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Post by Rycchus on Mar 13, 2008 18:02:53 GMT -5
So how has everyone been finding the paralysis rule? What does it add to/take from the game? Is paralysis still used? Is this rule just too fiddly to keep track of? Let's hear your thoughts!
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Post by mikeEB on Mar 13, 2008 23:36:04 GMT -5
The most obvious thing I noticed is that nobody opens F/P.
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Post by BioLogIn on Mar 14, 2008 5:27:01 GMT -5
Basically all as expected for me. Para is completely worthless as is the worst 3-gesture disruption. The only reasons I see to cast para are: + desease weave + faking something that would be countered anyway, like PSFW or WPFD, or getting 'counter' for opponents disruptions ASAP (f.e. off WFP weave) and both a quite exotic.
Plus DFFDD is slightly weaker and there is no paraFoD XD
Summing if up, this rule weakens para and 'F' gesture at all way too much IMHO.
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Post by Citanest on Mar 14, 2008 6:14:27 GMT -5
Essentially the rule means you can only cast para once. This has only affected my play significantly here: games.ravenblack.net/warlocks?num=63990&turn=14But the surrender next turn made it largely irrelevant anyway. I think my idea from a while ago about allowing 3 consecutive paras but no more might have kept para useful and stopped the chaining (although I appreciate a 3 turn timeout is contrived). Perhaps this rule was a little too fiddly, but at least it didn't result in any rule-breaking surrenders, and I did enjoy not having to plan for para chains in my play.
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Post by vermont on Mar 14, 2008 8:39:16 GMT -5
I thought that the change strengthened the S/W opening against D/P. Even though I'm weaker with S/W I tried to play it in several matches anyway.
One thing I thought is that the rule weakened para too much. If you come off of charm person, you can use the trailing for to cast para. However, with our new para rule, we cannot use the trailing F, which I think would be consistent with the rules.
To illustrate: PSDFFF charm on turn four, para on turn six
Updated para rule: FFFFFF
My suggested para rule: FFFFFFF
In no other spell do you have to ignore the previous gesture. I think the modification I suggest seems more consistent, and keeps para powerful enough to useful, but not the monster it is today.
Thoughts?
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Post by emrys on Mar 14, 2008 12:32:04 GMT -5
So... question: If I gesture FFFF, can I cast para on the 4th turn, assuming I targeted at nobody on the third turn? I assume I can, and it may not actually turn out to be useful in my remaining games, but I figured I'd ask.
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Post by freesoul on Mar 14, 2008 13:17:40 GMT -5
yeah, i had thought about doing that in a game. never came up yet...
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Post by awall on Mar 24, 2008 1:47:29 GMT -5
Yeah, I'm noticing that Para is really weak. I originally considered letting para be cast every other turn, but I was afraid that paraFoD would still be a threat. Upon further consideration, I think the FoD threat would be enough to be taken seriously, but not enough to be degenerate. Meanwhile, as annoying as para is, it deserves to be better than it is now. So if anybody ever decides to do this rule again, maybe we should go with every other turn?
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Post by Citanest on Mar 24, 2008 12:57:19 GMT -5
Didn't anyone else actually enjoy not having to defend para? It loosens up play, no?
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Redhot
Ronin Warlock
Posts: 27
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Post by Redhot on Mar 24, 2008 15:54:18 GMT -5
hmm well i like para- even if i dont use it its good to threaten a para chain
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Post by Citanest on Mar 24, 2008 15:58:35 GMT -5
shhh redhot!
he's just let slip a rule he and i have been discussing jointly... it'll be used regardless of which one of us wins.
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Redhot
Ronin Warlock
Posts: 27
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Post by Redhot on Mar 24, 2008 16:00:49 GMT -5
removed it
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Post by BioLogIn on Mar 24, 2008 16:04:51 GMT -5
tehehe, I saw it ))
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Redhot
Ronin Warlock
Posts: 27
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Post by Redhot on Mar 24, 2008 16:32:55 GMT -5
well u saw a hint of the rule- its gonna be very interesting how ppl develop new tactics for this one
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