Page 3 of 15 FirstFirst 1234513 ... LastLast
Results 21 to 30 of 142

Thread: killercactus' Custom Factions

  1. #21
    Join Date
    Jan 2010
    Posts
    2,612

    Default

    Thanks for the comments, guys!

    And yes - these cards have not yet been playtested, so they may well be overpowered. The Mermaid probably is too strong on second thought.... the die roll probably needs to be 4 or 5. I'll have to try and test that out. She should probably have 1 life, too instead of 2 - I'm not sure how I missed that.

    About Enda and healing the summoner - I know it hasn't been done before, but I don't think I want to change it without testing it. My theory says it will be tough to consistently have Nesa within 2 clear straight line spaces of Enda at the beginning of your turn, and still get some good attacks to fend off an advance. Nesa is a very weak summoner in combat with only 2 melee attack and 5 life, and his self-healing is much less reliable.

    I'll get all of the cards up before I go back and make any changes.... I think their events are actually pretty weak, so they might be balanced out a bit by those. Still though, the Mermaid at least is probably too strong.

    EDIT: The rest of the cards are up, except the starting setup (which I haven't yet determined). The picture of Chis Nesa is pretty pixelated on the event cards, which I'm not a big fan of, but they aren't horrible. Nesa's event breakdown is:

    Body of Water x4
    Water Healing x2
    High Tide x2
    Tidal Wave x1

    Also, I could've edited out the parts of the picture that extend past the card, but figures they were going to be cutoff when printed anyway, so I left it there to save the time on some of them. It looks a bit sloppy here, but would be fine if printed off.
    Last edited by killercactus; 03-27-2011 at 07:58 AM.
    Latest Customs - KC's Customs

    I need to update this signature. While I do that, go listen to A Doug's Guide to Summoner Wars - the podcast!

  2. #22
    Join Date
    Jan 2011
    Location
    Stevens Point WI
    Posts
    1,715

    Default

    Loving the flavor of this faction, it really does look pretty cool.

    As is though...it just seems like there are insanely powerful combos, and a TON of healing. With so much healing you'll really be able to deny magic to your opponents. I mean theorying for this might not be worth it, playing it is probably neccessary. But I just see right now very difficult times exist to kill off these guys.
    Quote Originally Posted by Phoenixio View Post
    As for Ranior, he's a little more difficult to deal with and can do some real damage.
    Tournament Record: 31-11

  3. #23
    Join Date
    Jan 2010
    Posts
    2,612

    Default

    Do you really think there's that much healing? Nesa only has 2x Water Healing, and only the Champions will benefit from the bonus it gets from being next to a Body of Water. I actually think the Vanguards are a bit better at healing - they have 2 units that start on the battlefield with healing powers, and 4 healing events, plus any Priests in the Draw Pile. The trade-off though is that the Mermidons can heal champions and their summoner without paying Magic or sacrifing wounds on the summoner. When I playtest I'll hash out whether that's actually too much or not.

    Enda is certainly awesome for healing, but she's a 2-attack melee champion so she won't be doing much else besides healing and killing commons here and there. And if she moves to kill commons, it gets tougher to line up units to heal at the beginning of your turn. Plus, the fact that she heals at the beginning of the turn sometimes gives your opponent a chance to kill them before her healing goes off.

    Nesa's own healing is great if you don't need all 3 attacks, and you were just able to fend off an assault from the other player. However, with only 5 life, he's still got to be very careful.

    I did tone down the Mermaid. I always meant for her to have 1 life and the Scout to have 2, so I switched that around (the link to the Scout picture actually has 2 life. I deleted the 1 life pic, so it should fix itself eventually). I also increased the Allure roll to 4. That ought to keep the Mermaids under control. I think Scout's are still OK with 2 life when compared to units like Angels and Scrappers that are very similar. Also remember that Allure only prevents the opponent from attacking the Mermaid (not from attacking altogether), and only works on adjacent figures.
    Last edited by killercactus; 03-27-2011 at 12:47 PM.
    Latest Customs - KC's Customs

    I need to update this signature. While I do that, go listen to A Doug's Guide to Summoner Wars - the podcast!

  4. #24
    Join Date
    Jan 2011
    Location
    Stevens Point WI
    Posts
    1,715

    Default

    Okay, to start off with that Mermaid is well under control now. I feel like that's right where it should be. I mean it effectively gives it two life, but the variability and just stopping plans and whatever is great. Really good now.

    Scouts and Pikeman all seem fine as well, pretty cool stuff.


    What I think might be a bit much is the Body of Water and the combos that can be achieved. While none of the individuals are that strong, when you can use the other event cards like Tidal Wave to just kill a champion, and then later pull all the Bodies of Water back up with High Tide, that just seems really powerful. Plus those champions really do have a decent amount of smack to them, that Tail Fin ability can throw a guy right into the face of someone else set to hit them. I don't know, but I just feel like it might be really easy to pull up a champion or two, and the other faction having few ways of dealing with killing them off.

    I might be wrong too...just looking at it though it seems like it could get to be very tricky since Tidal Wave is effectively just killing a champion. By the way I think Tidal Wave is supposed to read Discard any number of Bodies of Water...destroy typically means go to the magic pile I believe.

    Maybe Tidal Wave should only do one wound per body of water? Even then you could lay down 4 wounds for free. I just feel like the faction has strong enough units that these event cards really give a lot of power to.

    Finally what is the split on commons? 6/6/6, or something else? I don't think you've mentioned that anywhere.

    Oh, and truly finally, I do love the look of the cards overall, and I think this is really cool. I'm just looking at it right now and thinking that on a gaming table they'd be too powerful. I don't want you to get the idea I'm just bashing your work. I really do like it.
    Quote Originally Posted by Phoenixio View Post
    As for Ranior, he's a little more difficult to deal with and can do some real damage.
    Tournament Record: 31-11

  5. #25
    Join Date
    Mar 2011
    Location
    Toronto. Canada.
    Posts
    1,329

    Default

    Nice set you got on the mermaid faction

    I do like the event card body of water and perhaps you should center even more on that card for your faction's mechanic

    I do have to say that there is two card that are just way too powerful, first edna; her healing is just way too strong, being able to heal summoner is really broken AND she gets to do it for free AND she can do it from afar?? not to mention her attack/health/cost ratio is already very high for such strong ability... I dont even need to playtest and I can see she is too strong, all I have to do is set her back roll and all your unit will survive more than it should, this will ultimately deny your opp magic making the game one sided

    second card I say is Tidal Wave, although not as broken as Edna, it is still too much damage as you can one shot all the common and likely one shot a Champion... ability even the PE cannot do and they are know to be the direct damage faction... so if you have this card as powerful as it is, you are basically taking what best from VG and PE and combine them two and make it even better. Making playing those two faction rather pointless and making their theme useless in compare

    lastly I say just stick with the first ability of High Tide, I like the first ability quite a lot but second ability is kinda far fetch and making it also little too good of a card, kinda like summoning surge of VG but stronger, again this breaching into VG theme too much

    anyways, good stuff on the card, I really like the body of water, it is simple, fresh and put a spin into the game
    Last edited by Sauam; 03-28-2011 at 12:35 AM.

  6. #26
    Join Date
    Mar 2011
    Location
    Toronto. Canada.
    Posts
    1,329

    Default

    Here's an idea for Edna, hope you dont mind

    When Edna is on a Body of Water, all Mermaid unit you control gain the following ability:

    Self Healing
    Instead of attacking, remove 1 Damage Marker from this unit. Or spend 1 Magic Point to remove 2 Damage Marker instead

    -----
    as you can see, I like the self healing ability better then VG like healing lol.

  7. #27
    Join Date
    Jan 2010
    Posts
    2,612

    Default

    I actually did mean Tidal Wave to say destroy - I was purposely giving the Mermidons magic for getting rid of the Bodies of Water. Is that overpowered? I don't know without playing it - my thought though is that they don't have any catchups or any events that allow them to increase their magic pile other than that, and there's only one of them in the deck. If it does prove overpowered, the first thing I would change is destroy to discard, though. I suppose if you destroyed 4 BoW's and 4 commons with Tidal Wave, you'd have 8 magic right after playing it which probably wins the game. Maybe it should be discard....

    Tidal Wave could be very strong if all 4 BoW's are out, sure. You probably aren't going to get the full 8 wounds out of it though unless you hold it until the end of the game, though I admit that could be potentially devastating. That's kinda the theme of the deck though.... outlast your opponent using the water to keep you healed, and then unleash it's wrath upon your enemies!

    I like both abilities of High Tide - I think they're going to need a way to get magic, and what High Tide does is allow you to build the BoW's if you need the magic, and still get them back. I'm not as concerned with getting them back after a Tidal Wave really... if you hit Tidal Wave with all 4 out, you've probably already burned through your Water Healings anyway. It's still good to get them back though because they can give the Mermidons the first strike by inhibiting movement.

    Man, you guys really don't like Enda, huh? I still don't believe she's as powerful as you guys are making her out to be, but when I actually get around to playing some games with them I'll keep a close eye on her. I could make her ability cost a magic point, but then I feel like she's too weak. I might be able to tweak the other stats though to compensate for it, or just increase her summon cost to 7 - I was thinking they needed a 7-coster anyway (though I was looking at bumping Appa...)
    Latest Customs - KC's Customs

    I need to update this signature. While I do that, go listen to A Doug's Guide to Summoner Wars - the podcast!

  8. #28
    Join Date
    Jan 2010
    Posts
    2,612

    Default



    I figured I'd throw this over here into my customs thread since it's been "spoiled" now.

    Runa would be an awesome FK champion, I think. I might even try her out one night subbing in for Dragos or Skhull.

    Again, I forgot to trim the excess top of her picture off, but if you print the card and cut it you cut that off anyway.
    Latest Customs - KC's Customs

    I need to update this signature. While I do that, go listen to A Doug's Guide to Summoner Wars - the podcast!

  9. #29
    Join Date
    Apr 2011
    Location
    Toronto
    Posts
    571

    Default

    The Heroscape customs are really cool. I mean how can they not be, you made DW7K a beast!

    Do you just make these for fun or do you print them out? If you do print them out, do you just do it on paper?
    The Fallen Kingdom is Rising...

  10. #30
    Join Date
    Jan 2010
    Posts
    2,612

    Default

    Quote Originally Posted by airdroppers View Post
    The Heroscape customs are really cool. I mean how can they not be, you made DW7K a beast!

    Do you just make these for fun or do you print them out? If you do print them out, do you just do it on paper?
    I haven't printed any of my customs yet, but I did print out a set of Guild Dwarves when I was trying to learn the game, and printing them on paper and putting them ontop of other cards in sleeves worked really well.
    Latest Customs - KC's Customs

    I need to update this signature. While I do that, go listen to A Doug's Guide to Summoner Wars - the podcast!

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •