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Howard needs a boost
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09-06-2007, 09:28 AM
Post: #41
RE: Howard needs a boost
What about type "dragobo hero"? Though then there's Jacko...

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09-06-2007, 09:33 AM (This post was last modified: 09-06-2007 09:34 AM by masamunemaniac.)
Post: #42
RE: Howard needs a boost
Huh, so it isn't codeable. I was thinking that the code to get the cost of a card from the graveyard could be used to get the name or ID or whatever other info, but no, it's for cost only. Sorry for leading y'all on >_>

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09-06-2007, 03:31 PM
Post: #43
RE: Howard needs a boost
Well if you can do cost and type, can you combine them into a dragobo hero with a max cost of 2 so that jacko doesn't get the ability as well?

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09-14-2007, 09:54 PM
Post: #44
RE: Howard needs a boost
personaly I'm aginst strict Dragobo synergy. just because Dragabo's the only one he ever used it on in the comic, doesn't mean he has a spell that only works on dragobos. plus, weenies with abilitys that only work with other weenies generaly aren't very good.

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09-14-2007, 10:00 PM
Post: #45
RE: Howard needs a boost
No one said it was a spell, just that he gives Dragonbo synergy. That's the same way Paladin General, Slime Champion, or Kelar Sentry don't give magic synergy.

Either way though, it's not codeable.

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12-20-2007, 08:14 PM
Post: #46
RE: Howard needs a boost
Necro!

An idea that I came up with for Howard would be to raise his cost be 2[Image: lmana.gif] and give him +15/+15. This would make him 17 attack better than Paladin Lifegiver for one extra mana and avoid all the confusion of trying to give him a completely new and flavorful ability.

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12-21-2007, 01:14 AM
Post: #47
RE: Howard needs a boost
17 attack and hero synergies for 1 mana, uniqueness and 1 speed still seems a bit much. how about +10/15, making him a 32/40 for 5with Speed_2 speed healing?

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12-21-2007, 01:22 AM
Post: #48
RE: Howard needs a boost
I was thinking maybe lower his speed to Speed_3 or possibly Speed_4 to define him as a little more of an attacker and a little less of a healer so that he's not too similar to all those other cheap light healers if that seemed like too much. Though I would go for +15/+10 so that his life and ability aren't exactly like Paladin Lifegiver's. And something else to consider is that Paladin Lifegiver has Paladin synergies which are about as good as the current Hero synergies.

(05-08-2011 08:27 PM)masamunemaniac Wrote:  I want to live in the gay dorms so that when I look left and right, instead of seeing the mysteriously absent cubicle walls, I see naked lesbians.
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12-21-2007, 01:52 AM
Post: #49
RE: Howard needs a boost
No one else sees a flavor problem with Howard being an "offensive" monster?

I know we're trying to distinguish him, but he's not exactly the prime example of a brute force monster.
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12-21-2007, 02:14 AM
Post: #50
RE: Howard needs a boost
Well in all fairness he did deal the finishing blow. Icon_razz
But maybe +5/+20 would be better?

(05-08-2011 08:27 PM)masamunemaniac Wrote:  I want to live in the gay dorms so that when I look left and right, instead of seeing the mysteriously absent cubicle walls, I see naked lesbians.
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12-25-2007, 08:49 PM (This post was last modified: 12-25-2007 09:36 PM by E-mouse.)
Post: #51
RE: Howard needs a boost
Yay for lateness.

I don't like the idea of him being made into a better-attack healer - the entire POINT here was to move one of the two out of the "3-mana healer" niche, not to distort their stats to encourage their use one way or the other. And yeah, I don't see Howard as much of a brawler either. EDIT: Oh, raise him above the other healing creatures? ... it's Howard. He's a cute thing. Cute things generally do not cost more than reasonably experienced regular heroes while also beating them down and laughing it off. Maybe swap stats and bump Ardam up to 5-mana healer, but there's already a version of him at that cost, isn't there?

I DO like the idea of giving him a psuedo-Life ability with a large price and/or restrictions. One-time 8[Image: lmana.gif] with restriction for heroes only works. I'm inclined to think that something like 5[Image: lmana.gif] with a restriction of 3 total mana target play cost would work as well.

In other news, this thread should be restarted instead of bumped with a summary of updates so people can digest it without having to wade through three pages. I think I'll try and do that now.

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