Ranior, that's genius... I'll be interested to see if that was indeed the problem.
Ranior, that's genius... I'll be interested to see if that was indeed the problem.
joepinion
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Hmm, Ra.... might be onto something. You might be playing it wrong. I see 2 possible scenarios:
1- Your are rolling the attack value of your units for Fury. It doesn't make any difference for Fighters, but Ragnor only rolls 1 dice for Fury, not 2.
2- You are using your attack roll to determine if your units trigger Fury. This is also wrong since Fury is a separate roll: you attack, and then you roll an other dice to check if Fury triggers. You can try to Fury even if you had all misses, but if your Fighter attacks and hits with a 5 or 6, he doesn't automatically Fury as you have to roll the Fury dice.
If none of those applies, then you definitely just are incredibly lucky...
We are playing it correctly, rolling separately for Fury
Thanks for everything tho, I would probably be annoyed if someone like me randomly joined the forums and started complaining about something being OP but in our games this Fury really is
I wish I could say I was the lucky one, but Im not. I dont like the probability game so I prefer using Deep Dwarves, Filth and a bit of Mountain Vargarth but 2 of the guys in our group love using TOs
I almost dont understand why they are allowed to do this
Shadow Elves Ranger has a similar ability but its once per turn and cost 1 mana (I understand that the balance is different because Ranger is ranged and the chance is consistant) but the core is its still once per turn
Well, luck is allowed as part of the game. It's there. Phantoms are also out there, as are Gorillas. If you get lucky with some units, you really get a huge boost.
This is all balanced out by the law of averages, where in the long run the odds will be equal. It's sad to hear your table has such ridiculous fury luck though, I'd start to hate playing like that too.
If you guys feel you need to, house rule it that you only can fury once per turn, or twice. That'll fix your issues you're seeing.
Also, we're never sad to see anyone bringing up their issues, although using words like broken do make the designers and playtesters feel bad perhaps, but feedback is needed. Your tables real issue is you're seeing ridiculous luck taking over what is in a large part a strategic game.
Last edited by Ranior; 05-07-2012 at 03:00 PM.
buy a dice cup .....
If Fighters are performing that well, my advice would be to slow down your burn rate and summoning rate, forget about pushing at Grognack, and just kill the Fighters coming at you. Pretty soon, youll have a crap-ton of magic and the TO won't.
Now, if they just don't stop Furying until your summoner is dead, well, there ain't much you can do about it except wall him in.
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Just keep playing, luck will even out in time.
TO is a tough faction altogether too.
Hello all, I'm new to this forum and this is my first post, but I have been lurking for quite some time. It seems to me that the possibility of a "Turn 0 Victory" even if it is a 1/2000 occurance indicates a flawed system. I cant imagine how frustrated I would be if I sat down at a tournament table and lost the game without even drawing a card. The solution seems rather simple and I am somewhat surprised it has not been mentioned. Note that I would apply this same change to warriors as well as Ragnor. Alter the text of Fury to read as follows:
This maintains the average actions per activation at 1.5, but eliminates the potential for an insane chain of activations that cause problems with game balance. Additionally, as has been pointed out by others in this thread. When fury fails to activate, the two units with the ability are simply overcosted and weak compared to other units. This helps make those fury activations more frequent so as to even out their usefulness.
The only other problematic unit is Phantoms. But that is unrelated to the current topic of conversation.
Changes like that have been suggested, or at least changing them has been suggested.
First off, it's just not going to happen due to feasibility reasons. Plaid Hat really can't afford to change those units.
Second off, Ragnor and Fighters really really aren't a problem. The chance of losing before possibly moving could be frustrating in a tournament, but that is very unlikely. I could imagine it would be just as frustrating to lose a game because you rolled 2/20 throughout the course of the game and lost. There is a bit of luck going on in the game, you just have to live with that. There's no grand issue with Fury, it equals out in the long run. Personally I'm more frustrated by units like the Corpulant Mutant, who has wrecked me far worse (as in one game he survived about 40 of my attack dice to win.). Again, these are unlikely events, and the fact that there is luck involved in this game means every once in a while you are going to be treated to a round where you suffer at the hands of luck. There's nothing wrong about that or that needs to be fixed in a few units that embody luck.
The greatest positive thing about luck is that it allows skilled players to lose and beginning players to win.
As long as it keeps doing that, I don't think I'll have any qualms regarding luck.
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