls. In hindsight I should have played a few things differently, but in the end my wizzy managed to turn things around ínto a fun victory.

Game #77971
#2
Bugs & Support / Bugged game #76348R
January 16, 2014, 12:28:01 PM MT
I won the game by touch of death but it isn't shown as finished and didn't get the win credited.
#3
Battle Blog / Sorc for the win
October 08, 2013, 12:30:00 PM MT
I have been playing a lot of 2 vs 1 games against comps on the big 4 player maps mostly Tenocytl. Maybe i missed somthing, but i find it realy hard to beat. Anyways today there was one game against 2 summoners. The whole game i could barely cling to live and over the course of the match lost both my rogue and psi. In the end my 3/6 sorc on her own excapes certain death and turns the game against a summoner, 2 warriors and an impressive army of summons.

If somebody wants to see a replay the game code is:

#72491
#4
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
#5
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.
#6
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.
#7
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. :-)
#8
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.
#9
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.