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Quote from: Red Dragon Thorn on September 07, 2018, 06:14:25 PMSpoilers today are numerous...Spoiler (hover to show)... As the starsHmm that has the potential to be pretty nuts in T2, depending on how good the various star cards are. Because no matter what you roll you can always at least grab another numerous as the stars and keep going, and most of the time you will be able to get other cards too. On average rolls of 3-4 you get the following amount of additional cards:after 1: +2.5 cardsafter 2: +5 cardsafter 3: +7.5after 4: +11 cardsYep. Territory class search out 11 cards seems pretty good
Spoilers today are numerous...Spoiler (hover to show)... As the stars
Quote from: Kor on September 07, 2018, 06:34:39 PMQuote from: Red Dragon Thorn on September 07, 2018, 06:14:25 PMSpoilers today are numerous...Spoiler (hover to show)... As the starsHmm that has the potential to be pretty nuts in T2, depending on how good the various star cards are. Because no matter what you roll you can always at least grab another numerous as the stars and keep going, and most of the time you will be able to get other cards too. On average rolls of 3-4 you get the following amount of additional cards:after 1: +2.5 cardsafter 2: +5 cardsafter 3: +7.5after 4: +11 cardsYep. Territory class search out 11 cards seems pretty good So you're saying it needs another brigade....This is why we preview these
Quote from: Red Dragon Thorn on September 07, 2018, 06:44:43 PMQuote from: Kor on September 07, 2018, 06:34:39 PMQuote from: Red Dragon Thorn on September 07, 2018, 06:14:25 PMSpoilers today are numerous...Spoiler (hover to show)... As the starsHmm that has the potential to be pretty nuts in T2, depending on how good the various star cards are. Because no matter what you roll you can always at least grab another numerous as the stars and keep going, and most of the time you will be able to get other cards too. On average rolls of 3-4 you get the following amount of additional cards:after 1: +2.5 cardsafter 2: +5 cardsafter 3: +7.5after 4: +11 cardsYep. Territory class search out 11 cards seems pretty good So you're saying it needs another brigade....This is why we preview theseAnother brigade would work. Could also make it only able to search out star 'characters', not 'cards'. I think that would be in keeping with the reference as the stars are people, but I can definitely see the fun in being able to search out any star cards with it.
I don't suppose we could get away with using the tabletop-style shorthand of 1d6? It would make that type of identifier considerably shorter, allowing it to be used on a variety of cards.
Quote from: Red Dragon Thorn on September 07, 2018, 06:14:25 PMSpoilers today are numerous...Spoiler (hover to show)... As the starsAm I missing something? Getting to add 1 card to your hand vs getting to add 6 is a monstrous difference. Why is this random? Also isn't a conditionless territory class enhancement that provides card advantage something that has been strictly avoided? And this one potentially gives you 6 cards and most of the time at least gives you 2 which is still unprecedented.I feel like I have to be missing something. If I'm not then the card is overpowered and pointlessly random.
Quote from: Kevinthedude on September 07, 2018, 09:14:48 PMQuote from: Red Dragon Thorn on September 07, 2018, 06:14:25 PMSpoilers today are numerous...Spoiler (hover to show)... As the starsAm I missing something? Getting to add 1 card to your hand vs getting to add 6 is a monstrous difference. Why is this random? Also isn't a conditionless territory class enhancement that provides card advantage something that has been strictly avoided? And this one potentially gives you 6 cards and most of the time at least gives you 2 which is still unprecedented.I feel like I have to be missing something. If I'm not then the card is overpowered and pointlessly random.You're really not going to like another card on the list then 😀 we definitely think this is strong, it's entirely possible it will get toned down after we get more testing in. Our thought is that in general star cards are mid to low power level so even if you get lucky and get a few, it won't actually put you that far ahead
Time for a peek behind the curtain, so to speak, at a small sample of the playtesting process! I was reading this card and something stood out to me I hadn't seen before.Persian Conquerors - "If you control another Persian, discard a Babylonian, an Artifact, a Fortress, or a Site. Opponent may withdraw all Heroes instead. Cannot be interrupted."One of my jobs in playtesting is making sure that busted combos don't sneak through the playtesting process. I see a combo with this one and I'm not sure if it would be "busted" or not. Normally I'd bring it to the playtest team and we'd make a decision as a whole. (We will still do this, but we'll get to see your thoughts as well.)Setup: - Convert this character to a hero- Control another Persian- Have King Rehoboam in territoryWith this setup, I can repeatedly block my opponent with Rehoboam, put Persian Conquerors in the side battle and make my opponent control Conquerors, and allow myself to "Instead" Conquerors' ability and withdraw all heroes (including those in the main battle) CBI.So is this broken? Things to consider:1. How hard is it to set up?2. What is the effectiveness (power) of the combo?3. How hard is it to maintain the board state once the combo is set up/how easy is it for the opponent to disrupt the combo?4. Does the combo fit naturally into an already decent defense?I have my own assessments for these 4 points, but I'd like to see what the community thinks.
If one of the characters selected to fight was controlled by one of the players in battle, and the otherwas controlled by a different player, the one player maintains control of the character they controlledand the other player in battle controls the other selected character
Quote from: Josh on September 08, 2018, 07:56:49 AMTime for a peek behind the curtain, so to speak, at a small sample of the playtesting process! I was reading this card and something stood out to me I hadn't seen before.Persian Conquerors - "If you control another Persian, discard a Babylonian, an Artifact, a Fortress, or a Site. Opponent may withdraw all Heroes instead. Cannot be interrupted."One of my jobs in playtesting is making sure that busted combos don't sneak through the playtesting process. I see a combo with this one and I'm not sure if it would be "busted" or not. Normally I'd bring it to the playtest team and we'd make a decision as a whole. (We will still do this, but we'll get to see your thoughts as well.)Setup: - Convert this character to a hero- Control another Persian- Have King Rehoboam in territoryWith this setup, I can repeatedly block my opponent with Rehoboam, put Persian Conquerors in the side battle and make my opponent control Conquerors, and allow myself to "Instead" Conquerors' ability and withdraw all heroes (including those in the main battle) CBI.So is this broken? Things to consider:1. How hard is it to set up?2. What is the effectiveness (power) of the combo?3. How hard is it to maintain the board state once the combo is set up/how easy is it for the opponent to disrupt the combo?4. Does the combo fit naturally into an already decent defense?I have my own assessments for these 4 points, but I'd like to see what the community thinks.If you make a side battle with opponent's Hero from battle and one of your characters, don't you have to let them control their own character as per the REG?Quote from: REGIf one of the characters selected to fight was controlled by one of the players in battle, and the otherwas controlled by a different player, the one player maintains control of the character they controlledand the other player in battle controls the other selected character
Quote from: Kevinthedude on September 08, 2018, 11:55:49 AMQuote from: Josh on September 08, 2018, 07:56:49 AMTime for a peek behind the curtain, so to speak, at a small sample of the playtesting process! I was reading this card and something stood out to me I hadn't seen before.Persian Conquerors - "If you control another Persian, discard a Babylonian, an Artifact, a Fortress, or a Site. Opponent may withdraw all Heroes instead. Cannot be interrupted."One of my jobs in playtesting is making sure that busted combos don't sneak through the playtesting process. I see a combo with this one and I'm not sure if it would be "busted" or not. Normally I'd bring it to the playtest team and we'd make a decision as a whole. (We will still do this, but we'll get to see your thoughts as well.)Setup: - Convert this character to a hero- Control another Persian- Have King Rehoboam in territoryWith this setup, I can repeatedly block my opponent with Rehoboam, put Persian Conquerors in the side battle and make my opponent control Conquerors, and allow myself to "Instead" Conquerors' ability and withdraw all heroes (including those in the main battle) CBI.So is this broken? Things to consider:1. How hard is it to set up?2. What is the effectiveness (power) of the combo?3. How hard is it to maintain the board state once the combo is set up/how easy is it for the opponent to disrupt the combo?4. Does the combo fit naturally into an already decent defense?I have my own assessments for these 4 points, but I'd like to see what the community thinks.If you make a side battle with opponent's Hero from battle and one of your characters, don't you have to let them control their own character as per the REG?Quote from: REGIf one of the characters selected to fight was controlled by one of the players in battle, and the otherwas controlled by a different player, the one player maintains control of the character they controlledand the other player in battle controls the other selected characterYou could just have two of your heroes fight and have them control conquerors.
Quote from: Kor on September 08, 2018, 12:23:43 PMQuote from: Kevinthedude on September 08, 2018, 11:55:49 AMQuote from: Josh on September 08, 2018, 07:56:49 AMTime for a peek behind the curtain, so to speak, at a small sample of the playtesting process! I was reading this card and something stood out to me I hadn't seen before.Persian Conquerors - "If you control another Persian, discard a Babylonian, an Artifact, a Fortress, or a Site. Opponent may withdraw all Heroes instead. Cannot be interrupted."One of my jobs in playtesting is making sure that busted combos don't sneak through the playtesting process. I see a combo with this one and I'm not sure if it would be "busted" or not. Normally I'd bring it to the playtest team and we'd make a decision as a whole. (We will still do this, but we'll get to see your thoughts as well.)Setup: - Convert this character to a hero- Control another Persian- Have King Rehoboam in territoryWith this setup, I can repeatedly block my opponent with Rehoboam, put Persian Conquerors in the side battle and make my opponent control Conquerors, and allow myself to "Instead" Conquerors' ability and withdraw all heroes (including those in the main battle) CBI.So is this broken? Things to consider:1. How hard is it to set up?2. What is the effectiveness (power) of the combo?3. How hard is it to maintain the board state once the combo is set up/how easy is it for the opponent to disrupt the combo?4. Does the combo fit naturally into an already decent defense?I have my own assessments for these 4 points, but I'd like to see what the community thinks.If you make a side battle with opponent's Hero from battle and one of your characters, don't you have to let them control their own character as per the REG?Quote from: REGIf one of the characters selected to fight was controlled by one of the players in battle, and the otherwas controlled by a different player, the one player maintains control of the character they controlledand the other player in battle controls the other selected characterYou could just have two of your heroes fight and have them control conquerors.Conqueror's ability would still only withdraw the Hero from the side battle and then you'd just be back in main battle without really gaining anything.
How to Play ● A withdraw effect moves characters or Sites from the Field of Battle to territory. ● Withdrawn cards move to the territory of the player with permanent control of the card. ● A withdraw effect targets the cards that are to be withdrawn. ● Unless otherwise specified, targets must be in the Field of Battle. ● All withdraw effects are instant.
Quote from: Kevinthedude on September 08, 2018, 12:28:14 PMConqueror's ability would still only withdraw the Hero from the side battle and then you'd just be back in main battle without really gaining anything.I’m pretty sure it would withdraw heroes in both battles.QuoteHow to Play ● A withdraw effect moves characters or Sites from the Field of Battle to territory. ● Withdrawn cards move to the territory of the player with permanent control of the card. ● A withdraw effect targets the cards that are to be withdrawn. ● Unless otherwise specified, targets must be in the Field of Battle. ● All withdraw effects are instant.
Conqueror's ability would still only withdraw the Hero from the side battle and then you'd just be back in main battle without really gaining anything.
Quote from: Kor on September 08, 2018, 12:41:47 PMQuote from: Kevinthedude on September 08, 2018, 12:28:14 PMConqueror's ability would still only withdraw the Hero from the side battle and then you'd just be back in main battle without really gaining anything.I’m pretty sure it would withdraw heroes in both battles.QuoteHow to Play ● A withdraw effect moves characters or Sites from the Field of Battle to territory. ● Withdrawn cards move to the territory of the player with permanent control of the card. ● A withdraw effect targets the cards that are to be withdrawn. ● Unless otherwise specified, targets must be in the Field of Battle. ● All withdraw effects are instant. If that were true then you could do this combo a lot easier with Goliath.
Quote from: Kevinthedude on September 08, 2018, 12:46:55 PMQuote from: Kor on September 08, 2018, 12:41:47 PMQuote from: Kevinthedude on September 08, 2018, 12:28:14 PMConqueror's ability would still only withdraw the Hero from the side battle and then you'd just be back in main battle without really gaining anything.I’m pretty sure it would withdraw heroes in both battles.QuoteHow to Play ● A withdraw effect moves characters or Sites from the Field of Battle to territory. ● Withdrawn cards move to the territory of the player with permanent control of the card. ● A withdraw effect targets the cards that are to be withdrawn. ● Unless otherwise specified, targets must be in the Field of Battle. ● All withdraw effects are instant. If that were true then you could do this combo a lot easier with Goliath.Except Goliath says withdraw all heroes in battle, which refers to current battle, as opposed to a generic withdraw all heroes which does not.
Quote from: Kor on September 08, 2018, 12:52:38 PMQuote from: Kevinthedude on September 08, 2018, 12:46:55 PMQuote from: Kor on September 08, 2018, 12:41:47 PMQuote from: Kevinthedude on September 08, 2018, 12:28:14 PMConqueror's ability would still only withdraw the Hero from the side battle and then you'd just be back in main battle without really gaining anything.I’m pretty sure it would withdraw heroes in both battles.QuoteHow to Play ● A withdraw effect moves characters or Sites from the Field of Battle to territory. ● Withdrawn cards move to the territory of the player with permanent control of the card. ● A withdraw effect targets the cards that are to be withdrawn. ● Unless otherwise specified, targets must be in the Field of Battle. ● All withdraw effects are instant. If that were true then you could do this combo a lot easier with Goliath.Except Goliath says withdraw all heroes in battle, which refers to current battle, as opposed to a generic withdraw all heroes which does not.Missed that since it was after the (except giant slayers), that's true Goliath wouldn't work. However I did just think of another problem with the combo. If you convert an EC to a Hero it looses all abilities that target Heroes so after conversion conquerors doesn't even have the relevant ability anymore.
Here's a classic with a nice upgrade...Spoiler (hover to show)
Quote from: Gabe on September 08, 2018, 04:12:09 PMHere's a classic with a nice upgrade...Spoiler (hover to show)I like that you get to pick between soul gen or captured character synergy.
Quote from: Kevinthedude on September 08, 2018, 04:24:15 PMQuote from: Gabe on September 08, 2018, 04:12:09 PMHere's a classic with a nice upgrade...Spoiler (hover to show)I like that you get to pick between soul gen or captured character synergy.I like getting a new toy.