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Author Topic: What would you change (about the game)?  (Read 922 times)
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Air Power
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« on: November 17, 2011, 10:19:48 PM »
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I'm interested to see what folks would change if they could.  Could be anything, from pet peeves on specific cards to major mechanic or design philosophy shifts:

To start us off, I'd make Sting and Glamdring (all versions) artifacts instead of possessions
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NappyKorn
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« Reply #1 on: November 18, 2011, 05:59:05 AM »
+1

I'd make the game designers pay cash for trading in cards that they have pretty much made useless (Frenzy of Arrows) or were just horrible made from the start (The Weight of a Legacy). Send them your copies and they pay you $50.00 a copy for wasting your time and money. Not to mention getting your hopes up for a nice card and what do you know The Weight of a Legacy x500.

Just a random crazy thought, just got home from a 12 hour 3rd shift Thumbs Up.

NK
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Gil-Estel
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« Reply #2 on: November 18, 2011, 11:24:27 PM »
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I would called in a meeting with the Magic team and discuss how the game could have stayed alive, keeping all the great players there once were and attracting new ones to the game as well
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Olorin
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« Reply #3 on: November 19, 2011, 08:12:36 AM »
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Hiya,

Glamdring and Sting as artifacts - Agree!

According to NK's comment - I understand what you mean Wink

and GE: nice idea, why not. I wouldn't expect too much though...
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LOTRFreak15
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« Reply #4 on: November 19, 2011, 08:30:16 PM »
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Maybe Flaming Brand being limit1 per bearer and only for Gondor men. So it may be allowed. Not as strong but hey......
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Invincible
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« Reply #5 on: November 25, 2011, 12:44:54 PM »
+2

The elven culture, they can do everything:
Archer
damage +1
strenght +
Strenght -
remove burdens
discard conditions
discard minions
discard possessions
reconcile in different phases
discard cards from hand
reveal cards
draw cards
choke the twilight
heal
cycle
recycle
wound minions
remove tokens
remove threats
they have companions with twilight cost reduction
gain vitality
reduce minions archery
prevent wounds after the first
prevent damage bonuses
increase resistance
remove the game text
play the next site
liberate sites
cancel skirmishes
etc.

Basicaly, not one culture (even Gandalf) can do as much as them, it's like there is no point of playing something else except for fun. Even though they were the favored one among the gods, it doesn't mean they should do everything in a game.
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ket_the_jet
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WWW
« Reply #6 on: November 25, 2011, 01:37:01 PM »
+2

The game would've ended after set seven. Either that, or sets 8-10 would've been much more balanced relative to the rest of Movie Block.
-wtk
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FM
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« Reply #7 on: December 13, 2011, 06:49:33 AM »
+1

The lack of something resembling a sideboard.
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leokula
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« Reply #8 on: December 13, 2011, 09:43:39 AM »
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I would called in a meeting with the Magic team and discuss how the game could have stayed alive, keeping all the great players there once were and attracting new ones to the game as well

That one is easy, Heije... the world of Magic is a fantasy world, anything can happen there, any crazy new people or setting can exist and so you can just keep releasing new stuff as long as your creativity go. Decipher was limited by the movie and its constraints, it could never have gone too far, same with Star Wars and Star Trek, to name two. Still I love LOTR so much more than Magic, it's not even funny.

I don't think I'd change a thing in LOTR, except for very very minor changes in some cards text, but I like it as it is.
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Ringbearer
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« Reply #9 on: December 13, 2011, 10:17:15 AM »
+2

I'd never would have brought out sets 11 and furtehr as it is.
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Mythdracon
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« Reply #10 on: January 09, 2012, 04:42:46 PM »
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Have more cards that do multiple functions. Often the most potent cards like Servant of the Secret Fire only do one thing, and with a game that expanded with so many conditions, artifacts, cultures, minions SHEESH you need more cards that do multiple things, i.e. remove burdens AND archery defense AND defensive tokens. There are a few cards that do multiple things, but not enough, imo.

Also, I'd remove the silly Hunter rule, and buff the Fellowship possibilities from the very last set (Age's End).
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menace64
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« Reply #11 on: January 10, 2012, 08:36:30 PM »
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I went over the deep end a long time ago and actually did this just to prove it could have been done, but Decipher should never have reinvented the Shadow cultures after Mount Doom. It really wasn't necessary, and I think that was one of the big reasons why so many people jumped ship around that time.

Also, they should have hired me to be the awesome person that I am. And it wouldn't have hurt to, you know, playtest the dang sets before releasing them.
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« Reply #12 on: January 13, 2012, 02:36:28 PM »
+1

I think the game just got too extreme, and in the process it became hard for a deck to tech against a weakness without going all in. I felt the game lost some of its finesse and careful buildups in favor of nuke-style play.
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Mythdracon
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« Reply #13 on: January 23, 2012, 05:12:54 PM »
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What do you mean by "too extreme"? Do you mean Decipher added some truly unbalanced cards (which they did)?
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Knight-Who-Says-Nee
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« Reply #14 on: March 08, 2012, 09:44:06 AM »
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I would have liked to see more shadow side followers.
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INXJ

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