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Post by omnath on Mar 26, 2017 6:12:29 GMT -6
I have been playing with all 3 Arena of the Planeswalkers sets as well with Heroscape terrain I bought on eBay. After playing many times, those I play with and I noticed that no matter how many players are playing, no matter what army cards are used, whether we used the extra Heroscape terrain or not, and whether we play that you have to kill the planeswalkers to win or you have to kill everything else to win, the healing glyph always seems too powerful. The healing glyph is so hard to take from a hero or planeswalker since they heal one every turn, while locked in this combat, you could use up multiple armies or heroes just to kill the figure on the healing glyph. I was wondering if anyone else encountered this and what they did to fix it? I was thinking of playing with the healing glyph being a temporary glyph that fully heals you or half-way heals you but I am yet to playtest this.
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Post by mistercharlie on Mar 26, 2017 18:52:41 GMT -6
In Heroscape the Healing Glyph completely heals the figure that lands on it and then goes away. We play it that way sometimes in AotP, but it depends on the scenario that we come up with.
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Post by lefton4ya on Mar 28, 2017 13:27:41 GMT -6
The heroscape rule for Kelda: The Magic:AotP rule: Lets assume you have a 5 life figure with 4 wounds - the Heroscape way removes 4 wounds at once, the Magic:AotP way takes 4 turns to remove 4 wounds, but then indefinitely removes 1 additional wound a turn. If you can't kill a hero or Plansewalker in 4 turns, then you have issues. I always put all glyphs on the lowest level next to a space that has height advantage so you can attack a figure on it with height. If this is still too advantageous, you can do like Heroscape Potion of Healing: This allows healing only 3 wounds, but they can wait till they get wounds before using.
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Post by omnath on Mar 30, 2017 17:22:17 GMT -6
The heroscape rule for Kelda: The Magic:AotP rule: Lets assume you have a 5 life figure with 4 wounds - the Heroscape way removes 4 wounds at once, the Magic:AotP way takes 4 turns to remove 4 wounds, but then indefinitely removes 1 additional wound a turn. If you can't kill a hero or Plansewalker in 4 turns, then you have issues. I always put all glyphs on the lowest level next to a space that has height advantage so you can attack a figure on it with height. If this is still too advantageous, you can do like Heroscape Potion of Healing: This allows healing only 3 wounds, but they can wait till they get wounds before using. I'm talking about fighting a planeswalker (something with ~4 defense and lots of life) that is at full health on the glyph. Since you typically only deal 1-3 damage with a normal attack, then the healing glyph is very advantageous, I have tried the height thing you mentioned in the past and found it was still too powerful.
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Post by whiteweasel112 on Mar 31, 2017 15:19:08 GMT -6
I'm actually a little surprised by this because last time my group played we were actually discussing that the healing glyph was almost too slow because of how rarely it actually made a difference in our games. Yes healing a planeswalker (especially Gideon) and allowing them to stay in the fight makes a difference but usually any figure that is on it still ends up dead in a few turns.
In reading Lefton4ya's comment it says "At the start of this figure's controller's turn, remove one damage marker from this figure." This sounds like the figure would get 1 marker removed on every one of your turns no matter what, but we play it as you have to control that figure/squad for the turn for it to apply. If we've been playing it wrong that would explain it, but if we are I can tell you it might solve your problem, especially for figures with no range and nothing around them it really feels like a wasted turn.
I'll try to pay more attention to how much it really affects games from now on though.
For reference we play only on heroscape tiles and glyphs are always on the base ground level or in the water whenever able to make sure there is no advantage for them.
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nerddad
Neophyte
Posts: 19
Mana: Green, White
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Post by nerddad on Apr 7, 2017 13:56:06 GMT -6
The healing glyph has rarely been a factor in any of my games. I have only once seen it make a huge difference. Someone playing original Jace made a last stand on the glyph and won. Every other time anyone trying to keep it and heal has become a target and was quickly killed.
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Post by Unhinged Manchild on Nov 23, 2023 9:21:43 GMT -6
I've been attempting to analyze the value of the heal glyph. It's still kind of an enigma as to its value, but I'd say its value to a player/figure increases if: -The glyph holder already has some damage on them or it is your final/most important figure. A smart opponent will tend to ignore a low range, low , undamaged figure on the heal glyph while other threats are nearby. -The glyph holder has high range/ so it can threaten the opponent and force their hand in dealing with the holder. The holder being at least tied for highest range is necessary so you can remain on the glyph and attack while healing each turn. -It's hard for the opponent to multi-attack the glyph holder each turn. Two key things here: enemy squads have been reduced to 1 remaining member, and/or there are friendlies occupying adjacent spaces, to prevent multiple engagements to the glyph holder. The most common scenario where heal glyph seems most impactful IMO is in late game where it's pretty much only Planeswalkers remaining that are fighting. Planeswalkers generally meet the above conditions of having good range/ , being your most useful unit, and being your last unit alive.
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