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HeroScape General Discussion General discussions of packaging, terrain, components, etc. If it doesn't fit in any other official category, put it here. |
View Poll Results: Is the glyph of Ivor too powerful? | |||
Yes | 12 | 54.55% | |
No | 10 | 45.45% | |
Voters: 22. You may not vote on this poll |
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#1
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Glyph of Ivor
Recently I totally decimated my friends after landing the glyph of Ivor. They argued that this glyph is too powerful and that I was able to "pick off" the competition before anyone could get into range to kill me or take the glyph away. However, I landed the glyph by taking it away from someone else. The general consensus was that we should play without this glyph. So I was wondering what everybody else thinks.
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#3
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I don't find it too powerful. You just have to use good tactics when playing againist it.
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#4
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Balancing the playing field is always important when using/placing glyphs. When using the symbol side up, randomness can easily shift the balance. Power side up and proper placement can prove to balance out the glyphs' powers.
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#5
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Ivor is powerful to an extent..and it can be devastating when combined with a ranged army...
but is it powerful? overall? somewhat...if ye using agents..than aye..or archers...but they have their opposites so it all depends. do I use it much? no every game where it's come into play randomly it has been a killer.. should it have an opposing glyph? aye it should say a glyph that negates all normal ranged attacks against melee units... would I use that one? likely not.. than again I dont play glyphs to much as they tend to overpower the game in all forms.. cheers Rod good trades:Caravaggio, Gabbi, Drfeelgood,aljovin,vydar,rrhino,boom, Pallindromemaster, spidysox, Eckels, wytefang, Rym, Armegeddon, Fatboy Chubby, Forgehammer, Grison |
#6
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Ya, glyphs are too powerful. The only ones I use are:
Mitonsoull Erland Kelda Revive Wind Lodin Dagmar |
#7
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i think most of the glyphs are too powerful. So that's why we use glyph pads. When someone steps ona glyph pad. All the pads change to whatever is rolled.
roll a D20 as soon as you step on a pad and see what you get 1-11 curse. massive curse only effects players that are on glyph pads 2-12 Wind 3-13 Defense +1 4-14 Move +2 5-15 init +8 6-16 Range +4 7-17 Defense +2 8-18 Attack +1 9-19 D20 +1 20-10 Summon this works good, and makes it so someone can't hold a power too long. If someone is on something that helps them to much, just jump on a different pad and change it. Glyph stays that way till someone resteps on a pad. Always the curse chance as well, which makes some risk to steping on a pad. Fun to put them on lava fields as well. make people step off. |
#8
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Hey, as soon as hasbro comes out with the "no normal ranged attack" glyph, we will be set. Give us that one and a lava walk one and a landmine one. These three concepts have been pitched and playtested so many times by all of us here, I simply cannot understand why hasbro won't make them. It's not like they create goofy interactions. MORE GLYPHS DANG IT!
Looking for a way to get casual players involved in Heroscape? Do your opponents lack the interest or knowledge to build/draft their own armies? If so, check out Project 500! |
#9
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Glyph of Ivor is too powerful imo.
If ivor would be range +2 and valda would be move +4 for melee only, than ivor would be more balanced. But this way... I tried glyph of ivor in some games, but wonīt play it anymore. much to overpowered. Bye, Chicano. |
#10
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I vote against the lava walk glyph idea. The Obsidian Guards don't need to be COMPLETELY neutered.
Professional fiction Fanfiction To Ne-Gok-Sa Like dating women Statistics doom your players Till they get lucky |
#11
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Quote:
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#12
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Quote:
Seriously though it works pretty well on a lava map. If the guy you have standing on the glyph gets killed, all the ones in the lava are in deep trouble. It's not without risk. We've had a lot of fun with it. Looking for a way to get casual players involved in Heroscape? Do your opponents lack the interest or knowledge to build/draft their own armies? If so, check out Project 500! |