by locusshifter
curtc wrote:
locusshifter wrote:
I think the initial thoughts were that given the 90 minute time limit a player could turtle using healing and gain a win. Like you now the concern of players is that there will be a certain meta created by the time limit.
The system could (and would) be gamed whether it's most health or most damage. Each of which benefits different classes/builds. But most health (I prefer highest health as percent of life) is actually closest to the actual victory condition in the game. Using anything other than that creates almost orthogonal strategies if assuming the game will end by time, which a player can virtually force unless using (and enforcing somehow) turn timers. To each his own, but I would never play with most health or most damage.
I don't think they've got the right solution yet, but most health in a timed enviornment heavily favors the Priestess. Most damage at least favors multiple mages.
Except being able to add mana, in addition to damage, to the final end-game spell means multiple paths to victory for winning a shorter game variation, I beleive.
I also disagree with this. Mages pumping mana into some auto-win condition isn't the right solution either, and seems anti-thematic to me.