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 Post subject: Re: Blunderbuss sqad should be able to enter mountains
 Post Posted: Thu May 14, 2009 7:02 pm 
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Illusioned wrote:
For Lordbrocolli, you start out a discussion with something you know ought to be changed, and take it from there. We know the blunderbuss should be able to enter mountains - it's just a question of how to do it.

Nope, we don't "know" it at all. If you want it, let them enter mountains and remove one range or increase their cost.

Regardless of what we know and what we don't know, you were in a pretty rare situation and it's hardly a reason to make significant changes to many cards, much less a single card.


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 Post subject: Re: Blunderbuss sqad should be able to enter mountains
 Post Posted: Fri May 15, 2009 6:33 am 
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Illusioned wrote:
Now as far as the unusual situation I was in, and normally just going around the mountain, this unusual situation actually happened to me. That's why I started this thread. In legal language, I have "standing" to raise the matter, since I have personally been harmed by it.


Personal injury isn't the only defining part of standing. Under Schelsinger, if your theory of standing could have literally every player complain about any card mechanic, then no one should have the standing to complain at all. Beyond which, there's no redressibility - even if the problem were fixed, you would've still lost your game.

All of which is to say, 1) don't play at legal terms ;) and 2) there's no way in hell a at-least-1-space mechanic would be put into play. Consider just one teensy balancing problem of the literally hundreds that would arise. Volcano creates a mountain wherever it is cast, in addition to damaging. A player using MF casts it on a building with 5 Health, say, a Grove. That is at 1 Health, but sitting on top of a mountain. Because some of the MF creatures can't attack it - the Squad being an obvious example - experienced players know that the creation of a mountain is as much as blessing as it is a curse. It may make that Grove with 1HP unassailable for the next few rounds; enough to get it healed.

Jed put out a call here: viewtopic.php?f=3&t=805 for terrain-changing cards. The possibility of using terrain creation/transformation to trap a creature which can't be dealt with otherwise should remain a viable strategy, otherwise these potential cards - and every card that has any terrain transforming effect - needs rebalancing.

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 Post subject: Re: Blunderbuss sqad should be able to enter mountains
 Post Posted: Fri May 15, 2009 10:22 pm 
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Loopy, you actually do know it, but maybe you're just being difficult.

As for mindstheatre, I'm not "playing at legal terms." I know exactly what standing means, and have used it correctly. Personal injury may not be the only defining part of standing, but it certainly is a defining part of standing. I'm not concerned about Schelsinger here. I've been harmed by it, and I do indeed have standing. The fact that the damage has already been done and nothing can be done to change that does not change my standing. For one thing, I would like to make sure it doesn't happen again.

Anyways, I don't really care how the blunderbuss squad gets into the mountains, but they should get in. If you have other ideas, spit them out. And really, do I have to say again that I'm not interested in magical means.


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 Post subject: Re: Blunderbuss sqad should be able to enter mountains
 Post Posted: Fri May 15, 2009 10:36 pm 
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The title of the thread is:
Illusioned wrote:
Blunderbluss sqad should be able to enter mountains

All I have to say to that is: No.

~Wombat in combat killing evil dwarves (Wicked)~


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 Post subject: Re: Blunderbuss sqad should be able to enter mountains
 Post Posted: Fri May 15, 2009 10:41 pm 
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Wicked wrote:
The title of the thread is:
Illusioned wrote:
Blunderbluss sqad should be able to enter mountains

All I have to say to that is: No.

~Wombat in combat killing evil dwarves (Wicked)~


then the art really shouldn't have them *in* mountains.


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 Post subject: Re: Blunderbuss sqad should be able to enter mountains
 Post Posted: Fri May 15, 2009 11:10 pm 
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doiron wrote:
then the art really shouldn't have them *in* mountains.
I swear this guys is under effect of sparrow scouts :P


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 Post subject: Re: Blunderbuss sqad should be able to enter mountains
 Post Posted: Sat May 16, 2009 12:38 am 
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I don't think getting blunderbuss squad into the mountains deepens the game at all. I think that realizing that your unit can't get into the mountains and planning ahead for that by running other cards like sparrow scouts, teleport, or geomancer in your deck makes the game deep.

Sorry for bringing up "magical movement" and all...just another bit I think makes the game 'deep' as opposed to godly 3 atk, 7 tough, ranged and go anywhere they want to boot blunderbuss squads.

And what mindtheatre meant about the legal terminology is that what happened to you can happen to anyone, so a judge would throw it out of court...even though you have standing.

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 Post subject: Re: Blunderbuss sqad should be able to enter mountains
 Post Posted: Sat May 16, 2009 3:28 am 
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doiron wrote:
Wicked wrote:
The title of the thread is:
Illusioned wrote:
Blunderbluss sqad should be able to enter mountains

All I have to say to that is: No.

~Wombat in combat killing evil dwarves (Wicked)~


then the art really shouldn't have them *in* mountains.


They were cast on a mountain hex. :-P


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 Post subject: Re: Blunderbuss sqad should be able to enter mountains
 Post Posted: Sat May 16, 2009 5:42 am 
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Illusioned wrote:
Anyways, I don't really care how the blunderbuss squad gets into the mountains, but they should get in. If you have other ideas, spit them out. And really, do I have to say again that I'm not interested in magical means.


Only that fails to address the point. I'm not interested in magical means either; what I am interested is in your opponent magically changing the terrain around the BBS to prevent him from moving. Or you using Volcano, which has as a potential drawback the creation of a mountain, that you can't move around. Fuck magically getting him there. My argument is that making every single unit able to go through mountains unbalances terrain changing cards that can use mountains as a blockade or trap.

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 Post subject: Re: Blunderbuss sqad should be able to enter mountains
 Post Posted: Sat May 16, 2009 2:23 pm 
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Illusioned wrote:
Loopy, you actually do know it, but maybe you're just being difficult.

For one thing, I would like to make sure it doesn't happen again.

Anyways, I don't really care how the blunderbuss squad gets into the mountains, but they should get in. If you have other ideas, spit them out. And really, do I have to say again that I'm not interested in magical means.

Disagreeing with you doesn't make me difficult.

You're complaining because someone used a spell to put your unit into an unusual condition that you couldn't get out of. The solution isn't to make changes to the card and game, but rather to your deck. Want your blunderbluss squad to get into mountains and don't care how? Using a Magnetic Beacon or a Volcano and the Bunderbluss Squad in your exact situation could have put the squad in a mountain and had it not die. A KDPW Levy Corps or a Geomantic Trickster might have been able to save your unit too. If you just want Blunderbluss Squads in mountains, in addition to the afore mentioned solutions, you could summon into them or use other domains to get them there.

There -- plenty of solutions that don't require rebalancing the entire game.


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