Morning Discussion: Wash the Day Away
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thanks! I got to whoop and holler riding a dragon ,as I decided to use my Handspring Assault to charge the dragon flying up the hole in the ground, and land on his back (with no way to get back up!). Then I rode him around like [fry] at the 'manhole' and all the while I continued to stabby stabbed him in the neck. It was glorious.
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It was a young dragon. Which is still pretty damn dangerous for level 1s! However, it was in the middle of a big fight with a band of orcs during which it sustained significant wounds. They waited until all of the orcs were dead or gone before engaging the dragon. Furthermore the fight with the orcs gave them a chance to set up a choke point and a trap so as to get a big tactical advantage, which they used to great effect.
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Not exactly. First of all this one was scaled down to level 4. And as I said at full strength they lost the fight. :)
Also you're a little off about what it's "designed" for though: A level 4 solo lurker means that a party of five level 4 characters will have a fairly easy time beating it. It means that encounter would be "normal difficulty." Level 1s in the same fight would mean it's a "very hard" fight, but since it was actually level 3 it is classified as a "hard" fight. Characters are by no means supposed to only fight guys of their own level. Usually it's guys from their own level up to their level + 5. You can also go down on the scale but it's not nearly as common.
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That's an excellent feat. Basically means you always want to blow one of your encounter powers first thing, as that feat more than doubles your chance to hit! Always a nice bonus to have during an encounter or daily power. :)
The one downside to that strategy is that in the first round you might not always be aware of all enemy combatants and may find in a round or two that you would rather have used that power on a more powerful enemy.
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I think it would require some very clever design. As you said, the metric will be "is it easier and/or quicker than using pen and paper" and the problem is using pen and paper is pretty damn easy and quick. My main idea was to have a tool that shows you what powers you have available. Color coded in a nice list, and you can click to "use" them and ones that are used up to go the bottom. Something like that.
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I'm not sure what you mean. One of my favorite things about it is that people don't typically get in an "advantage" spot that they can't be dethroned from. The games I have played have been good back and forth and so far usually come down to the very last turn.
Of course, I am talking about Battleground mode (which the whole game was designed around) because Arena mode is shit.-
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Arena is single life per character, fight to the death. When you say "who ends up on a capture point" you seem to be saying that that is just based on luck! That's one of the biggest elements of the game and what ALL of your timing should be planned around! Getting those two or three points per scoring tick is very important. Denying your enemy from getting them is just as important.
And then of course 50% of the game is the deck building. That is one of the best parts.-
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But there are many ways to get people out of a dug-in spot. You can toss a DoT on them and just stand back, or use one of the powers that move an enemy. I feel like if you get yourself in to a position where you are just throwing your guys at the enemy then you're not using them effectively.
Of course, if you only have a few guys from a freebie at Blizzcon, I assume you don't have very many actionbar cards? If so then that is probably severely limiting the tactical depth of the game.
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