Author Topic: REQUEST: What is too hard to stop? What needs more counters?  (Read 61693 times)

Offline Master KChief

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #250 on: January 26, 2010, 08:11:01 PM »
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i think what we need are more new themes for each brigade, not just one exclusively. some already have them, but some also glaringly dont.
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Offline TheKarazyvicePresidentRR

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #251 on: January 26, 2010, 09:58:58 PM »
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i think what we need are more new themes for each brigade, not just one exclusively. some already have them, but some also glaringly dont.
and many that DO are majorly underdeveloped (see Musicians, Daniel heroes, etc.)
Not quite a ghost...but not quite not.

Offline Bryon

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #252 on: January 26, 2010, 10:03:23 PM »
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i think what we need are more new themes for each brigade, not just one exclusively. some already have them, but some also glaringly dont.
This is the way we are going, especially for the themes that are small.  Angels, Priests, Prophets, Genesis, Military, and Demons have more than enough characters and art to supply those brigades for a long, long time.  In those brigades, expect some references to things like O.T. or N.T. prophets; O.T. warrior class red or N.T. warrior class red; Warrior class Angels or Prophet Angels; Priests based on Tabernacle, Solomon's Temple, Z's Temple, Herod's Temple; Female Genesis heroes, sons of Jacob, etc.

The other brigades are getting split:
Gold: Moses/Judges and Luke/John heroes
Purple: Royalty (and perhaps disciples someday)
White: Daniel heroes and Musicians (both very small mini-themes), Christmas and Easter heroes.
Crimson: Babylonians and N.T. humans (Sapphira, Ananaias, Judas Iscariot, SSoS, and more)
Gold: Egyptians and Herods
Pale Green: Assyrians and Magicians
Black: Philistines, Greeks (really just a VERY small mini-theme), Sadducees (and perhaps Canaanites someday)
Brown: Persians (mini-theme), Rebellious Israelites, evil rulers of Judah
Gray: Syrians, Pharisees, and Romans

Offline Bryon

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #253 on: January 26, 2010, 10:29:35 PM »
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i think what we need are more new themes for each brigade, not just one exclusively. some already have them, but some also glaringly dont.
and many that DO are majorly underdeveloped (see Musicians, Daniel heroes, etc.)
Right.  There is only so much space in a set.  Maybe a couple of those themes will get some help someday.  :)

Offline Mr.Hiatus

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #254 on: January 26, 2010, 11:04:00 PM »
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Quote
Brown: Persians (mini-theme), Rebellious Israelites, evil rulers of Judah
I would love to see that and Musicians to be viable, I think there is a lot of potential with musicians.

Lamborghini_diablo

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #255 on: January 26, 2010, 11:10:09 PM »
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The list for brown made me realize that it is one of the few brigades that you can see, and not know exactly what you're up against... none of its themes have been developed to the point where everyone has no reason to use anything but that one theme. Closest you'll get to that with brown is Sitelock.

I'd really like to see browns theme of decrease be developed more... that strategy could be so amazing if it actually had some punch to it. Nothing protects from it, and it can utterly shred an opponents offense if used at the right time.

Offline BubbleBoy

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #256 on: January 26, 2010, 11:12:17 PM »
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That could be why it hasn't been developed much. :P
Use the Mad Bomber to rescue his Province.

Lamborghini_diablo

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #257 on: January 26, 2010, 11:14:14 PM »
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Except... there is only like, two decrease cards in the game that can do that... Hunger and Desolate Gateways, the latter of which being the stronger of the two. Almost every other decrease is tragically weak.

Offline Mr.Hiatus

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #258 on: January 26, 2010, 11:17:28 PM »
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Chemosh with Burial Shroud, or Plagued with Diseases? Chemosh+Plagued =0/-4 every turn for a hero.

Warrior_Monk

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #259 on: January 26, 2010, 11:26:23 PM »
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and then your opponent activates Miraculous Hankies. CURSE YOU RLK'S!!!!!

Lamborghini_diablo

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #260 on: January 26, 2010, 11:28:39 PM »
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Not quite... its -0/4 the first turn, then -0/2 after that...

I'll agree its a good card, but I'd love to see a decrease defense actually be brought up to a semi-competitive level.

Right now the only things decrease has going for it are...

PwD (great card)
Chemosh (Good for sniping)
Hunger (second best decreaser... not in brown though)
Desolate Gateways (best decreaser in the game... play it on Foul Spirit with a ton of empty sites out for mass lulz)
Without Food/lacking sleep (is this more of a disease?)
Morgan (fun with */4 soul and/or Abners spear)
Jobs Three Friends... only good at sniping */1 heroes in territory.
Wounded (single hero... ehh)
Broken Cisterns (territory decreasing is fun)
Ignorance (hurts you too though)
Weakness (yay play nexts!)
...Dart?
Sick Unto Death (another single hero)

anything else thats actually useful in terms of decreases that i'm missing? That's nowhere near enough to actually stop offenses.

*Edit*

I'd love to see more stuff like weakness that reacts to weakened heroes... maybe an EC that is immune to weakened heroes?

Offline Bryon

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #261 on: January 26, 2010, 11:32:04 PM »
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For decrease, I find it works best if there is a you can pair up a big decrease with an ongoing little one (or two).  Broken Cisterns and Plagued with Diseases both active, followed by either Ignorance or Desolate Gateways in a side battle can be brutal.

Offline Master KChief

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #262 on: January 26, 2010, 11:35:52 PM »
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Nothing protects from it, and it can utterly shred an opponents offense if used at the right time.

i am sustainer?
"If it weren't for people with bad decision making skills, I'd have to get a real job." - Reynad

Lamborghini_diablo

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #263 on: January 26, 2010, 11:37:18 PM »
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Yeah, its definately effective at times, but it doesnt have nearly enough to stand on its own.

Another fun idea I had, since pg and brown share a little theme of weakening/diseases...

PG/Brown card (not sure what type) - No heroes with reduced stats may enter battle.

Nothing protects from it, and it can utterly shred an opponents offense if used at the right time.

i am sustainer?

hahahahaha, funny... who uses that?  :D

Offline Master KChief

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #264 on: January 26, 2010, 11:39:08 PM »
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tkp uses backwards shadow. :)

and wouldnt your proposed card be a little broken with pwd, or any territory decreaser for that matter?
"If it weren't for people with bad decision making skills, I'd have to get a real job." - Reynad

Lamborghini_diablo

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #265 on: January 26, 2010, 11:40:08 PM »
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Yeah, but thats sort of a nostalgia thing for him since it was the original heal card of heroless.  :D

Offline BubbleBoy

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #266 on: January 26, 2010, 11:42:56 PM »
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PG/Brown card (not sure what type) - No heroes with reduced stats may enter battle.
If it's a character or an OT or TC enhancement, then it'll be way too easy to abuse.
Use the Mad Bomber to rescue his Province.

Offline Mr.Hiatus

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #267 on: January 26, 2010, 11:46:33 PM »
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I'd like to see a place card which decreases a hero by 0/3 and when that hero is discarded the card moves to another target. It'd be very strong and it would make decreases used.

Lamborghini_diablo

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #268 on: January 26, 2010, 11:48:35 PM »
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Ooooh, I like that one.

Offline Sean

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #269 on: January 27, 2010, 12:14:43 AM »
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I'd like to see a place card which decreases a hero by 0/3 and when that hero is discarded the card moves to another target. It'd be very strong and it would make decreases used.
You mean this card?
May you prosper greatly!
Daniel 4:1b

Lamborghini_diablo

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #270 on: January 27, 2010, 12:16:50 AM »
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Sure, why not give brown a similar type card as well? They both have disease/decrease type stuff... so why can't brown have its own spreading place card?

Offline Mr.Hiatus

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #271 on: January 27, 2010, 12:27:52 AM »
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Yeah but in brown that does 0/3 a turn, not 0/2.

Offline Sean

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #272 on: January 27, 2010, 01:02:55 AM »
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Sure, why not give brown a similar type card as well? They both have disease/decrease type stuff... so why can't brown have its own spreading place card?
Printing the same card in multiple brigades is a horrible idea.
May you prosper greatly!
Daniel 4:1b

Offline Mr.Hiatus

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #273 on: January 27, 2010, 01:04:25 AM »
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This would be a territory or a place card though with a better decrease.

browarod

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #274 on: January 27, 2010, 04:25:09 AM »
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Sure, why not give brown a similar type card as well? They both have disease/decrease type stuff... so why can't brown have its own spreading place card?
Printing the same card in multiple brigades is a horrible idea.
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