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Wohoo! Changes....! Lets see if i can offer more constructive criticism
If you want me to stop hating though, let me know hehe. I don't want any hard feelings...Dwarves Cryptor: Same gripe. Ability seems a weaker berserker. and with the same stats as Baldar and a weaker ability, I don't think I'd ever play him. On the chance that i'd play him, I'd just attack normally with 3 dice. Raiders: Still love em no changesCrusher: Dwarves are in some serious need of damage. This guy helps, but would be far too slow to really help I think. Overall, nice design and ability. tweak the numbers a bit maybe... Fire in the Hole!: Still love it! Goblins Trainer: In a deck of commons that primarily have 0 summon cost, getting the 2 for this guy will be hard. He ONLY works as a "wall" or as a symbiotic combo with ravager. Far too situational I think. Ravager: A stronger trainer. Has no ability if not summoned via trainer however. Once again. in a deck of 0 cost units, how cost-effective is he? Giga Worm: I like him. Doesn't really fit with the whole "goblin" theme however. Requires units on the board to be of any use though. With goblins, thats not really a problem, though in some rarer situations, Giga Worm will become useless. Goblin Brawl: Very Wordy. If i'm understanding it correctly though, it turns one cave goblin unit into a berserker for the event. nice to use on champions that are surrounded, but i don't think that happens all too often. At least not with how i try to play goblins. Not very goblin-like with the instant hit abilities. thats more elfish. Orcs Leagra: much nicer. might consider making it 4 or higher to account for abilities like stone meld unless you want it capable of missing on stone meld. Mana Beast: Nice alternative t its prior incarnation. I'd still say its a bit weak. rather then hurting it self, maybe make it recycle 1 magic at the end of the turn as long as its on the board. it makes for a very very juicy target that way. and also requires you to spend a precious movement to keep it safe. maybe something along the lines of "After your attack phase, if you didn't attack with Mana beast..." If you don't change it, you're spending 2 magic to get 4 magic. so you're only netting 2 magic and a self-crippling unit with no defensive or offensive abilities Shardshooters: Still a weaker copy of vanguard archers. where as vanguard archers can get up to +4 dice. shooters are limited to +1 dice making them only slighlty better then shamans. Frostburn: again. Why do 1 damage now and 1 later? Elves Roran: I like the change. Rather then make up a new ability for the name, why not just give him 2 dice + precise? There's no point giving him 2 attacks if both attacks are only 1 dice and already precise. the double attack ability is nice and maybe you could just give him 2 dice and 2 attacks without precise. Flame Leech: I like the ability. a bit too strong for a common unit as a single or pair of flame leeches has the potential to never die. Helm of Hate: I like the idea of equipment in this game, but not in this way. It also brings up conflicting timing issues with freezes. (does the freeze come off before the unit is destroyed or is it simultaneous?) the ability is nice. If you really want, perhaps make a unit similar to skhul. "Whenever (insert unit name here) is attacked... (insert mumbo jumbo here) ...place 1 wound marker on the attacking unit" probably roll a dice so commons still have a chance at attacking. equipping this unit as it dies means i would simply just not attack it. or i wouln't attack with the unit that the helm is on. its a detterrent both ways. Fire Storm: Still really really really good. and 1 damage is nice and not too overpowered probably still a "one of" event card.Mercenaries Gargoyle: Still like it. Still hard to distinguish mold from gargoyle. maybe flip it over or something. Raha: 3 dice and aoe? yikes. i like the aoe ability. the additional extra movement is a nice ability, i'm just not sure it fits on this unit. maybe as a defensive ability like your cloak unit. Dreadnought: a nice change down from goblins. A very strong unit. Unit transportation is still a little iffy. definitely a new tactic that i have no idea if it fits in Summoner Wars or not. Vanguards Saint: I don't know i you ever played neuroshima hex, but perhaps wording this unit a bit more like nueroshima's medic unit might not be bad. same basic effect though. I like this ability. Rager: I like it I'm not sure debuffing attacks fits with vanguards theme however. Helm of Valor: (see previous helm comments) don't like this style of equipment. This with vanguard healing makes for some various nasty nasty combinations. especially with say a beast like Archangel. a bit too good i'd think in a heal-heavy deck. Angelic Blessing: I like it extra movement is always nice. i might reword it similar to Goblin rush and just move 1 or 2 common units 1-2 spaces. "all common units may move an extra space" seems to imply that you can move more then 3 units.Fallen Kingdom gravewatcher: love it magic denial and counter attacking might be too strong in hoards though. especially if the abilities stack. maybe consider it as "Lich-type" champion insteadtolltaker: With FK already having Skhul, tolltaker just seems to kick em while they're down. perhaps make it a turn-based ability "at the start of an opponent's turn, siphon a magic, or they must discard a common or champion unit they control" or something like that. if you really want the magic, then maybe word that in some how... zemnor: A little good with the "instant hits" perhaps just roll dice? with 7 life, this guy is going to be around for a while i'd think. i'm not sure he's very good since this unit will harm FK as it dies, and if reapers are nearby, thats bad. I like the feel of the ability, just needs to be modified a bit perhaps. Necromancy Boon: once again, healing summoners is a no-no. I like the feel of thiscard. Thematically speakng it should be more like "life donation" because FK are undead and wouldn't want to drain life :P Reword it a little bit. Make it easier on the eyes. Try to rea dit from the perspective of somebody who knows nothing about Summoner Wars. Last edited by Jivatma; 07-26-2010 at 07:27 AM. |
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