Welcome to the Wizard101 Message Boards


Player Guide
Fansites
News
Game Updates
Help

Follow important game updates on Twitter @Wizard101 and @KI_Alerts, and Facebook!

For all account questions and concerns, contact Customer Support.

By posting on the Wizard101 Message Boards you agree to the Code of Conduct.

Helping with the First Turn Advantage in PvP

AuthorMessage
Geographer
Aug 28, 2010
958
Ok, lots of ideas have been brought up for taking care or helping with the first turn advantage.
From both players going first at the same time, to adding pips, to adding shields, etc. I dont' think any of them will be looked at, because most are asking for the game to be changed.
Many of these would change the PvP and the PVE sections, and this would be a bad idea.
The PvE section works perfect the way it is, so I have a different idea.

The turn setup would stay the same, and the pips would stay the same.
You would still have the player going second, would be blind the entire match.
What the Player going second in PvP would get is a special spell added into their Deck, automatically. This would be based on the number of cards they have in their deck. The more cards they have, the more of this special spell they would get. They would be shuffled in, as all the other cards.

The special spell would allow the second player to do a super Pierce to all of the sheilds of the player going first for 1 to 4 turns. This would stay random, like the rest of the game.
The shields of the other player would not be removed, but the spells of the second player would go straight through them, as if there were not there. It would turn them to Ghost shields for 1 to 4 rounds, and after the effect was done, they would go back to normal resist.

This way, the player going second, even though they are blind to the placement of sheilds, they can still get in unshielded hits.
This would change PVP for only the second player, and give them that real needed chance to win.

What do you think, or what would you suggest be changed?

Thanks for reading,
Joe.

A+ Student
Mar 02, 2010
1643
Lion359 wrote:
Ok, lots of ideas have been brought up for taking care or helping with the first turn advantage.
From both players going first at the same time, to adding pips, to adding shields, etc. I dont' think any of them will be looked at, because most are asking for the game to be changed.
Many of these would change the PvP and the PVE sections, and this would be a bad idea.
The PvE section works perfect the way it is, so I have a different idea.

The turn setup would stay the same, and the pips would stay the same.
You would still have the player going second, would be blind the entire match.
What the Player going second in PvP would get is a special spell added into their Deck, automatically. This would be based on the number of cards they have in their deck. The more cards they have, the more of this special spell they would get. They would be shuffled in, as all the other cards.

The special spell would allow the second player to do a super Pierce to all of the sheilds of the player going first for 1 to 4 turns. This would stay random, like the rest of the game.
The shields of the other player would not be removed, but the spells of the second player would go straight through them, as if there were not there. It would turn them to Ghost shields for 1 to 4 rounds, and after the effect was done, they would go back to normal resist.

This way, the player going second, even though they are blind to the placement of sheilds, they can still get in unshielded hits.
This would change PVP for only the second player, and give them that real needed chance to win.

What do you think, or what would you suggest be changed?

Thanks for reading,
Joe.


I really don't like giving that much of an advantage to the second player for any school. Imagine Storm, already dealing huge hits. Fire, the Efreet would be destructive. Death would be able to heal off any damage that they had taken instead of some. Balance would just spam Spectral Blast or HYdra, while it's enchanted, and just win like that. Life would be destructive while healing, and then Myth could stun the opponent while they get through their shields. Ice would be from lower damage to higher damage, and then also hit hard. Shields are what saves the wizard, and I like pvp being as a game of chess