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Messages - 1EasyGamer

#1
Events / Re: 2v2 Tournament
August 19, 2010, 04:47:32 PM MT
Hi space. Sorry to have to ask you but I need to you remove me from the tournament. Will be very busy for a while and just playing here and there if possible and maybe the singles tournament, not sure if I would have the time for that one either. Thanks.
#2
I am in, thank you.
#3
No problem Ross glad I could help.
#4
Suggestions for the Mages game info page:

mages are the only unit that
the Mage is the only unit that

can cast spells- potent magical
can cast spells: potent magical

of the elements,, manipulate the
of the elements, manipulate the

advantage casting spells of from their specialized School of Magic.
advantage casting spells from their School of Magic specialization.

A clan of aggressive and competitive elves led by their ruler, Albirich, inhabits the heavily wooded areas on the outskirts of the Empire.
From a clan of aggressive and competitive elves led by their ruler, Albirich, they inhabit the heavily wooded areas on the outskirts of the Empire.

they learned magic to bolster their
they learn magic to bolster their

Driven by passion and a desire for freedom, these girls discover their powers at a young age, often amidst disastrous circumstances.
Driven by passion and a desire for freedom at an early age, they often discover their powers with disastrous circumstances.

the volcanic southlands swearing
the volcanic Southlands swearing

making the promise of her revenge all the more terrifying.
making her promise of revenge all the more terrifying.

study the ancient text of a civilization
study the ancient texts of a civilization

to understand its secrets and unlock its power, the wizards’ obsession
to understand its secrets and unlock its powers, the wizards' obsession

they have gained uncanny insight in how to manipulate their surroundings
they have gained an uncanny insight in the manipulation of their surroundings

Also, I would rather see the abilities for each Mage listed down in ascending order of Valor and the Passive ability at the bottom.
#5
Suggestions for the Guardians game info page:

her celestial platemail and divine healing
her celestial plate mail and divine healing

the ellusive rogue is a deadly hero
the elusive rogue is a deadly hero

While his low strength may seem like a weakness, his ability to attack twice more than compensates.
While his low strength may seem like a weakness, his ability to attack twice more than compensates for it.

Magically boost his strength for double the bonus.
Magically boost his strength to double the bonus.

the uncanny psionist has
the uncanny Psionist has

perfect mage assasin and, as such
perfect mage assassin and, as such

position her in chokepoints to get the most
position her in choke points to get the most

Though dormat for centuries in their underground
Though dormant for centuries in their underground
#6
Suggestions for the Creatures game info page:

perfect combination of strength and reslience that make them
perfect combination of strength and resilience that make them

gleam of a Crystal Golem is a magnificant sight to behold
gleam of a Crystal Golem is a magnificent sight to behold

escape the fury of its devasting attack
escape the fury of its devastating attack

that have been diabolically stiched together
that have been diabolically stitched together

I also noticed the summoning cost of the Creatures are missing.
#7
Bugs & Support / Web pages spelling and grammar problems
August 16, 2010, 07:26:54 AM MT
I found these spellings and grammatical problems in the Spells game info page. First line is original second line is my suggestion. I am not an English Major so these are just how I would expect them to be from experience. Have someone else verify these changes.

If any dice hit, unit loess exactly 2 life
If any dice hit, unit loses exactly 2 life

Manipulation spells allow you to transform the layout of the battefield,
Manipulation spells allow you to transform the layout of the battlefield,

change the positions of units
change the position of units

not end moves on space wall returns.
not end moves on wall return spaces.

The awesome destructive force of Papillion's magic is balanced with by its equally
potent ability to renew life and restore order.
The awesome destructive forces of Papillion's magic find their balance in the equally
potent Recovery magic school and its ability to renew life and restore order.


Ranging from henious undead to beings embodying the raw essence
Ranging from heinous undead to beings embodying the raw essence
#8
After further consideration to what you have all said I think you are right Teleport is a deadly, unpredictable card that can be skillfully used by any of the Heroes. Maybe the reason I have not seen it used by So/Su/Ma and mostly by FMs is because I just did not play against other Heroes that have used the Teleport as much. I like to play chess were all things can be planned both offensively and defensibly, usually one loses because of an oversight in calculation, with Teleport it just feels like you lost because, no particular reason, not really your fault, if the dice favors the attacker who took the gamble you lose; if you survive and you have kept some useful cards then you are looking pretty good I suppose. Teleport does make this game very interesting and I guess I just have to get over it and enjoy the card in all its complexity and uncertainty.
#9
I only brought this up because in 1 day of playing I had 4 people mention this as too easy and cheap shot way of playing and I kind of agreed (not top ranked people but not newbies either). Also my personal experience was that it was mostly being used by FMs as a kill 12 Def Hero weapon. I am not saying it cannot be used by the other Heroes only that it is more likely to be used by FM more effectively than the others. An FM can be Inspired and SongValored in the first turn and the next and the next, it is immediately ready for a strong Teleport assault, in 2v2+ games with possible multiple Bards they are very strong very fast. A So/Su/Ma has to wait for the cards and build a combo they are not going to boost themselves with a Bard and attack Melee, it's too risky for them. I guess the idea of having a So/Su/Ma Def 15 sounds like a challenge at least you will know what you are dealing with as opposed to the Teleport and it does not sound as bad as playing 20 minutes of a game and just have your So/Su/Ma quickly killed. In essence all this talk is subjective, only like I said running the numbers on the Teleport seeing who is benefiting the most is objective and then it might still not be desirable too change anything cause people rather have the Teleport wild, unpredictable factor as it is; I don't but then maybe I am in the minority. Teleport away Captain  :)
#10
diesbudt I understand your argument but I still feel the Teleport its too much of a biased weapon to the FMs. Maybe +4 is a little bit too much for the Force Field, +3 might be more appropriate and a boost of no more than 15 Def max. You would still need lots of luck on the cards to have it just like Teleport and it can be dispelled and it would have a high cost. Buffing the FM takes no work if you have a Bard and if you add all the cheap augmentation that people mostly would use on the FM anyway and waiting 5+ turns in 2v2+ games is no problem if you want that extra kick after Teleport. All in all I feel the Teleport is bias to the FMs.

Maybe it is too early to tell but once the community grows if things stand as they are I think the top 10 players would all be using FMs as their main Hero taking away from the fun in diversity. Maybe a poll could be taken of people's whose Heroes were killed by a Teleport to see how many of those kills were made by a FM against a So/Su/Ma. This way we could see if the card is mainly just working for FMs and telling us that it is a biased card. Also we could poll how many of the teams who had Teleport used against won the game to see if it is not too powerful.

I still think the ½ range limit is necessary, it would require more skill to be used and it would benefit all the Heroes the same.
#11
Events / Re: 2v2 Tournament
August 15, 2010, 06:50:08 PM MT
I would like to play. I'll take anyone who needs a partner. The only thing with me is that I have a 5:00 PM to 1:00 AM job and I would have a hard time playing an uninterrupted tournament game those times Monday-Friday or scheduling a fixed time for those days. Those times I sort of play when I think I might have a break. I am good to play on weekends and scheduling a time. So having this in mind if anyone still wants to partner just say so. If not you can just have me as a substitute player to fill in the gaps.
#12
Teleport Too Easy a Kill / Getaway and FM Biased
So/Su/Ma =  Sorceress/Summoner/Mage

DEFENSIVE:

Teleport its too easy a gateway card. It's very unrealistic to have to work all game with skill approaching and killing the enemy and then have the Hero just puff away to the other end of the map. On the case were both teams are still equal in Heroes it's sort of an unfair “start everything all over again”. In the case were one is left with a Hero and the other is not, it's pretty much hopeless, the Hero would win cause of the extra time allowed to gather more cards and the difficulty on trapping a Hero in the first place. Only a lucky Psionist+OtherGuardian combo would kill it and only if the Hero gets bad cards and the Map allows for easy trapping. In the Getaway scenario I don't think there is a bias towards the FM, any Hero would have an almost insurmountable chance of surviving.

OFFENSIVE:

Having tried playing all Heroes and Guardians combinations it seems to me that the use of Teleport as an offensive quick kill against So/Su/Ma is taking away too much from the tactical and strategical fun part of the game and sort of allowing a “win for dummies”. After a long hard day of work positioning and using your units with skill, bringing the pressure to the enemy you get wiped out on a simple Teleport that there is nothing you can do to stop if you are a So/Su/Ma. It does not take much skill to pump your FM and go for the kill, even easier if the FM its already augmented and/or if you have the extra mana card. On 4+ players games were there might actually be 1+ bards pumping the stats even easier or if another player can Shield you before the jump or protect you afterward. I don't think I have ever seen a game won by an opposing team that was not using FMs and their So/Su/Ma was Teleport attacked. Sure there is a risk from using Teleport but I have never seen it happen yet, people usually use it when they are 1+ Hero ahead in 4+ players games or if they have managed to bring the So/Su/Ma to 4 Def or less or if they can Shield/Imprison/Heal themselves in case of an unsuccessful quick kill. They can also just get away and sprint if nothing else if they have only used spells. An FM would many time survive the retaliation for the Hero kill and then it really is game over for the opposing team. Also there is no much science on preparing for a Teleport, after 5+ rounds usually the player has had enough cards to save a Teleport and at least 1 extra card to combo with. Even without combos you just need a creature that takes a couple of points away from the So/Su/Ma, Teleport and that's it (not so hard in a 4+ players game).

CONCLUSION:

None of this would be such a bad thing if it was a weakness equally shared by all Heroes but it mainly only affects the So/Su/Ma. All Heroes have different strengths that counterbalance each other but I don't feel there is an effective counterbalance for FMs using Teleport.

SUGGESTION:

TELEPORT JUMP LIMIT: Decrease the Teleport jump from infinity to ½ the Map distance. At least so the player has to have the skill to be closer to the action or having to spend regular movements/sprints and really be stuck on a failed quick kill after having to Teleport and then move for the kill. This would also balance the Getaway case and give a higher chance for a fight to the 2 Guardians against Hero cases which I think would add fun game-play to Hero Mages.

FORCE FIELD spell: Have 2 of them in a deck at a cost of 3 mana. It gives a +4 Def boost to Heroes only not Guardians or Creatures, cannot boost the Hero over 16 Def (if the Hero already has high Def it would not be boosted over 16 after taking all other boosts in consideration). It is permanent unless  the Hero melee attacks or the spell is dispelled (a Sunder Armor will also be affective against it at least for 1 turn). This would mostly favor the So/Su/Ma Heroes cause the FM relies on Melee attacks plus the high cost would make it unsuitable to be abused.
#13
Feature Requests / Re: Conquer the Flag Game Mode!
August 10, 2010, 04:55:17 PM MT
The
QuoteMage/Guardian frag fest
sounds like fun idea also. I played a lot of Capture the Flag in WOW and it was a lot of fun. I don't think Hero Mages is suited to be done the same way, that is to have to bring the flag back to you team base, but I remember having played another game were you just had to hold the flag for some time on the opposite teams place and that was fun too. That's why I called it Conquer the Flag :) but the name is not important.
#14
I think the Highlight idea considering what Tampit said of using the team color might be a good improvement to try.
#15
Feature Requests / Conquer the Flag Game Mode!
August 09, 2010, 07:53:49 PM MT
How about a Conquer the Flag Game Mode. Simple concept but probably a lot of fun playing teams. The objective to go into enemy territory and grab the flag and be able to hold it for 1-2 turns (could be a game setting option). The player that holds the flag has to survive the specified turns in the same place where the flag was. When units are killed they are re-spawned in the middle of the map or at the edge of the map if the flags are in the middle. If nobody conquered the flag in an optional time-frame (5-10-15-20-30 minutes) then the team with the most kills wins.