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Wizard

Started by garcia1000, November 02, 2008, 05:04:22 PM

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garcia1000

http://www.pontifex2.com/images/Wizard.JPG" border="0">

This guy seems really powerful to me. You are basically paying 350 gold to add 2/3 range to your entire army.

How about the jump taking an action?

Nazoric

Looks like multiple people are worried about the Wizard http://www.pontifex2.com/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'>

I will keep an eye on him.

Just as a note, not all units get a 3 range move.  Ranged units only get 2 range from it.  

That being said, the wizard is a fairly expensive unit for a unit with almost no killing power.

I don't think that making the move cost an action is the best solution though.  This would make it almost worthless to many units.





garcia1000

The thing is, this game is basically a range game because defense is easier than offense. You can see it's balanced around range as the archer, a 3/3/0 unit with 4 range, costs 150, whereas the bowman, a 3/3/1 unit with 3 range and overwatch, costs 50.

The wizard adds 2 range to a unit, which is huge. For example, it gives geomancer the range advantage over warlock/witch. That's why it is really powerful.

mongolian

The wizard is sooo misleading coming from a perspective of someone who hasn't been beaten by it.  Then, tried your best to make a deck knowing someone is going to use a wizard deck and still can't beat it.  It's much easier to comment on something that hasnt been playtested:
QUOTE
the wizard is a fairly expensive unit for a unit with almost no killing power.


QUOTE
I don't think that making the move cost an action is the best solution though.  This would make it almost worthless to many units.


I think Garcia is really dead on by saying a unit needs to have 1 action point to "jump".  Remember, jump moves over pieces.  That makes an archer have a range of "5". I've said it before, but I wouldnt mind the "jump" action being free if it only jumped for 2 spaces..but armies impossable to attack/defend.

NozeM

This guy is a nice but expensive add-on to your army.
It can make units fly. Grand range (2 range) for units like Warlock and Grang melee (3 range) for common units like Pikeman, Footman etc.

This fly action can only once in a turn, so its very slow to setup.

The real power can be manage by 2 Wizards, let them both fly and trade places within 4. Now you can get to the enemy's castle very quickly.

Fact is you pay 350 for extra ability to youre unit(s), 1 by 1. You can easly lost this guy cause he cant kill mostly units at once.

garcia1000

How much would you pay for an archer/fire archer whose attack was 6 squares? Geomancer at 6 squares? Witch at 7 squares? Changeling/warlock at 8 squares?

I would pay a lot for that. Probably more than a dragon.

mongolian

The problem with people responding thinking wizard is only "ok" haven't been seen the deck work by players who know how to use it.  If you play a wizard deck perfectly, it's extremely difficult to be beat.

WIZARD DECK CORE:
- 1 Wizard
- 1 archer (try to kill this unit with a movement of 5)
- 1 ranger (try to kill this unit with a movement of 6)
- 1 barracks
- 1-2 pikeman
- 1-2 tactician

OPTIONAL:
- 1 alcoylte
- 1-2 pikeman
- 1 tactician
- 1 armory

DECK BUILDING 101:
In order to make a competitive deck, one of the main goals is to make a deck flexible to be able to handle most decks.   I'm not saying it has to beat most decks, but that it should be able to have a chance.  

The wizard deck is just one of those decks out there that does it all with JUMP 3 for free.  When you try to come up with solutions how to beat the wizard deck it's very limiting.

mongolian

The main complaint comes from the Wizard unit, but it's more about jump then anything else.  I really get annoyed that the Wizard's jump ability doesn't take any actions to use.  It's the most crooked thing possible running out there.  Get to move anywhere for 3..then pieces like an archer get shoot anywhere for 4?  We are talking about 7 squares of range with no the only way possible to stop it is by rush attacking.

JUMP NEEDS TO TAKE AN ACTION OF A UNIT'S ACTIONS TO JUMP.

The only other reasonable thing I can see is making the wizard piece let it Jump 2 squares for free...these are the two only solutions that seem sane to me.

Facts again.
1. Unit moves 3 squares for free.
2. Unit can over/move THROUGH TARGETS..ugghh
3. Unit that is wizard'ed get his normal slew of attacks with an added 3 movement.

Nazoric

I think I will take back my earlier statement.

Making it cost 1 action might be a worthwhile change.

Right now units that have less actions benefit far more from the fly then units who have multiple actions.

I have done a good bit of testing with the wiz now and I think that this is a solution that correctly adresses the problem.

I will talk to my co-workers about it. http://www.pontifex2.com/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'>

garcia1000

http://www.pontifex2.com/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'>

Don't worry Nozem just replace warlock with archer + fire archer http://www.pontifex2.com/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'>

mongolian

Awesome.. so nice to see an amazing game run by great minds.

mongolian

BTW..this piece is still a troubled unit.  

Can someone up there please change that "JUMP" function.  Make it cost 1 action to jump please or have it jump 2 for free.

mongolian

If you want the biggest cheese deck, just
- 1 wizard
- 2-5 fanatic

..no demo deck can't beat it, thats for sure.

mongolian

STILL WAITING.... WIZARD's ABILITY OF JUMP MUST COST 1 ACTION TO JUMP!!!!

uninuclear

Wizards aren't that bad. Get a couple of druids to stun/reset flying things.