MArcomage

Free multiplayer on-line fantasy card game

Please log in

NG_Beholder on 11:19, 11. Jan, 2011
Maybe get rid of "Tower < 45" condition or make it like "Tower < 45% of max tower"? I mean, Lookout towers is still viable in normal mode but in long mode it's just a dead weight despite of Far sight. You can't use it until your tower will be somehow damaged - and in long mode it usually means that your wall was destroyed so you can't get benefit from Lookout towers anyways.
Mojko on 11:53, 11. Jan, 2011
Well, that's the idea - a counter card to direct tower damage.
NG_Beholder on 11:58, 11. Jan, 2011
Yes, and it's a good counter, but noone plays direct tower damage decks in long mode - these decks are as bad in long mode as they are effective in normal mode. I.e., with 45 starting tower and no direct tower damage Lookout towers are near to useless. I can't remember when I got 12 tower after it in long mode last time.
Mojko on 12:16, 11. Jan, 2011
Well, than perhaps you should replace this card in your deck with a card more suited for a long mode game?
NG_Beholder on 12:43, 11. Jan, 2011
Come on. With my suggestion and current long mode settings Lookout towers would be able to give you 12 tower twice. What's wrong with it? In normal mode you can play Reinforced gate, Lookout towers, Reinforced gate, Lookout towers and get 24 tower and 24 wall. It's 24% of tower and 16% of wall in normal mode. In long mode it could be 16% and 10.6 but you can't play this combo because you already have 45 tower from start. Yes, maybe removing this condition will make it OP, but what's wrong with rescaling?
Mojko on 13:01, 11. Jan, 2011
I don't know... So should we rescale the direct tower damage cards as well? Long mode is different, so cards have different usability. I really don't think lookout towers needs boost for the long mode.
NG_Beholder on 13:05, 11. Jan, 2011
Mojko wrote:
I don't know... So should we rescale the direct tower damage cards as well? Long mode is different, so cards have different usability. I really don't think lookout towers needs boost for the long mode.

Maybe. I still think that direct tower damage decks are too strong and not fun for opponent - but it's a tactic and it has a right to exist.
Vauceene on 15:58, 11. Jan, 2011
Combine it with Road to Valhalla and it might work good even in long mode.
NG_Beholder on 17:20, 11. Jan, 2011
To get pure +2 tower? Thanks, it can give +6 without that.
Vauceene on 17:38, 11. Jan, 2011
If only taking actual tower growth in account, yes, that is true.
Wall+tower gain for that sequence is +22 for 8 bricks, during the right circumstance.
sol on 17:42, 11. Jan, 2011
+2 tower plus +20 wall. It's a good combination
NG_Beholder on 18:04, 11. Jan, 2011
So? It's not changing the fact that Lookout towers' role in this combination is to neutralize Road to Valhalla negative effect.
Lord Ornlu on 18:41, 11. Jan, 2011
So? You get 20 wall for 8 bricks + 2 tower + Far Sight effect using 2 commons. Want anything more?
NG_Beholder on 19:40, 11. Jan, 2011
Yeah, actually. I want a chance to use Lookout towers without this shamanic lowering your own tower. You are suggesting to amputate a leg arguing that doctors will bring it back and it wiil be better than before.
Noak on 19:53, 11. Jan, 2011
well its purpose is clearly to prevent your tower from being destroyed rather than achieving a tower victory, if you want something different just use another card?
NG_Beholder on 20:19, 11. Jan, 2011
Noak, please, just read what I wrote above.
Again (tl;dr): I don't want to remove this condition, I just suggest to rescale it because I can't get why this card should be useless by itself in long mode.
Lord Ornlu on 20:54, 11. Jan, 2011
Again, it's a defensive card. If you have decks designed for both modes, then I'd suggest using other +tower cards (e.g. Northern Fortress)
NG_Beholder on 20:59, 11. Jan, 2011
How rescaling for long mode can make this card offensive?
dimitris on 21:00, 11. Jan, 2011
The same way that rescaling Avenging Angel and Sabotage ruined them...
Lord Ornlu on 23:41, 11. Jan, 2011
NG_Beholder wrote:
How rescaling for long mode can make this card offensive?


It's not that it will make it offensive, but it will make it overpowered in Normal Mode.

My point is, it's a common defensive card and it already gives quite a bonus when combined with other cards.

If you are not satisfied with it, use other defensive cards.

For example, Chateaux is also not very useful in Long Mode, but it's very useful in Normal Mode