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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  
Old September 10th, 2006, 09:15 PM
Startoker Startoker is offline
 
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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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  #2  
Old September 10th, 2006, 09:25 PM
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The short answer...yes.
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  #3  
Old September 10th, 2006, 09:40 PM
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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  
Old September 10th, 2006, 09:44 PM
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allskulls allskulls is offline
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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  
Old September 10th, 2006, 09:46 PM
Rodriquez Rodriquez is offline
 
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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

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  #6  
Old September 10th, 2006, 10:04 PM
Avenger Avenger is offline
 
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Ya, glyphs are too powerful. The only ones I use are:
Mitonsoull
Erland
Kelda
Revive
Wind
Lodin
Dagmar
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  #7  
Old September 10th, 2006, 10:11 PM
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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.
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  #8  
Old September 11th, 2006, 01:02 AM
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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!

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  #9  
Old September 11th, 2006, 01:34 AM
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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.

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  #10  
Old September 11th, 2006, 01:40 AM
Karkadinn Karkadinn is offline
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I vote against the lava walk glyph idea. The Obsidian Guards don't need to be COMPLETELY neutered.

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  #11  
Old September 11th, 2006, 02:02 AM
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Hex_Enduction_Hour Hex_Enduction_Hour is offline
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Quote:
Originally Posted by Nwojedi
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.
Sounds fun, NWO! A bit tedious to keep track of?
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  #12  
Old September 11th, 2006, 09:33 AM
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happyjosiah happyjosiah is offline
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Quote:
Originally Posted by Karkadinn
I vote against the lava walk glyph idea. The Obsidian Guards don't need to be COMPLETELY neutered.

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!
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