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 Post subject: Re: Nerf Wind Mogis
 Post Posted: Sun Nov 09, 2008 7:12 pm 
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Joined: Sat Nov 01, 2008 9:09 pm
Posts: 104
Zycomancer wrote:
So basicly this guy sits in the air and just puishes things into the water as opportunity provides, blasting with wind before and after it moves occasionaly. I could see this being increadably agrivating on heavy water battlefields, i think a once per turn limit on ability sounds a better balance, the fact that he always stays in the air says he should have a higher domain cost as well, i think this would reduce his impact. I don't think hes so nasty he needs to be flat out nuked, but i can see this being a huge powerhouse for the investement needed to play him, especialy if hes lower rareness.

Agreed, that's why I suggested a dim cost to the ability.

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 Post subject: Re: Nerf Wind Mogis
 Post Posted: Mon Nov 10, 2008 10:43 am 
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Joined: Fri Oct 31, 2008 4:51 pm
Posts: 18
He is still an autokiller on units adjacent to water. Perhaps add that terrain which would cause the unit to die is considered as blocking, thus dealing 1 damage?


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 Post subject: Re: Nerf Wind Mogis
 Post Posted: Mon Nov 10, 2008 5:57 pm 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
Or don't move near water when someone has a wind mogi out?

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 Post subject: Re: Nerf Wind Mogis
 Post Posted: Mon Nov 10, 2008 6:29 pm 
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Joined: Fri Oct 31, 2008 4:21 pm
Posts: 265
Location: California
mindstheatre wrote:
Or don't move near water when someone has a wind mogi out?


What mindstheatre isn't telling you is that he and I played a game where he had one or two wind mogis, and then he cast flash flood... I disenchanted it, but instead of making the water go away, it made it permanent. He then proceeded to kill everything with his wind mogi, all the while fapping furiously.


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 Post subject: Re: Nerf Wind Mogis
 Post Posted: Mon Nov 10, 2008 9:03 pm 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
RedFlag wrote:
What mindstheatre isn't telling you is...


Damn, foiled again. And I would've gotten away with it too...

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 Post subject: Re: Nerf Wind Mogis
 Post Posted: Mon Nov 10, 2008 10:53 pm 
 
The big problem is the aloft ability--- he can do really powerful things, but is really, really hard to deal with (as are aloft things with ranged attacks), at a super cheap cost of 3 flux 1 domain.


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 Post subject: Re: Nerf Wind Mogis
 Post Posted: Tue Dec 23, 2008 7:24 am 
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Joined: Sat Nov 01, 2008 2:51 am
Posts: 584
Location: Madison, WI
With the new water damage changes, I propose the following changes to Wind Mogi, so that people will actually play with this card.

Allow Wind Mogi to use multiple wind tokens at once, with a popup menu like demonic surge. One token to move a creature one space, 2 tokens for two, and so on. Then make the ability only usable once per turn (but still need to be able to move and use ability). Naturally, you can't push creatures off the board, so if/when a creatures hits the edge, it goes no further.

There will be people that think this sounds like a terrible idea, but I think it's rather balanced. You only get one wind token per round, so if you use up 3 tokens in one shot, you had to wait 3 rounds for that... and you won't be able to do it again right away. This will give a little more utility to the mogi... so even if there is NO water on a board this ability could still be useful to push away a big attacker (for at least one turn anyways).


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 Post subject: Re: Nerf Wind Mogis
 Post Posted: Tue Dec 23, 2008 1:43 pm 
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Joined: Sat Nov 01, 2008 7:14 am
Posts: 89
Location: Victoria, BC
Completely abusive with no cost attached. Now you have the wind mogi running around pushing all of your opponents dimmed creatures in range of your would be attackers...or water. Two damage is enough to kill half of the early creatures.

With a scaling flux cost, sure.


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 Post subject: Re: Nerf Wind Mogis
 Post Posted: Tue Dec 23, 2008 3:51 pm 
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Joined: Mon Mar 31, 2008 9:55 pm
Posts: 716
Location: Moscow, Russia
Tryste, look at Thistle Falcon: same cost, domain level, HP, speed, but Falcon also have better vision and can attack any time. So I believe adding possibility to use several tokes in one action is good without any additional cost.


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 Post subject: Re: Nerf Wind Mogis
 Post Posted: Tue Dec 23, 2008 4:49 pm 
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Joined: Tue Nov 04, 2008 12:05 am
Posts: 385
Location: South of Sanity
Sun, I like it. I think it adds more utility to the mogi while also taking away most of the direct damage and preventing abuse by making you stock up on tokens to do anything major....


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