by abredon
MegiDolaDyne wrote:
Some good points, let me respond to them:
Indira casting 9 spells in one turn requires a lot of setup and a very specific group composition. Realistically, a fully set-up Indira will be firing off four spells every other turn. Most mages in the game can match that by casting two spells every turn, and they get to buy charges to fuel an ability, while the ability that Indira gets is the one that she's forced to use to cast those spells in the first place. This means that she'll functionally play as a mage without an ability much of the time.
Nym's ability finally exists once Tier 3 starts, and it can be okay once you're there, but playing for a mill victory means spending way too much time in Tier 3 for my liking. Every nemesis has some kind of boss minion that kills you quickly if it shows up, and Nym does nothing to help deal with that; his ability being just as likely to bring you closer to the boss minion as it is to mill it. The point about his economy is a bit more interesting, but there aren't that many 7's he even wants; there's no 7 cost gems, only three 7 cost relics and only one of which is good for him turn 2, and then some spells that will clog his breaches. Plus he has to deal with a 3 spell hand turn 3 with only 1 open breach after making this play, delaying that early advantage he just got. Other big money characters like Sparrow, Malastar and Reeve can buy a 7-drop on turn 3 instead with a lot less of a headache.
Magda's problem is that if the market doesn't provide a focusing aid for her she's just so slow. She has to focus all those breaches manually in order to get anywhere, losing that solid economy she would have on paper, and all for some mediocre early chip damage and a lategame ability that's just going to take far too long to kick in if it ever does. She's good if you have the right cards, but other mages don't live and die by market constraints nearly to the same extent.
The best fixes I've seen for Quilius are to remove the starting Sparks and make her ability deal 2 damage as a baseline, plus 2 for every trophy. Still a bit situational, but at least not nearly as painful to use.
Indira casting 9 spells in one turn requires a lot of setup and a very specific group composition. Realistically, a fully set-up Indira will be firing off four spells every other turn. Most mages in the game can match that by casting two spells every turn, and they get to buy charges to fuel an ability, while the ability that Indira gets is the one that she's forced to use to cast those spells in the first place. This means that she'll functionally play as a mage without an ability much of the time.
Nym's ability finally exists once Tier 3 starts, and it can be okay once you're there, but playing for a mill victory means spending way too much time in Tier 3 for my liking. Every nemesis has some kind of boss minion that kills you quickly if it shows up, and Nym does nothing to help deal with that; his ability being just as likely to bring you closer to the boss minion as it is to mill it. The point about his economy is a bit more interesting, but there aren't that many 7's he even wants; there's no 7 cost gems, only three 7 cost relics and only one of which is good for him turn 2, and then some spells that will clog his breaches. Plus he has to deal with a 3 spell hand turn 3 with only 1 open breach after making this play, delaying that early advantage he just got. Other big money characters like Sparrow, Malastar and Reeve can buy a 7-drop on turn 3 instead with a lot less of a headache.
Magda's problem is that if the market doesn't provide a focusing aid for her she's just so slow. She has to focus all those breaches manually in order to get anywhere, losing that solid economy she would have on paper, and all for some mediocre early chip damage and a lategame ability that's just going to take far too long to kick in if it ever does. She's good if you have the right cards, but other mages don't live and die by market constraints nearly to the same extent.
The best fixes I've seen for Quilius are to remove the starting Sparks and make her ability deal 2 damage as a baseline, plus 2 for every trophy. Still a bit situational, but at least not nearly as painful to use.
Indira normally does 5 spells with +1 damage then 1 or 2 in her full cycle. Thats about equal to a full damage mage with 7 or 8 spells per cycle. (And none of Indira's spells will be sparks)
Nym should buy a high cost spell on turn 2 - if you think Consuming void or Disintegrating Scythe will clog your breaches, you are sadly mistaken. Other than the 2-breach spells, almost all 6 or 7 cost spells are well worth buying on turn 2. (The same with the 2 7 cost relics)
Yan Magda - buy early economy and focus breaches selectively to kill early minions. Remember the damage you get from focusing is 1 turn faster than prepping/casting a spark (which is what most mages have to do). If you buy a couple decent 4 cost gems on the first 2 turns, she has more than enough economy to open her breaches quickly, then charge and fire off her ability. Almost any combination of 2 gems totalling 8 provides decent economy.