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 Post subject: Charm bug.
 Post Posted: Sat Apr 12, 2008 11:17 am 
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Joined: Sun Apr 06, 2008 12:17 pm
Posts: 98
It doesn't work on Paladin of Xosa. I was in a solo training match, played him, and put one of my units in a hex next to him. Then tried to charm him, but it wasn't able to target him. I have tried putting more creatures around him, but it is still not able to target him. I even placed a building next to him to see if that would work, but still no effect!

~Wicked~


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 Post subject: Re: Charm bug.
 Post Posted: Sat Apr 12, 2008 3:10 pm 
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Joined: Tue Jan 08, 2008 2:07 am
Posts: 1045
fixed in next patch


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 Post subject: Re: Charm bug.
 Post Posted: Sun Apr 13, 2008 4:16 am 
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Joined: Tue Mar 25, 2008 12:48 am
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He's an uncontrolled character though, even the person who plays him originally doesn't control him.

I would argue he shouldn't be allowed to be controlled.


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 Post subject: Re: Charm bug.
 Post Posted: Sun Apr 13, 2008 11:42 am 
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Zwidar wrote:
He's an uncontrolled character though, even the person who plays him originally doesn't control him.

I would argue he shouldn't be allowed to be controlled.


Why should it not be possible?
Using charm is a way to persuade a unit to join your cause!
If it is an enemy or a neutral unit doesn't make a difference, in fact I think it is more natural to persuade a neutral (uncontrolled) unit to join you than it would be to persuade an enemy to join you! Enemies would for the most part attack you, while neutral people would listen to you, and might agree on what you had to say!


~Ninjai~


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 Post subject: Re: Charm bug.
 Post Posted: Mon Apr 14, 2008 12:46 am 
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The reason I'd argue he shouldn't be allowed to be controlled is because he's a pretty strong character for a pretty cheap cost.

I believe he has the second most hp (10), right behind Animate Boulder (16). The boulder has 0 attack and can only move 2 squares at a time and can only be summoned in mountains. There's also the Crushing Wheel with 10 hp, but it can only move 1 square at a time and can't move onto hills or mountains.

There's also only a handful of creatures with attack power 3 or more. I'd guess only about a dozen creatures and most (if not all) of those are either more expensive or have more downsides to them. The Paladins downside is his uncontrolled nature.


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 Post subject: Re: Charm bug.
 Post Posted: Mon Apr 14, 2008 8:34 am 
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Zwidar wrote:
The reason I'd argue he shouldn't be allowed to be controlled is because he's a pretty strong character for a pretty cheap cost.

I believe he has the second most hp (10), right behind Animate Boulder (16). The boulder has 0 attack and can only move 2 squares at a time and can only be summoned in mountains. There's also the Crushing Wheel with 10 hp, but it can only move 1 square at a time and can't move onto hills or mountains.

There's also only a handful of creatures with attack power 3 or more. I'd guess only about a dozen creatures and most (if not all) of those are either more expensive or have more downsides to them. The Paladins downside is his uncontrolled nature.


Well you have to add charm's cost on top of the Paladin's cost. 4+4=8. 8 is actually the highest cost any of the units have! Only two cards have a higher fluxcost: Earthworks at 9 and Ghost Crypt at 10, both of them are buildings.

In the hp range I have to agree, he has a lot of hp, which is the main reason to play him with charm on. Although the other 8 cost units aren't that far from him. One has 7 the rest has 8 hp..

All the other 8 cost creatures have either 3 damage or more, which makes him the least effective 8 cost unit along with Sadathian Mercenaries when you look at damage alone.

He is immune to fear, which is an ability that isn't of that much use! (I don't see a lot of unit with fear on the board in my matches)

The paladin has a huge drawback which none of the other 8 cost creatures have: Charm can be removed, and he will become uncontrolled once again!
In conclusion, the paladin with charm on is not much better than units of same casting cost! He has more hp, but less damage and he comes with a drawback that the other 8 cost units have.


~Wicked~


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 Post subject: Re: Charm bug.
 Post Posted: Mon Apr 14, 2008 12:37 pm 
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Location: Moscow, Russia
I agree that any unit can be controlled. It's normal.

Wicked: charm cannot be removed, it's a spell.


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 Post subject: Re: Charm bug.
 Post Posted: Mon Apr 14, 2008 3:05 pm 
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Joined: Tue Mar 25, 2008 12:48 am
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Yes, once a unit is charmed it's yours forever. It's not an enchant, so it can't be dispelled.

I can see your point, once you add on the cost of charm it does it get more expensive.
Guess it will all balance out.


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 Post subject: Re: Charm bug.
 Post Posted: Mon Apr 14, 2008 3:13 pm 
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Joined: Sun Apr 06, 2008 12:17 pm
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Altren wrote:
I agree that any unit can be controlled. It's normal.

Wicked: charm cannot be removed, it's a spell.


I was a bit fast there then.


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