I don't find that my Eladwen deck doesn't have early game option problems but it does have early board control problems, but thats the point for mages. They struggle in the early game and then balance in middle then own late game.
I don't find that my Eladwen deck doesn't have early game option problems but it does have early board control problems, but thats the point for mages. They struggle in the early game and then balance in middle then own late game.
Last edited by Sombersleep; 01-01-2012 at 05:00 PM.
Current Projects- Getting good with Zhanna Bad Mom deck. Owner of 1 Cookie
Your right, but mages don't use the allie pool to win they use it to soak up the initially damage coming there way from warrior and hunter decks which is traded off against the middle/later game where novas and current Mage armour comes into play. By giving mages to much fire power in the early game this could swing the balance to far? That's only my opinion given the general strength of Mage decks.... Saying that the new armour to protect against Mage spell damage may open up the possibility of more supporting weapons for mages.
Having played eld ( I think most people have at some stage) you accept your kris, jasmine drops are there to try and get at least 5/6 health off them quickly ( especially if your playing against a warrior/hunter) before they start to own the board...
"fairwell, friend. I was a thousand times more evil than thou!"
Proud member of ETC
1.28 Tournament winner
Entertaining the Cosmos
Well there's the rub. I agree that a Nishaven with 8 resources is like a Mecha Ghidorah given a semi-decent deck, but the key word you used that offends me is "supposed." Why is a Hero "supposed" to have only one mode? Wulven can go lone wolf, wolf pack, or shadow army with a wide variety of weapons. Rogues and Hunters also have a couple different strategy modes. The HunkerDownForFourTurnsThenBombThemToHell strategy is both boring and, quite frankly, not the first image that comes to mind when you think about magic users.
Anyway, I saw this forum has the title "Feedback and Suggestions," not "Hold Your Thoughts Until The Next Update." I ran with it.
Yes, if my card draw is right the generic ally early game works. My simple early game desire is two things: Something unique to Mages, like the Hunters and Wulven enjoy; and a choice of strategies. In a short, Mages are uninteresting and too monotonic.
I don't think this is overpowered at all. Consider it a mulligan. You get a bad draw and can't cast anything, your unspent resources convert to Shadow.
Possibly restrict it to only 1 shadow per turn, or even one Shadow energy total. For example:
(2) Sacrifice Magic Wand. Your Hero gains +1 Shadow Energy.
Last edited by Vogon Poet; 01-01-2012 at 09:22 PM.
My intention wasn't to offend so apologies, just think outside of "what mages need". Think about the game balance as a whole...
"fairwell, friend. I was a thousand times more evil than thou!"
Proud member of ETC
1.28 Tournament winner
Entertaining the Cosmos
Oh I wasn't offended. I suppose there was an emoticon I could have used in there bit just forgot
Anywho, maybe I don't agree with the definition of balance used here. I see a distinct trend that my Mage is always pummeling his opponent while dangling from his last 1 or 2 health. My opponents usually dominate the early game, and this thread was started to brainstorm balancing that out.
Another thing I personally disagree with when it comes to balancing strategies is the idea of crippling, or deliberately nerfing a class to compensate. I am a trading card game veteran who loves deck building above all in a game. I love options and strategy. I think many players are drawn to a game that offers deck construction challenges. I consider a game balanced when a class can build decks to match any opponent and there is no single "best overall deck" for that class. Balance of power is only one part of a balanced game, not the end goal.
Last edited by Vogon Poet; 01-02-2012 at 02:16 AM.
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