News:

Welcome to Hero Mages!

Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - primeminister03

#1
Feature Requests / Re: more terrain choices
May 11, 2014, 11:35:05 PM MT
I had an idea about adding doors into the terrain. They would start closed and would only open when a unit ended its turn adjacent to the door (meaning diagonally as well). The door would stay open as long as some unit remained adjacent.
#2
Ask a Developer / Ross, question about development
May 02, 2014, 07:28:26 PM MT
Ross, I was wondering if you could share some info on the source code for this? I want to try and help out if I can. do you use Java? Or something else. Also if you have any more info for what tools you used for art and animations, I might be able to get some of my Dev friends to help out with making some new mages and characters.
#3
Ross,

Thanks for the video reference. I understamd that the wizard is useful, but do you still think he is on par with the sorceress or the fighter mage? I will try some new strategies out, but i hate being the guy that just sits and waits for the other player to come my direction or until i get my card combo that i need. It just seems cheap. But it sounds like, that is the way to play the wizard the most effectively, so... I will oblige.
#4
Ok I will try that strategy. I was using warrior, Rogue and Wizard. It still seems that using the wizard makes your point companions much more narrowed. Still seems a little off, but I will keep playing and try new strategies.
#5
I appreciate all the feedback. Thanks again for sharing your thoughts. My thoughts are if you can present a valid card combo to prove your points, then that would be preferred. I admit that I am not the best player on here. However, I do understand when something seems a bit out of whack. I recently pitted. 3 vs 3 battle with 5 computer players. Each team had one warrior and one barbarian. One team had all 3 sorceress' and one team had all three wizards. If it was just based on rolls or bad computer strategy, then ot should have still been close somewhat. My team got slaughtered. wasnt even close! I sat back to build some cards, and play defensively, but it didnt matter. Someone prove your point with some stats or something. I have played the wizard to death and I will continue to. But play 5 games as the wizand tell me how many you win against a veteran opponent online. If you win 3 out of five, let me know what guardians and give me some pointers on strategy.
#6
Thanks guysI for posting your thoughts. I never said that the wizard was worthless, but he doesnt compare to the other mages. Teleport and then sleep is only 2 of the 40 cards in the deck. And we just agreed that 1 on 1 he doesnt stand up to the other mages, so unleas a mage has taken some damage or has no cards and I have 3, I would never teleport to a 1 on 1 battle unless i could teleport back or i had a summon spell. I dont want the others to lose powers, with the exception of the fighter mage, but the wizard needs something else to give him a boost. Think about it this way,

with no cards, the only mages that have a slight advantage is the sorceress and fighter mage (lightning and high str). With one card, obviously depending on the card, but lets say everyone has a card in their respective schools, wizard is the one still at a disadvantage. With only one card, the wizards bonuses dont shine through as strongly as the others. With 2 cards, the wizard starts to gain momentum. But so do the other mages. It is only when you have 5to or more cards with some freebies that the wizard has a round of outshining anybody else. It is still a slim chance based on your cards.
Trust me, i want to like the wizard more than any other unit, but he just cant hang with the big dogs.
#7
The weak wizard and the other hero mages:

Adjustments need to be made  The Wizard is by far the weakest of the mages. I havent seen one opponent online that has used a wizard. Here is a comparison of stats:

Wizard HP=6, Str=2, Def=12
Summoner HP=6, Str=2, Def=12
Sorceress HP=6, Str=2, Def=13
Fight mage HP=6, Str=4, Def=14

Now let us consider some abilities:

Wizard: Manipulation spells cost 1of less mana, valor 5=swap 1 card, 10=meditation(discard a card and gain 2 mana), 15=Use a manipulation card, draw a free card.

Summoner: can have as unlimited summons. Valor 5=discard a card, summon 1 skeleton, 10=eliminate any summon and gain 3 HP, 15=Summons gain +1 Str and +1 Def.

Sorceror: destruction spells have a +1 Str. Valor 5=use a FREE lightning spell, 10=discard 2 cards, use Fireball, 15=all destruction spells deal +1 damage.

Fighter Mage: immune to immobilization and somewhat resistance to stun. Valor 5=discard aa card, teleport up to 4 squares away next to an enemy, 10=+1 to all augment spells, 15=discard 2 cards and get +3 def and +3 Str till next round.

Now how about synergy:

Wizard, can use a more manipulation spells and draw more that he most likely cant us due to being out mana. Now if he uses manipulation spells They do help save mana cost, but they are probably the least used spells in the game anyway due to no inherent offensive or healing abilities that are provided by them with the exception of TOD.

Summoner: have lots of synergies towards summons. Can always summon unless stuck on a round with no cards and no mana. Even eliminate summon has a great synergy with her strengths. Her valor 15=can is a little meh, but it is still decent. I would have added +1 hp, but i can deal with it.

Sorceress: is already a very strong mage. Most of he offensive spells in the game she is even stronger with, plus she gets a free offensive spell at valor 5 that has unlimited range. As well as another unlimited range damage spell at valor 10, albeit at the cost of two, most likely, non offensive spells. She spams offensive spells like politicians spam promises. ;) i like her, but try going against a sorceress squad with a wizard squad. Aint happening.

Fighter mage: probably the strongest mage overall. Maybe too strong. Immune to immobilization. And when stunned, cant use spells, seeing as he is very good without spells, it doesnt really handicap him at all, so there is no reason to stun him. He effectively increases his movement range with flash, which with his already strong attack, just makes him that more deadly. His augment spells get +1, which on him just furthers his dominance that he already began with. And when you get dragon fury and need that extra deathstar-laser-blowing-up-a-planet kind of attack. With blood lust cast on him after the augment boost combined with battle dragon fury will just about take out any unit and he can still cast spells from the four-5 cards still left over. This is the onlu mage i would suggest a small nerf to. Maybe his str should be a 3monk(fist instead of a 4. Maybe he only gains two cards max for not using any mana. I dont know. But he has the strength of a fighter, defense of a bard, and spell casting ability of a mage.... and NONE of their weaknesses.

Wizards have one true advantage.... they are the only unit in the game that can teleport across the map strike, cast a single mana spell and then teleport back across the map. But that is 1fine card out of 40. And it is only a true advantage when he has two of them. Sorry to go so long, but wanted you guys to see where i am coming from. Doesnt anybody else agree?

#8
Feature Requests / Re: New Character Ideas
January 14, 2013, 10:09:14 PM MT
guardian 2 for Warlock could be a Dark Knight. Statted as 4 Strength, 15 Defense, 5 Health.
One Ability could be, to immobilize 1 adjacent enemy . Costs 1 card.
Another Ability could be, adjacent target gets -1 strength and -2 Defense until the start of this units next turn.

And for a third, as someone already mentioned a priest/shaman(holy mage). Guardians could be a monk(fist using fighter) and a Champion(javalin throwing unit)

I know it is three decent sized posts, but I am curious about what everyone thinks of the ideas.
So what do you think?
#9
Feature Requests / Re: New Character Ideas
January 14, 2013, 09:58:19 PM MT
A second guardian for the above idea could be the Minotaur.

A second expansion could be geared towards shady characters.
A
Mage could be a Warlock as such,  3 Strength, 12 Defense, 6 HP.
Passive ability could be +1 damage on touch of death, demonic lash and disintegrate. Summoned skeletons have +1 HP
Valor 5: adjacent unit takes 1 damage on a roll of 13 or higher and this unit heals 1 HP.
Valor 10: Teleport. Costs 1 card.
Valor 15: passive: when skeletons are summoned, 3 spawn instead of 2. When skeletons hit a target, this unit heals 1 HP.

Guardian 1 could be a Ninja. Statted as 3 strength, 14 Defense , Health 5. Passive ability could be: can not be seen for targeting when another character is directly between this unit and the attacker.
Ability could be Whirlwind Attack: adjacent units take 1 damage. Unit cannot have moved this turn. costs 1 card.
#10
Feature Requests / New Character Ideas
January 14, 2013, 09:21:30 PM MT
For other expansions I was thinking of the following ideas to go with the D&D aspect of the game.

1. An expansion around Nature oriented units.
Mage would be a Druid. Druid could be statted as such. Strength 3, Defense 13, Life 6. Passive bonus could be +1 life, which could represent blossom, as well as a +1 damage to the entangle and sleep spells.
Her ability for Valor 5: adjacent units get +2 Defense until the start of your next turn. Costs 1 card
Valor 10: Summon Air Elemental for the price of 1 card.
Valor 15: Use Entangle for price of 2 cards. And Heal +2 HP.

Guardian 1 could be a Ranger. Could be sttated like this Strength 3, Defense 14, HP 5.
Passive ability could be if any roll is 17 or above the target takes +1 damage.  Ability could be make a Ranged attack at -1 Str and the cost of a card.