|
Post by vermont on Nov 4, 2008 23:48:42 GMT -5
No. In my opinion, games are far more dynamic and interesting, in general, without long parachains.
|
|
|
Post by succat on Nov 8, 2008 18:58:34 GMT -5
I actually tend to agree more with Saypin (obviously). If you get rid of parachains, you reduce the game to 3 letter mind-spells. That seems boring. Para chains may seem repetitive, and they can tend to dominate games sometimes... but they're fun! You should see some of the games me and xade play! We've had some insane para battles... And besides, it's not like I could ever be the 'King of Amnesia' or 'King of Maladroit' ...come on, those titles suck!
|
|
|
Post by Slartucker on Nov 8, 2008 19:43:59 GMT -5
If you get rid of parachains, you reduce the game to 3 letter mind-spells. This is simply not true. And while you couldn't be the King of Amnesia, the Hell-Plane has no shortage of alternative hairstyles.
|
|
|
Post by succat on Nov 8, 2008 20:08:55 GMT -5
yep, can't forget charm-person - guess that one's 4 letters / Hey, I like bein' the mullet of the hell plane, but if ya wanna give me a mohawk, feel free !
|
|
|
Post by xade on Nov 9, 2008 17:59:42 GMT -5
Our games are awesome Cat. *way* more awesome than those other guys-es...
|
|
|
Post by saypin on Nov 10, 2008 3:58:15 GMT -5
I actually tend to agree more with Saypin (obviously). If you get rid of parachains, you reduce the game to 3 letter mind-spells. That seems boring. Para chains may seem repetitive, and they can tend to dominate games sometimes... but they're fun! You should see some of the games me and xade play! We've had some insane para battles... And besides, it's not like I could ever be the 'King of Amnesia' or 'King of Maladroit' ...come on, those titles suck! Yeah, I think that paraholism is a voluntarily taken option, - you don't like it - you don't use it.
|
|
|
Post by succat on Nov 11, 2008 0:14:37 GMT -5
Exactly. And as long as people remember to ride with a designated Warlock, they can have all the parahol they want!
|
|
|
Post by Daneel on Jul 8, 2009 16:45:46 GMT -5
( Personally, I feel that the para of Firetop Mountain is too weak, but many are saying that the para of Warlocks is too strong. What say you? ) I would love to see Firetop Mountain paralysis as a coded game variant in Warlocks, to see how it flows in practice. I'd probably indulge in playing FMpara for a while. I wouldn't like it to outright replace current paralysis rules, though, despite the Janitor's opinion that their version works just fine as a solution to ParaFF.
|
|
|
Post by xade on Jul 11, 2009 11:22:55 GMT -5
It would certainly be interesting to give it a crack...
|
|
scwizard
Ronin Warlock
Lone Wol
Posts: 55
|
Post by scwizard on Mar 19, 2010 15:59:24 GMT -5
I think this is a fantastic idea. In addition to creating shorter games with a wider variety of spellflow, it would make the game less swingy, as a player couldn't open FP into FoD and beat a more skilled but unlucky DP player (correct me if that's not currently the status quo).
However we don't want to make para too weak. It seems like paraFC would be stronger than original para under such a system, because F->C is more likely to mess up an opp's spellflow, and casting para on yourself is no longer something you'd be doing. Another reason I don't think it would be overly weak, is that your opponent can't cast maladroit on themselves to stop from being paraed, so it works both ways.
EDIT: We'd have to playtest it so see if firetop para is completely unplayable though. Maladroitness over confusion and F->C over C->F help firetop para I think, but if even with these changes it turns out to be completely unplayable then we should look into other options.
I'd rather see panic implemented over this though, if I had to choose.
ANOTHER EDIT: Perhaps a compromise? Para cancels everything but charm person and charm monster or something like that.
|
|
|
Post by Dubber on Mar 20, 2010 11:40:08 GMT -5
Better would be any mind spell wins over para, imho. FFF strength with SPFP anti-spell is the problem (imnsho)
|
|
|
Post by ourjake on Mar 20, 2010 14:40:39 GMT -5
how is anti spell the problem? the blank only gives you one extra turn at the end of the chain. para to P means they can't cast any spells with p and that's more useful unless you already have a monster or something.
on an unrelated note: who is imn? and why are you his ho?
|
|
|
Post by Dubber on Mar 22, 2010 7:42:55 GMT -5
Anti-spell is not the problem... The patterns change & FFF becomes a less of a threat with SPF (the problem then becomes just how powerful SPF is) SPF vs FFF
Basically it would end up being more of a multi-goblin duel, but I haven't really thought about it too heavily (and the FM email gateway was not engaging enough for me to play seriously)
SFW SPF vs. FFF SPF
I will happily defer to any current of former Firetop Mountain players on the relative merits of FM anti-spell and other spell interactions...
|
|
|
Post by succat on Mar 27, 2010 16:58:16 GMT -5
Para is too weak in FM. Para is great in RB. Long live the para! p.s. ExDeath is a coward
|
|
|
Post by Dubber on Mar 29, 2010 7:29:01 GMT -5
Are you back on this lameass sheit again?
|
|