FM was designed to be the most forgiving, easy to play mage- especially for the aggressive types. He's like the Space Marines or Necrons in Warhammer 40k. His abilities make him powerful; but not imbalanced with the other characters. The Wizard is like the Dark Eldar- by far the most fragile- but in the hands of a skilled player, exceptionally powerful and easily capable of controlling the game.
The reason he has immunity to stun is because he is meant to be on the front lines, up in the enemy's face slicing through mages. Without this ability, the risk of charging a mage like that would be too great as a simple stun would leave him completely vulnerable.
The one exception where I would agree his abilities might overshadow the other mages is a map without cover (like Circle of Slaughter). Here the extra Defense and protection from stun give exceptional advantage over the other mage's starting abilities. This is where changing the order of his abilities might make sense. He'd lose advantage on open maps, but the Augment Superior as starting ability would be huge benefit on every other map (+2 blooms and archons mights on the first turn). Perhaps the order could go Flash, Augment Superior, Relentless, Dragon's Fury. It would be a weird readjustment for players used to the immediate stun immunity benefit, though.
Diesbudt- you still reading the forum? Any thoughts?
Mhm, i still read the forums and log in once in a great while as guest to watch things. Too busy to get snookered into a game if I actually log in so had to be careful.
The Fighter mage overall, is in my words "Balanced", he is a bit more powerful than the other units for only 1 reason and that will be addressed. Lets look at each ability for all 4 mages 1 at a time:
---From this point on *** means on
topic, everything else is my just finishing a thought for all those interested.
0 valor: ***When it comes to this ability, the fighter mage has the best as he can't be stunned (One of everyones favorite ways of cornering a mage, though it is so easy keeping a summon/guardian/paladin when with non FM mages, that if you get caught stunned and cant unstun your mage, your doing something wrong. [unless its a perfect blizzard placement and hit all moment])
***So all the ability really does is force your opponent to waste a small attack or card to free your hero, BUT in doing so they may have thought themselves safe and got too close allowing you to make a perfect counter strike (I personally have won many games people not expecting me to attack my own hero to unfreeze them.) And many units are good for this: psionist, rogue, paladin, and warrior to name a few.
The weakest is the summoners, as the unlimited summons early in a game doesn't make a big deal until 5 valor and later on when she can go through the spells once or twice fully playing all the summons she wants.
The wizard and sorceress both have powerful abilities in either using cheaper game changing spells (wizard) or making more powerful long range bombs to blitz an enemy with (Sorc)
5 valor:When it comes to the 5 valor moves the hero with the best is hands down the sorceress, I still feel deeply a free 3 dice attack on any line per turn is quite powerful. Just ask my cousin who abused it as such killing 2 of 3 heros in a 3v3 in a single turn.
The weakest actually comes down to the wizard, as his is just a 1 card cycle, that CAN [keyword] be a game changer, but has a better chance that it wont be.
***The summoner constant barrage of summons and the Fighter mages flash abilities are average. The many summons can overwhelm an unprepared enemy, or be used as blocking/healing fodder which can make the summoner the hardest to kill if you don't kill her the first turn you strike her. The fighter mages flash is good, but since it is limited to "movement" spaces and have to be adjacent (not surrounding) it isn't problem matic and quite easy to beat. You will very rarely see me stand within flash range of an enemy FM when im not a FM myself if they have flash. It isn't hard to do. Plus requiring 1 card can mean your opponent won't have enough ammo to kill someone if he tries going all out not fully planned.
10 valorThe best 10 valor ability has to be the summoners. With an easy 3 heal for a single card (no mana) she can spend the same amount of "points" [1 point = 1 mana or 1 card] as a healing touch to heal herself 3 AND do 2-3 damage to a closing in opponent. (2 points in total when mixed with the 5 valor ability)
***The worse is by far the Fighter mages ability. 1 extra stat in most categories won't change the game much, and with 2 dispells per deck, and sunder armors (for if he uses the +1 def spell) that ability doesn't hold up very well.
The wizard and sorceress both have average abilities, with the wizards being better at game changing because of the extra card (plus 1 less mana) for game changing spells, but the sorc does get a mana free long distance nuke. (3 points and you can do 3+3+3+4 (13) dice on an opponent who is on the other side of the board [rogue + psionist + fireball + lightning])
15 valor:Now to choose a best 15 valor would be completely hard. Because both the wizard and the sorceress have completely amazing abilities in this category. an extra mana per turn vs 1 extra damage on each spell. Great devestating abilities.
***The summoners and fighter mages abilities are ok... but not great. Sure the FM can make himself a hard hitting tank, but for the cost of 2 cards (and unless combined with a bard, making it 4 cards), he cant keep doing that and expect to cast any of the "game changing spells" I have been mentioning. The summoner's ability is bleh. Only because +1 str and +1 def only works if she can get an army going. With most summons being 1 or 2 hp, they are too easy to kill even with the extra def. which means most don't ever get more than an initial attack on a unit within 5 spaces.
So where am I going with this?
***First the Fighter mage is good where he is, He is a beast early game because his best 2 abilities are 0 and 5 valor, but once the game starts moving into its late stages, he is not the best or second best (I wont give away where I judge the heros at each stage of the game) UNLESS [Keyword] modifed by a bard.
Now why is that? it isnt the +1 STR buff, that isn't what made the bard become so amazing, it has to do with the -1 def most units took last time huge changes to the game happened.
***
The fighter mage overall isn't the best unit, it is the easiest unit to succeed with in a 1v1 situation however I guess you can call him noob friendly. If someone who understands the game well enough, being stunned vs not being stunned isn't as big of a deal in a game as people think it is.
***REASON: Because something changes in their "gameplan" (aka being stunned) they get upset and call it too powerful. I see this with so many different games. Thats why long ago I adopted a new way of playing games, and it entrails that I never pre plan. I just react to what happens, and prepare for all possibilities with previous reactions. I didn't have a better chance of losing because I chose a sorc/sum/wiz when my opponent has a FM, because I learned how to deal with it quick and easy.
Also, most games now the killing of heros happens 2 ways. 1 - teleport assault with everything they have or 2 - Spike an opponent far away with everything they have (My favorite way, which is why I ran a sorc/psi/rogue last few months I played - because Killing an enemies hero who pops their head around a corner, before he or any of his guardians can reach me, makes me smile.)
Conclusion:Most offensive unit - Sorc
Most devious Unit - Wizard
Most underestimated unit - Summoner
Most defensive unit - Fighter mage.
Now some things that wouldn't be a huge problem to changing the game is:
1) Bard's inspire = +4 ---> +3
2) FM unstun ability = Cannot be stunned ---> cannot be stunned by sleep and does not get stunned by ice shards or blizzard unless 2 or more dice connect.
3) Sorc's lightning = 0 cards and a diagonal direction ---> 1 card, and hits both diagonal directions (left and right of sorc, or down and up of sorc, or up-left and down-right diagonal of sorc)
1] Since the armor change, moving her inspire down to 3 would be a good thing making her not be all so powerful anymore (You could also limit her +1 str buff if you wanted to, to just guardians and not heroes in LoS on the same team, this would reduce the bard + fm strength problem.)
2] Has a greatly reduced odds to be stunned with 14 armor, but still leaves the opponents who complain how unfair his ability is hope.
3] Adding 1 card to the ability would balance it and take away her free 3 dice always, but in addition now she can position and shoot 2 opposite ways at once, possibly being more devestating, OR more risky.
- Diesbudt
P.S. I want new units.
P.P.S. Yes, I don't dissappoint, when I comment on the forums I REALLY comment on them.