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Post by Rycchus on Oct 4, 2007 9:45:03 GMT -5
Resistance is only good if everyone is going for it. Otherwise it makes you a target without giving a large advantage. If 3 of 6 players have resistance you're golden. If you're the only one, it's not really helping you. That's a really good point. *listens and learns*
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Post by freesoul on Oct 4, 2007 20:04:51 GMT -5
Agree with Toyo there. Also it's worth pointing out... Monsters're much less of an asset, too. Imho it's really because the monster's fairly vulnerable to multiple opposition and the owner can't keep protecting it without being beat up fairly badly by the other players. My favourite strategy is to wait for enough of them to build up before clapping a storm through every single one I an't say I've played much, since I'm new, but my favourite opening involves a very quick resist and an immediate storm, just for sheer heck value Monsters make you a target. As far as monsters go, I think that the only way that monsters will make you a target, is that you will gain position in relation to your openents. People won't target the monter owner until they deal with, or steal the monster for themselves. I think a good method to deal with wandering giants, is to make other people a tasty target... with a nice maladroit or such. Another fun trick, is to throw out an elemental (even when people have resistance) and then start with the PDWP's or a Dispel. People will ignore a elemental when they have resistance.. typically.
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Post by Slartucker on Oct 4, 2007 20:33:49 GMT -5
The problem with elementals is that somebody else can almost always clap dispel before you can.
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Post by xade on Oct 4, 2007 21:58:05 GMT -5
it's a different psychology playing melee. I you constantly play defensive, and everyone else beats each other down, you're gunna become the highest HP target.
You have to lose the odd health points along with everybody else to prevent become said target.
Further to that, you have to defend against the Diseases, Poision, FoD's (though FoD's tend to get disrupted).
Banked spells make you a target.
And my favorite opening is the WPPWWS/PDWPPx
It tends to prevent any damage taken from the turn 5 storm that normally happens, it also gives you a counter on the turns 3-6 to counter any distruptions or resistances that you might want to counter...
Having said that, it is awfully defensive and would make for boring games if everyone was playing at it...
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Post by Rycchus on Oct 12, 2007 8:52:17 GMT -5
Whoa. Just idly clicked on the Melee sort (which I don't usually do). There are heaps of players with an accumulation of points at the moment. Does this mean more peiople are playing melee than they used?
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Post by Slartucker on Oct 12, 2007 9:02:21 GMT -5
Most of those points have been there for a while. Reds has been above 30 for several years now, and I don't think he's been in any melees lately.
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Post by Rycchus on Oct 12, 2007 11:35:09 GMT -5
Okay, I just checked it again and it's not quite so dramatic as I thought. I was mainly referring to the increased number of mid-level players, i.e. the increase in players with double-digit scores. A year or so ago, I got pretty high on the list without ever breaking single digits. I guess nowadays should I want to get back up there I'll have to work at it
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Post by dni on Oct 13, 2007 14:16:54 GMT -5
2 freesoul:
M-m-m... i like this! It's what i like in games -- no long combinations, but strong element of psychology... Constantly changing spellflow with no predictions -- this is a key for melee for me...
It's a hard decision -- like in 'Weak chain-link' (our national TV broadcasting program). You may easily kick out the weakest and die from strongest. You may shoot out the strongest and get weaken from it, after than the weakest easily defeat you.
2 xade:
In melee disease/poison is very dangerous, you may prevent them only with early-casted 'dispel magic' in most cases...
2 Rycchus:
I have so many defeats in melee from opponents who have lesser than 5 hp so now i think that i need to finish him in shortest time (in most cases). Person who have 1-2 hp don't looks like targets and the others left them then. So such person have a much time to re-grow and reinforce himself.
2 overmage:
I had a beautiful game when i had 1 goblin, 1 orc and 3 giants for more than 10 turns. These monsters looks like Great Britain fleet 200-300 years ago. They can beat any appearing monster and attack other warlocks (4 persons) randomly so they need to protect themselves each turn. This position seems to be stable: any summons live only one-two turns, any charmed monsters was beaten by others, and new my monsters are appearing frequently. Position was crashed only when all warlocks cast 'dispel magic' at some sequential turns.
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