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Post by vilhazarog on Mar 6, 2008 14:56:23 GMT -5
I think the point being made, succat, is that after you've played your 100th or 1000th game with para chains you'll get bored of the outcome regardless of whether you win or not, as some of the expert players here have, and want to be able to explore other spell combos without being forced to constantly defend against para.
That said, no one should pregnant dog about losing to a parachain unless their was some kind of agreement before the game started. If you don't like it, tell your opponent you want to keep that kinda play to a minimum or something.
(Edit: This board filter is too funny! That that, b1tch!)
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Post by vilhazarog on Mar 6, 2008 22:14:46 GMT -5
I was reading an ancient thread and Yaron mentioned in passing that the way Firetop Mountain solved the problem was to make Paralyze not cancel other mind spells. I assume this means Paralyze is just overridden and ignored? So for instance, that parachain is going to do nothing to stop Toyotami from taking your Giant with a charm monster, and getting a simple fear off would stop a paraFod dead.
Anyone know why the rule change wasn't adopted by RavenBlack? Did it ruin the game?
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Post by succat on Mar 7, 2008 12:29:13 GMT -5
Interesting point, Vilha.. I remember coming from Firetop over to Warlocks and having to get used to FFF being more powerful. I don't know why the rule was changed, except that maybe FFF was too weak before... at least with para-chains and monsters. If I remember right, you would have to abandon your para-chain pretty fast to save your monster. But, I suppose that it could solve the problem of para-domination if the rules were to revert back www.gamerz.net/~fm/Main/index.html
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Derfel
Ronin Warlock
Did I Do That?
Troublemaker
Posts: 283
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Post by Derfel on Mar 16, 2008 12:15:26 GMT -5
Meh:
succat(11) Health:8 Turn:01234567890123456 LH:BFFFFFFFFFFFFFFFF RH:BPWPFDDSPFPWPFSSS
I'm thinking I'm going to go ParaFDF from now on. Just makes for a slightly better experience, IMHO.
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Post by succat on Mar 28, 2008 16:53:34 GMT -5
I suppose having D's mixed in with the F's would make the loss a bit nicer :~)
succat(11) Health:8 Turn:01234567890123456 LH:BFDFDFDFDFDFDFDFD RH:BPWPFDDSPFPWPFSSS
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Post by Dubber on Jul 15, 2008 14:35:38 GMT -5
I was reading an ancient thread and Yaron mentioned in passing that the way Firetop Mountain solved the problem was to make Paralyze not cancel other mind spells. I assume this means Paralyze is just overridden and ignored? So for instance, that parachain is going to do nothing to stop Toyotami from taking your Giant with a charm monster, and getting a simple fear off would stop a paraFod dead. Anyone know why the rule change wasn't adopted by RavenBlack? Did it ruin the game? see: slarty.proboards56.com/index.cgi?action=display&board=warlocks&thread=18&page=1
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Post by vilhazarog on Jul 15, 2008 19:03:13 GMT -5
Sorry Dubber, I must be missing something... still don't know why this rule has not been implemented on Warlocks?
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Post by Dubber on Jul 16, 2008 14:55:59 GMT -5
Sorry Dubber, I must be missing something... still don't know why this rule has not been implemented on Warlocks? Not to be a smarty, the "over-ruled" FFF option wasn't implemented in Warlocks because the coder didn't feel it necessary -- and for a really long time it didn't matter I predict this iteration of the FFF broughaha is just another flash in the pan -- it will drive players away for a while (like it did last time, three or so years ago). This time around there is a more formal setting in which to mutually kvetch and reinforce the kvetchers and a larger corpus of advanced analysis available are the main differences between now & then.
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