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Post by ellipsis on Apr 17, 2010 19:05:49 GMT -5
Oh, and for the record, having battles that usually take weeks is a major turn off for most players. I am not saying we necessarily need real-time, but some sort of 'very fast' option where moves had to be made more rapidly would probably help. Originally I stopped playing when all of my slots were locked up by very slow players. I actually agree that it would be fun to try warlocks with a 30-second timer on turns, or something to that effect. Hahaha...I would add the noodly-arms gesture (N) so that I could create a new spell: PWND.
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scwizard
Ronin Warlock
Lone Wol
Posts: 55
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Post by scwizard on Apr 21, 2010 19:09:35 GMT -5
I've changed my opinion on para completely.
I think as is (paraFC) it's very interesting, creates nice trees and is balanced.
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Post by succat on Apr 21, 2010 21:23:34 GMT -5
I second that. And scwizard, if you ever get tired of being a Ronin, the Paramancers are always looking for good people.
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scwizard
Ronin Warlock
Lone Wol
Posts: 55
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Post by scwizard on Apr 22, 2010 14:13:22 GMT -5
I won't affiliate until after my ascension ^^
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Post by Slartucker on Apr 23, 2010 19:03:33 GMT -5
grin!
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Post by succat on Apr 23, 2010 23:56:59 GMT -5
We'll save some parahol for your celebration.
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Post by Daneel on Jul 3, 2010 17:17:53 GMT -5
I've changed my opinion on para completely. I think as is (paraFC) it's very interesting, creates nice trees and is balanced. I suggest you play some decent warlocks who use Paralysis a couple of times before coming to a final conclusion. I've only played a handful of games against paralysis but I've found that a para-chain basically creates a decision point at every single turn. If your opponent is skilled enough, you will think twice before committing to a 3-gesture spell that cannot be dummied into a disruption - and anything beyond that requires turns of set-up if you want to pull it off without fear of losing initiative. I'm not saying these games are terrible or anything, but they surely seem far more complex than a casual warlock like me would prefer...
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Post by Dubber on Jul 4, 2010 23:15:43 GMT -5
Balanced with SPF as anti-spell and then you have a game... That said, assuming you know FFF will be employed, FFF can be fun in FC (or in FF) when playing certain folks...
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Post by ourjake on Jul 5, 2010 11:54:24 GMT -5
this is what i use as para practice (it's succat's): celtruler.com/games/bards/but you're right, you do have to think harder about the next few turns when there is an F-line involved. I never liked SPF for antispell (disclaimer: i never actually played this variant). it just always seemed really overpowered. i suppose it makes permanency a little harder to get to? but really, then what's the point of Fear? i would think SPF is about the same difficulty to get off as SWD. and then WWSPFX/XWWSPF is double anti-spell, and then if it lands it goes right into para anyway, which means you're facing permanent para (though it is a weaker perm weave), or a fireball (unless you go W/W which is not so good (at a brief glance) against the perm weave). Para FF feels like fencing with broadswords, especially with both people throwing F's, but Dubs is right, it's fun sometimes.
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