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MrPieChee

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Posts posted by MrPieChee

  1. The Arcanists thread on him mentions using him in Neverborn several times - worth a read.

    The general consensus there is he's better in blue, but I've seen several mentions of him just having to play differently in purple (Soulstone cache seems to be a crutch all Arcanist players rely on with Marcus).

    I keep seeing players mention that they've played against Neverborn Marcus, but never see the Marcus players report on the battle's...

    (I'm a complete beginner, so reading what I can!)

  2. To add more jeopardy, at the beginning of each activation you could have to pass a WP simple duel of 10 plus the amount of damage suffered. If failed you place the demon in base contact and bury the master. The demon could then have the opposite - WP test against 10 + health.

    The master could have average stats, but can use health to increase them. Demon could have great stats, but attacks friend or foe alike.

    • Haha 1
  3. 27 minutes ago, Jesy Blue said:

    1. You can already take any effigy and put the upgrade on any one of them in a Puppet keyword crew, gaining whichever emissary it would evolve into on turn 3+.

    2.  This isn't about Dead Man's Hand Neverborn.

    But, being able to change who has an upgrade after you've seen your opponents crew and deployment opens up great tactical flexibility. With other upgrades it could be very beneficial to switch back and forth as the game progresses. I assume we'll see a puppet effigy, so giving it a good use in a puppet crew seems like a nice bonus.

    Also, as a new faction, from a purely profitability perspective, wyrd might want lots of tie ins to other factions to make it easier for existing players to jump over to the new team.

    I didn't have Collodi in mind but puppet henchmen.

     

    (I have no idea what's up with the block of white - it's happened to me before, seems to be a bug when deleting blank lines)

  4. As I've seen mentioned already a master or henchmen with the horseman keyword would be awesome - would make me get the two riders I don't have!

    Would be cool to see an enforcer bodyguard/security with the crossroads keyword. He could have an ability to let you take a single crossroads model as if they were versatile (and could be used in another faction if a crossroads henchman was the leader). Would be a tanky model with abilities to intercept damage. Perhaps lots of 'snap to' abilities to give crazy movement under the right circumstance.

    Would be cool to see a puppet effigy with an ability to move upgrades between valid models - then in a puppet crew you could use it to move the fate upgrade around to change the emissary you get in turn 3. (Perhaps it's emissary could be the horseman?)

    I would love to see a master in the form of a cursed tomb raider - part possessed by a demon, he/she must pay a blood dept for every action reducing its own health or nearby models (friend or foe). All actions could be 'charged' depending on how much health you sacrifice. Perhaps you have to use the models health and then your bonus action lets you leech health back from nearby models.

    Story wise, he/she could be searching for a way to remove the curse/demon, while the demon is just biding it's time to take full control...

  5. I was considering beginner games where you're limited to two different minions (but as many of them as you  have ss for), with up to one enforcer and one henchmen as the leader. The best way to reduce complexity to my mind it to use less different models.

    Also, free henchmen leader doesn't feel good to me since they vary in price (unlike masters), so you encourage players to pick the most expensive henchmen they have.

  6. The burning management is still there, it just that at the moment your strapped for cards, have to manage corpses, pyres, burning and shielded. Combined with a general feeling she's a weaker master (I'm getting that from other players posts - I don't have anything enough experience to judge), I think a small buff and a slight simplification would do wonders.

    Being able to convert burning into shielded makes the crew a bit tougher, but still leaves some management with when you convert, and how much you leave for draugrs.

    Making corpses like pyres could be a way to go about it, but I don't think pyre generation is an issue.

    Adding sources of card draw might just make her too good - there are several master in ressers with card draw mechanics, making another is just a bit boring. Also, those crews provide OOK options and the last whisper upgrade does a similar job.

    Maybe changing Reva to attack through corpses and pyres instead of corpses and shielded would help?

    Edit: no idea what's up with that white bit. You can highlight it to see the text. I might try and fix it on a pc later.

    • Like 1
  7. Had an idea for a slight alteration to the change to spirits in the flame.

    Spirits in the Flames: Once per activation. After gaining burning +1 from a pyre marker. This model may reduce its burning condition by any amount (*), then gain the shielded +1 condition by the same amount (max 2).

    it can be balanced by a max on the reduction of burning condition, and the max on shielded might want to change to 3.

    Forcing the ability to require a pyre marker stops any silly OOK picks against crews which revolve around burning and keeps the need in keyword to think about pyre placement against those same crews.

    • Like 1
  8. You could give Marcus a go with the Scorpius, grootslang and rougarou.

    I assume catalyst won't do anything on the Scorpius, but neurotoxin will stop soul stone use. You can also get loads of card draw from toxic shock trigger and loads of healing from feeding.

     

    • Like 3
  9. I still feel that converting burning to shielded is the best option. Shielded so that Reva can attack. Extra defense, but still a chance to get burned if you convert at the wrong time. Draugr can still have burning around to make use of.

    From reading about UK tournaments it seems most master's play one or more OOK, so not sure that's a bad thing in itself, but core themes should at least be a viable competitive build.

    • Agree 2
  10. Change spirits in the flames to: once per activation you may convert burning tokens to shielded (max 3?).

    I think that does it in one go? Playing with the max value can balance as needed.

    Removing the card requirement to summon a candle might be nice too.

    *I'm a complete amateur at this game

    • Agree 1
  11. Generally the convention I've seen from other forums is to start a new thread and make a link to the old one, assuming a significant amount of time or a logical conclusion to the previous.

    While it's nice to keep content together, your less likely to get new people join in with a 10 page thread started two years ago than you are a single page started today.

    Having said that, there are exceptions, plogs being the most obvious (if you've just painted something for the first time in a year, you go resurrect that thread!).

    • Like 1
  12. A question in two parts:

    Can two different models obey the same model? (Pretty sure they can't since it says this 'action' cannot target, instead of 'model')

    Can a friendly model obey another friendly model to block an opponents obey?

     

    I guess usually not useful, but if a friendly model doesn't have range to an opponent, moving another friendly model and blocking an unfriendly obey could be very advantageous.

  13. It can be done with a red Ace, King or Queen... You couldn't be sure to get one turn 1, and getting two early might be too luck based.

    Best bet is to proxy a squealer, and grow into one of those, and then a boar. You'll only need an 8 or higher then.

    Or, you can include Big Brain Brin (ook) and stack the deck in your favour.

    Not sure when they will be out, but the card art is in the app (and looks terrible :( - i was expecting something between a piglet and a boar, not a steampunk'd pig)

    • Agree 1
  14. I think Graf's point is, you can summon those zombies, so you don't need to start with them.

    If you got rid of the zombies and included a grave spirit and grave digger you can keep the theme but have more options... (I'm new to Malifaux, so that many corpses might be overkill).

  15. With all the options in gaining grounds, it would be useful if you could make custom game modes and assign them to a crew on creation.

    Might also be useful to have a way to check which modes an existing crew is valid for too (could be done from the copy crew dialogue).

    And finally, being able to sort your crew list by game type would be awesome! (I currently have a load of 50ss, henchman 35ss lists and a hard core list.)

    • Like 2
  16. Has anyone considered a banjonista ook with whisky gamin? Two extra movement and two extra damage a turn for 6ss. The damage (shielded) costs you a card, but you get some condition removal for those crossfire burnings and distracted, and you can hand out some more distracted as well!

    Worth a try?

  17. 4 hours ago, Beta said:

    Have you looked at the pictures in original size and compared the system/app text with the cards? Especially on the tablet screenshot I don't call that subtle.

    I hadn't compared them side by side. In the context of reading a card on my phone, its not very noticeable. I can imagine you would notice it more on a larger phone, or a tablet. But yes, if I look at the full res image on my PC that looks better.

  18. 17 minutes ago, Kyle said:

    As stated in the testing forum when it was brought up there, this is intentional due to size constraints. If we included cards in the app of similar quality to the ones that we offer on our website, the app itself would be over 4GB for anyone who wants to look at all of the cards (which, based on initial data from the first 24 hours, is the majority of users).

    Sometimes compromises have to be made. In this instance, we saw requests to lower the size of the app because of hardware limitations (and software limitations, such as speed). Personally, if the question is whether to create something high end that can only be enjoyed on limited hardware vs. something more standard but can be enjoyed on just about every piece of hardware, I'm going to choose the latter every single time.

     

    If I could move the app to an SD card instead of internal storage then the app could have a huge share of 64gb!

    For some reason it's an option that's not well supported - I know Google were trying not to use it, but I haven't seen any good reasons as to why...

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