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 Post subject: Re: Magnetite Beacon
 Post Posted: Sat Dec 06, 2008 3:16 pm 
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Joined: Sun Nov 02, 2008 10:04 pm
Posts: 348
Mist, the game is in beta and things are being balanced. The point is to say which cards are too strong and too weak.

This card shut off almost a third of the map to any of my creatures by its virtue of being there. That's a bit strong in my book for something that costs so little.


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 Post subject: Re: Magnetite Beacon
 Post Posted: Sat Dec 06, 2008 7:05 pm 
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Joined: Tue Nov 04, 2008 12:05 am
Posts: 385
Location: South of Sanity
I understand that, but every time someone gets lucky with a map or makes an unusually good combo someone flips out. That was an exceptional case due to the dumb luck of the map layout and a skilled placement, not the card itself being overpowered. I've started a game on a 1-tile island before.. that doesn't mean that every card needs the new skill "make raft".. it means the map gods frowned on me that game.. you'll live...


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 Post subject: Re: Magnetite Beacon
 Post Posted: Sat Dec 06, 2008 9:47 pm 
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Joined: Sat Nov 01, 2008 2:51 am
Posts: 584
Location: Madison, WI
Without any water in the center of the board, an opponent used this to drag my creatures kicking and screaming into the range of his one, big, beefy, slow moving creature. One by one all of my creatures were dragged over and gang beaten... it only took a couple rounds to rip down what little defenses I had at that point.

So even without water, this can still be REALLY powerful. Thus, I'm still lobbying that everything stay the way it is, except make it a tier three domain card.


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 Post subject: Re: Magnetite Beacon
 Post Posted: Sun Dec 07, 2008 4:45 pm 
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Joined: Sat Nov 01, 2008 7:14 am
Posts: 89
Location: Victoria, BC
Increasing the ability cost to two flux would be appropriate. Two domain maybe, three is a bit excessive.


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 Post subject: Re: Magnetite Beacon
 Post Posted: Sun Dec 07, 2008 7:14 pm 
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Joined: Wed Nov 19, 2008 8:19 am
Posts: 31
How about increasing the flux cost exponentially. First time you use it it costs 1 flux, second time that round 2, third time that round 4, 4th=8, etc...basically doubled everytime. Cost gets reset every round.

This lets the controller use it a couple of times a round if they want to use all their flux but forces them to save up to "drag units all over the board" which would be noticeable by the opponent.

The real question is what is the intent of the card. Should it be used to tweak the enemy formations or should it be able to single handedly dessimate the enemy formations.

I don't mind the dragging unit out of a defensive position as I see that as the intent of the card. I do think the drag into water and drown mechanic to be cheesy. Stuff like that should be removed as it is game breaking. My big beefy defensive guy can be dragged to the enemy but the enemy still has to kill him. In the drag to water scenario the biggest baddest guys in the game are insta killed too easilly. Units should only be able to be dragged to a coastal hex but not into water.


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 Post subject: Re: Magnetite Beacon
 Post Posted: Mon Dec 08, 2008 4:35 am 
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Joined: Sat Nov 01, 2008 2:51 am
Posts: 584
Location: Madison, WI
I like that idea Zult :-)

At least then it would cost 3 flux to drag a creature 2 spaces... and 6 flux to drag a creature 3 spaces. Much more reasonable.


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 Post subject: Re: Magnetite Beacon
 Post Posted: Mon Dec 08, 2008 4:54 am 
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Joined: Sun Nov 02, 2008 10:04 pm
Posts: 348
I like the progressive costs thing, but maybe a one-tug per creature per round would work better. just put a token on them that has a lifetime of 1 that says they can't get tugged again. it's a bit more of a nerf, but it gets closer to zultor's concept of the 'heart' of the card.


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 Post subject: Re: Magnetite Beacon
 Post Posted: Mon Dec 08, 2008 7:35 pm 
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Joined: Wed Nov 19, 2008 8:19 am
Posts: 31
An alternate solution is that the flux cost should equal the movement cost so if you drag a unit 1 space through a mountain than it cost 3 flux, 1 space through a forest costs 2. In addition you shouldn't be able to drag units through terrain they can't normally pass (ground unit through water...please, if barrier peaks is in play only mountainstride characters can be pulled through mountains, etc).

Not sure how you would handle aloft and hover creatures...but it's a start.


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 Post subject: Re: Magnetite Beacon
 Post Posted: Tue Dec 09, 2008 5:34 am 
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Joined: Sat Nov 01, 2008 4:05 am
Posts: 137
Location: Cincinnati OH
I don't think anything needs to be done with this card, quite frankly i have only even seen it being played once or twice. Cards need to be changed when there inclusive over all others, when there dominating what people build because of there power level, and as i've seen this card see very little play I'd say its rather clear sign it's not overpowered. I've played with it myself and decided not to run it because it rarely is effective outside an end of turn drop. I've yet to see more then one creature die from it in a game so far.


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 Post subject: Re: Magnetite Beacon
 Post Posted: Wed Dec 10, 2008 1:08 am 
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Joined: Sat Nov 01, 2008 2:51 am
Posts: 584
Location: Madison, WI
I humbly disagree, Zyc.

I have received this card in leagues as well, but not run it. And not because I didn't want to... but because I've yet to get a decent dispersement of MF creatures along with it. Playing against it at least a half dozen times or more, I have rarely overcome its influence on the game. In most games this card strongly turned the tide in the favor of my opponent. Granted, this card does require some skill, but in any map with a bit of water, it is a very difficult obstacle to overcome.


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