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Messages - Wessolf27

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Feedback & Suggestions / Re: Rot's Major Issues and Solutions to said Issues
« on: September 15, 2017, 03:25:21 PM »
Fair enough, still, there could be mechanics that tie Rot more towards Poison by making the latter more viable in Rot builds and what not in order to make both ideas more appealing.

Artisan's Alley / Re: Short Story - "Separate Ways"
« on: September 15, 2017, 12:58:01 PM »
Oh man, that was a great and foreboding ending. I fear for both Archibald and Violet right now. Man, Sargon was quite the mastermind here and everything about the action was brilliant and Sylas did kill the king, but not by his own hands (or is the king in a state of rotten undeath?)!

I eagerly await what else happens!

Feedback & Suggestions / Re: Rot's Major Issues and Solutions to said Issues
« on: September 15, 2017, 12:43:58 PM »
Hey what if instead of discarding Poison cards, one can rework Poison in a way that benefits Rot players, in that they could have an increased chance of piercing through shields depending on their Rot value? Would that also be a good incentive for going Rot?

Concerning the idea of poison, and not really wanting to make a new thread for something similar, would it be possible (if somewhat unlikely) for Poison to be something like this:

When using Poison die, there is a small (somewhere between 10%-20%) chance for the die to pierce shields (not unlike a dagger being able to find a gap in the armor)

This way, even when the poison die is gained through equipment or burns, and even when facing an enemy that rolls a lot of shields/wears a lot of armor, there's always a chance for the poison to affect them. Of course, reflect die will still negate poison die.

As an addendum to this, it means that Poison die become more effective when there are multiple dice. Equipment like the Reaper's Trident becomes very useful in dealing these sorts of damage even if you're not Sylas, and Poison Daggers and Snake Venom can change their abilities in order to have a chance to have more than one die's worth of poison.

Heck this also means that Heroes that specialize in Poison become very viable, having special abilities that might either increase the chance of the pierce effect to work, or increase the potency of the poison.

Alternatively, that pierce effect could also be used as an incentive for Rot players, in that considering most Poison-related items and spells are already Rot-related, it could mean that Rot players will be more effective in using Poisons compared to players who don't have a high Corruption.

Feedback & Suggestions / Concerning Fortifications
« on: September 01, 2017, 12:16:54 PM »
Hey could I suggest a change in the way fortifications work in the game, in that as much as it's really cool to have fortified settlements, it's not as cool when those same fortifications work against towns the player already owns. And as much as it makes sense that Elyssia can bypass them, it's also a little strange that she doesn't take the same penalty when stepping on a fortified town owned by the player.

So here's what I suggest:

When someone plays Pallisade Walls or take a fortified city (either made by Elyssia or the City State King's Dec), that player does not take the 2AP penalty when moving into that tile, rather they play as normal. The penalty would only take effect if the player does not own the city.

Trickery (uncommon)
Cost: 3 or 4 gold.
Symbol: Sword (or Sun)
Play to: Settlement
Effect: Destroys fortifications from a settlement. (Includes Palisade Walls, Elyssia's fortifications, and the above Wyld's Ward)
Alternate Effect (if played to Mountain): Removes 1 movement cost from mountains (for 1 turn?)
At the same time, Elyssia should have an easy time going through fortified settlements she owns, but the settlement penalty should apply to her once the territory is taken from her.


There should be cards that can counter fortifications as they are. I've suggested the Bombadier Trickery Card over at the Card Suggestion Archive, but here it is again:

Trickery (uncommon)
Cost: 2 or 3 gold
Symbol: Sword (or Sun)
Play to: Settlement, Mountain
Effect: Destroys fortifications from a settlement. (Includes Palisade Walls, Elyssia's fortifications, and Stone Wards)
Alternate Effect (if played to Mountain): Removes 1 movement cost from mountains (for 1 turn?)

Though in hindsight, I admit Incite Revolt works similarly as it removes all but Elyssia's Fortifications. So it could be possible to just have the same card work on Fortifications as well.

If the above two aren't possible, could the fortifications work similarly to both Patronage and Industry and Stone Wards in that they are only removed when the settlement is terrorized instead?

Feedback & Suggestions / Re: The Grand Amulet and Ring Archive
« on: August 30, 2017, 01:27:37 AM »
btw, is it alright to ask for this and the Card suggestion archive to be pinned and stickied for other players to drop their ideas here?

Feedback & Suggestions / Re: New Trickery Card suggestion
« on: August 30, 2017, 01:23:41 AM »
That's a really good card! I'd give it a 2 Gold Cost because it's something I see needing to be cheap to run for a quick heal.

btw, if at all possible, it'd be nice to archive the idea on the Grand Card Suggestion Archive once finalized.

Feedback & Suggestions / Re: Small Card Changes.
« on: August 28, 2017, 11:52:12 PM »
Hrmm... I'd actually say it's easier to gain coin than magic, so Grand Heist isn't bad for its current cost. If anything, we just need to make Moon Juice or other ways of gaining some extra magic a little more common.

I also do like Kletian's suggestion for Spyglass (though I'd actually consider that it's probably better to change that into a consumable or a trickery pact instead rather than having that effect be given to an equipment)

As for Syphon, it's all about timing and playing as many Bane-bringing cards as possible. The proclamation that brings 3 banes out is especially potent for this.

As for Armstice, it might be a good idea if the code that's used when using harmful cards on a King's Guard works the same way as using harmful cards on a player with this pact on. If anything, it just needs tweaking.

And Blood Money a bad card? Really? There's a quite a lot of use for this card especially for any character that's constantly strapped for cash yet has a ton of Fight. (I'm looking at Barnaby, Horace, Zosha, Brun, and any of the wolves) though admittedly, the prestige cost is a bit of a deterrent, it usually means that you're either not focusing on prestige wins anymore in favor of another means, or you're already quite far ahead in the prestige game. And you could technically get more coins from it compared to Crime Lord as well.

Feedback & Suggestions / Re: The Grand Amulet and Ring Archive
« on: August 28, 2017, 11:26:21 PM »
Actually, I had revised some of the rings that were suggested in the old thread and I might as well put down the revisions here:

Bismuth: Gain 1 Reflecting Shield when fighting on a Dungeon or Stone Circle
Sardonyx: When defending, prevent ambushes

Might as well add another one considering how things go:

Charolite: The last rolled sword automatically gains poison in a fight.

Feedback & Suggestions / Re: Bandit Ring Suggestions.
« on: August 28, 2017, 11:14:44 PM »
As much as I'm flattered about being inspiration for the suggestion, I do admit that after some time I've had some second thoughts on the Lodestone Ring (aka the ring that gives 1 gold per gained prestige) precisely because some cards do essentially pay themselves when you play them using the card. Bubble Tea and King's Scepter especially.

I admit though that the most apparent user of this ring would be Scarlet, especially if she's banking on ranking up prestige from nabbing traitors and banes on settlements. But considering just how much gold you get from defeating a traitor, it means that you'll be swimming in a significant amount of gold afterwards, making the ring sorta redundant in the current game as it is. Though tbh, any bandit would merit from it significantly.

As much as it's technically a good idea, I do admit it's a little too powerful considering the way the game's played right now. And you have to consider that the idea was given during a time when we didn't have the current bounty system.

If you do want the coin-gaining effect to remain in the ring, I suggest you look at the revised version of what I had written in the old thread:

Lodestone: Gain +1 gold whenever you enter a settlement. (Admittedly, still mildly abuseable, but it's basically a guaranteed +1 coin roll from a dungeon. And at most you'd get +2 coin every day/night, discounting other sources of gold.)

Also, "Cat's Eye" or "Tiger's Eye" should definitely be the name of the Scouting Ring.

Feedback & Suggestions / Re: The Grand Card Suggestion Archive
« on: August 28, 2017, 11:02:00 PM »
Here's an old card from (funny enough) the old ring suggestion thread that might warrant another look:

Fallback Plan
Cost: 4 Gold
Card Symbol: Shield
Rarity: Rare
Use on: Any Hero, King's Guard

Effect: Misses will count as defense until the next turn.

Nevermind, I realized that King's Guard's Armor does this already.

Instead, I'll go for this card:

Wyld's Favor:
Card Symbol: Wyld
Rarity: Unique Treasure Card
Cost: 0 gold
Image: A four leaf clover.
Effect: In battles and perils, gain +1 Wyld Die.

Feedback & Suggestions / Re: Multiplayer Game Notification
« on: August 20, 2017, 09:29:44 PM »
I support this one. As much as you sorta get an alert from the way the icon flashes on the start menu or you sorta hear the sound of paper, it's not really all too noticeable if you're not paying too much attention. It'd be good to have a small chime to alert players.

Feedback & Suggestions / Re: The Grand Card Suggestion Archive
« on: August 16, 2017, 11:30:20 AM »
This isn't exactly a place for it, but it's best to add the old Ring Ideas thread here as well.

Some of the rings here would be good for consideration (namely the Swamp penalty ring)

Another card suggestion:

Prayer of Resolve
Uncommon Spell Card
Play on Hero, King's Guard
Cost: 3 Magic
Symbol: Wyld (or Sword)
Effect: When facing a Bane or Corrupted Hero, gain +2 Dice. Does not work against the King, and lasts for one battle.

Feedback & Suggestions / Re: The Grand Card Suggestion Archive
« on: August 12, 2017, 10:47:11 AM »
Oops, after thinking about it, Rot Drain is sorta weak for a card. Here is what it's supposed to be.

Rot Race
Unique Trickery
Cost: 1 Rot
Symbol: Rot
Play to: Hero, Bane
Compare difference between caster and target, if target has more rot, steal 2 rot from them.

Feedback & Suggestions / Re: The Grand Card Suggestion Archive
« on: August 11, 2017, 09:10:11 AM »
Wonderful work! Thank you for archiving everyone's cards. This definitely should be stickied, but other than that, let me contribute another card.

Rot Drain
Unique Spell
Cost: 5 Magic
Symbol: Rot
Play to: Hero, Bane
Effect: Steal 2 points of Rot from the target.

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