• Aggressive
  • Alienated
  • Amazed
  • Amazed2
  • Amused2
  • Angelic
  • Angry2
  • Apelike
  • Artistic
  • Balanced
  • Bashful
  • Blah
  • Bookworm
  • Bored
  • Breezy
  • Brooding
  • Busy
  • Chatty
  • Cheeky
  • Cheerful
  • Cloud 9
  • Cold
  • Confused
  • Cool2
  • Creative
  • Curious
  • Cynical
  • Daring
  • Devilish
  • Disagree
  • Doh
  • Doubtful
  • Drama Queen
  • Dreaming
  • Elated
  • Energetic
  • Fiendish
  • Fine
  • Gloomy
  • Goofy
  • Grumpy2
  • Happy2
  • Hot
  • In Pain
  • Innocent2
  • Insomnious
  • Inspired
  • Lonely
  • Lucky
  • Lurking
  • Mellow
  • Mischievious
  • Monday Blues
  • Musical
  • Nerdy
  • No Mood
  • Not Amused
  • Notworthy
  • Paranoid
  • Pensive
  • Predatory
  • Procrastinating
  • Psychedelic
  • Relaxed
  • Sad2
  • Scared
  • Scurvy
  • Shocked
  • Sick
  • Sleeping
  • Sleepy
  • Sluggish
  • Sneaky2
  • Snobbish
  • Spooky
  • Sporty
  • Starving
  • Stressed
  • Sunshine
  • Sweet Tooth
  • Thinking
  • Torn
  • Twisted
  • Vegged Out
  • Volatile
  • Woot
  • Worried
  • Yee Haw
  • Amused
  • Angry
  • Annoyed
  • Arrg!
  • Awesome
  • Bemused
  • Cool
  • Crazy
  • Crying
  • Depressed
  • Down
  • Embarrased
  • Enraged
  • Friendly
  • Geeky
  • Grumpy
  • Happy
  • Hungry
  • Innocent
  • Meh!
  • Poorly
  • Sad
  • Secret
  • Shy
  • Sneaky
  • Tired
  • At Work
  • Eating
  • Editing
  • Lagging
  • Netflix
  • No Status
  • PC Gaming
  • PS Gaming
  • Raging
  • Sleeping2
  • Steam Gaming
  • Trolling
  • XBox Gaming
  • Youtuber
  • Zombies
  • Results 1 to 6 of 6
    1. #1
      Dylan Windwalker's Avatar
        Dylan Windwalker is online now Legendary Wizard

      • Dylan Windwalker's Wizard Stats
        •  Wizard's Name:
        •  Dylan Windwalker, Valerian JadeBlade, Scot WaterWielder, Seth DreamDreamer, Lucas LightBright
        •  Wizard's Level:
        •  130
        •  World:
        •  Empyrea
        •  Wizard's School:
        •  Balance
        •  Pet's Name:
        •  Lord Lillie
        •  Pet's Type:
        •  Enchanted Armament
      Status: Upsidedown and Backwards
       
      Mood:
      Goofy
       
      Join Date
      Feb 2014
      Posts
      4,733
      PvP Tournaments Won
      0
      Thanks (Given)
      5112
      Thanks (Received)
      4874
      Gold
      15,971.00

      Should Myth wizards be able to control their minions?

      Should high level Myth wizards be able to control what spells their minions cast during their turn? Or would this be too over powered?

      Say this Myth spell requires a Shadow Pip to cast and when you're choosing the minion's spells, you'll only have 10 seconds to pick their spells before the turn ends or you move on to the next minion (since myth wizards can have multiple minions at play). The effect of this mind-controlling spell will only last 3 turns until it is worn off until the player could cast the spell (or perhaps fewer turns, since players might be able to get another shadow pip by the third turn and I don't imagine spamming this spell would have good consequences in the PvP context). The player could only control the minions they've created themselves and the player could only use spells that the minion can possibly do (so the player cannot use Treasure Cards during the minion's turn). This spell will be a utility spell that only Myth wizards can use. Whether or not it will work on Monstrology Summons is up to debate

      I think this would be a great addition to higher level myth wizards!

      Signature created by Expelliarmus in Blue Nouveau Designs, thanks!
      Dylan Windwalker: Feel Free to stop by and ask me for any help by Visitor Messages/Private Messages! (I'll try to help whenever I'm possible)

    2. #2
      Pegasus Unbound's Avatar
        Pegasus Unbound is offline Grandmaster Wizard

      • Pegasus Unbound's Wizard Stats
        •  Wizard's Name:
        •  Nathaniel
        •  Wizard's Level:
        •  130
        •  World:
        •  Empyrea
        •  Wizard's School:
        •  Balance
        •  Pet's Type:
        •  Dragons and MORE Dragons.
      Status: Looking 4 my village
       
      Mood:
      Balanced
       
      Join Date
      Oct 2010
      Posts
      3,128
      PvP Tournaments Won
      0
      Thanks (Given)
      9745
      Thanks (Received)
      5425
      Gold
      1,559.80

      Cool Re: Should Myth wizards be able to control their minions?

      Quote Originally Posted by Dylan Windwalker View Post
      Should high level Myth wizards be able to control what spells their minions cast during their turn? Or would this be too over powered?

      Say this Myth spell requires a Shadow Pip to cast and when you're choosing the minion's spells, you'll only have 10 seconds to pick their spells before the turn ends or you move on to the next minion (since myth wizards can have multiple minions at play). The effect of this mind-controlling spell will only last 3 turns until it is worn off until the player could cast the spell (or perhaps fewer turns, since players might be able to get another shadow pip by the third turn and I don't imagine spamming this spell would have good consequences in the PvP context). The player could only control the minions they've created themselves and the player could only use spells that the minion can possibly do (so the player cannot use Treasure Cards during the minion's turn). This spell will be a utility spell that only Myth wizards can use. Whether or not it will work on Monstrology Summons is up to debate

      I think this would be a great addition to higher level myth wizards!
      I have always thought that since Myth was super inundated with minions in the early levels, causing them many restrictions and disadvantages, they needed some control of them.

      Your idea seems like a good and fair adjustment provided that at lower levels they give you the ability to control/cast 1 spell, and as they Wizards reaches higher levels have more control progressively.


    3. #3
      Willowdreamer's Avatar
        Willowdreamer is offline W101C Team Leader

      • Willowdreamer's Wizard Stats
        •  Wizard's Name:
        •  Victoria Willowdreamer
        •  Wizard's Level:
        •  1
        •  World:
        •  Wizard City
        •  Wizard's School:
        •  Life
        •  Pet's Name:
        •  Baby Simon
        •  Pet's Type:
        •  Life Wartle
      Status: Small everyday deeds...
       
      Mood:
      Scurvy
       
      Join Date
      Apr 2009
      Posts
      18,697
      PvP Tournaments Won
      0
      Thanks (Given)
      21673
      Thanks (Received)
      28812
      Gold
      10,668.00

      Re: Should Myth wizards be able to control their minions?

      Quote Originally Posted by Pegasus Unbound View Post
      I have always thought that since Myth was super inundated with minions in the early levels, causing them many restrictions and disadvantages, they needed some control of them.

      Your idea seems like a good and fair adjustment provided that at lower levels they give you the ability to control/cast 1 spell, and as they Wizards reaches higher levels have more control progressively.
      Super-inundated? Restrictions and disadvantages? The power to summon and work with minions is something most Wizard players don't understand. That's why Myth is misunderstood and avoided by most players.

      To me, based on discussions here over the years, it seems that most players maybe only use their school minion a couple of times - if at all - and when the minion "messes up" then it's banished from the deck as useless. If a player is teaming up to do dungeons, or questing with friends, they never need those useless minions anyway. It's normally solo players who even think about blending their minion's skills into their own strategy. Unfortunately, Kingsisle's original designers never planned for minions to evolve and get stronger as the wizard gets stronger. The original designs were throw-aways, with no long-range potential.

      Monstrology has made quite a difference for a lot of us minion-users when soloing, but there are still many players out there who don't understand and won't bother with it. The basic buff-for-one-hit-kill-all strategies have become ingrained over the years, and messing about wasting pips to summon a creature doesn't figure into it.

      That being said -- I don't think Myth wizards should be able to choose spells for their minions. At the very most, maybe players could have a button to cancel the spell chosen by the AI and make the minion pass. Trying to control a minion's deck would be too much.

      Watchtower Hall crafted 7/21/10 -- Guides: Crafting Stations, here -- Crafted Grizzleheim Housing Items here -- Mirkholm Keep Ore/Diamonds here -- Cave of Solitude Black Lotus here

    4. #4
      WarWeaver's Avatar
        WarWeaver is offline Magus Wizard

      • WarWeaver's Wizard Stats
        •  Wizard's Name:
        •  Brian SunWeaver
        •  Wizard's Level:
        •  130
        •  World:
        •  Empyrea
        •  Wizard's School:
        •  Fire
        •  Pet's Name:
        •  Lord Smokey
        •  Pet's Type:
        •  Incendiary Grimoire
      Status: (>._.)>
       
      Mood:
      Grumpy2
       
      Join Date
      Aug 2014
      Posts
      1,136
      PvP Tournaments Won
      0
      Thanks (Given)
      1334
      Thanks (Received)
      1072
      Gold
      977.00

      Re: Should Myth wizards be able to control their minions?

      I think Myth wizards of all levels should be able to control their minions via game mechanics instead of a spell, and with a restriction of not being able to pick the same spell twice in a row. They specialize in minions but every school has minions so this would really set them apart. It won't make them any better at the higher levels but at least they'll still have their time in the sun at the lower to mid levels.


    5. #5
      lynchjw's Avatar
        lynchjw is offline Journeyman Wizard

      • lynchjw's Wizard Stats
        •  Wizard's Name:
        •  Jared MistRunner
        •  Wizard's Level:
        •  127
        •  World:
        •  Empyrea
        •  Wizard's School:
        •  Fire
        •  Pet's Name:
        •  Duke Jasmine
        •  Pet's Type:
        •  Efreet
      Status: Working on Max Stat Pet
       
      Mood:
      Nerdy
       
      Join Date
      Oct 2012
      Posts
      557
      PvP Tournaments Won
      0
      Thanks (Given)
      304
      Thanks (Received)
      551
      Gold
      3,358.00

      Re: Should Myth wizards be able to control their minions?

      I have always thought that wizards of all schools should be able to control their minions through the game mechanics; not be saddled with random help from the minion which can be as much trouble to work around as it might be helpful. If any type of change was implemented, I would not be in favor of limiting it to Myth.

    6. #6
      Kingurz's Avatar
        Kingurz is offline Adept Wizard

      • Kingurz's Wizard Stats
        •  Wizard's Name:
        •  Matthew Deathshade
        •  Wizard's Level:
        •  90
        •  World:
        •  Azteca
        •  Wizard's School:
        •  Death
        •  Pet's Name:
        •  Pepper
        •  Pet's Type:
        •  Fierce Hound
      ----
       
      Mood:
      PC Gaming
       
      Join Date
      Sep 2011
      Posts
      950
      PvP Tournaments Won
      0
      Thanks (Given)
      534
      Thanks (Received)
      1430
      Gold
      5,695.26

      Re: Should Myth wizards be able to control their minions?

      I remember correctly, this was brought up in a KI Live and the developers agreed. It was just a problem of making it happen from a tech point of view. Then Ratbeard spoke of doing something else to empower Myth minions in the mean time, Prof Falmea said she had doubts that whatever Ratbeard was referring to would make it any time soon.

      Seems Prof Falmea was right.

    Tags for this Thread

    Bookmarks

    Posting Permissions

    • You may not post new threads
    • You may not post replies
    • You may not post attachments
    • You may not edit your posts
    •