How is illusion wall supposed to work?

Discussion in 'Card Hunter General Chat' started by lemonpips, Oct 15, 2013.

  1. lemonpips

    lemonpips Mushroom Warrior

    The card says that enemies may not sight through. However, does that apply to cones as well? I've had plenty of enemy spells go through an illusion wall (and I'm not referring to diagonally).
     
  2. Pengw1n

    Pengw1n Moderately Informed Staff Member

    Does not apply to cones no, cones requires a direction - not a target.
     
  3. karadoc

    karadoc Hydra

    Is it just me, or is Wall Of Illusion pretty weak for a silver card? The fact that it only lasts 1 round makes it little more than a minor inconvenience for enemies. It can be tactically useful, but ultimately it doesn't do any direct damage and only offers somewhat unreliable protection from enemies. It can be stepped through, or walked around, or just waited out.

    I think it's an interesting card and I'd like to see it get more play, but it seems to me that it's just too short-lived to have any significant impact. I reckon it should last two rounds.
     
  4. OneMoreNameless

    OneMoreNameless Goblin Champion

    I found Wall Of Illusion easily overshadowed by the stronger/lasting effects of Wall Of Stone or Smoke Bomb in the campaign. I think you could put it to good use in PvP if you really built your deck around it though. One control wizard spamming the illusion, one damage wizard blasting away without fear of return fire, and one warrior dissuading your opponent from stepping through. The fact that Wall of Illusion explicitly favours the player who cast it (compared to the neutral, situation impact of other terrain attachments) would make it too strong if it lasted longer.
     
  5. karadoc

    karadoc Hydra

    Well, I've hardly seen it used in PvP, and when it is used, it still looks less powerful than a simple Wall Of Fire. I just think it's a shame, because it's a pretty interesting effect and I think it could lead to some interesting tactics.

    The kind of strategy you've described sounds good, but I can't see how it could be reliable. To get lots of Wall Of Illusion, the 'control wizard' would have to sacrifice theirWinds Of War - which is generally more versatile. Each Wall Of Illusion only lasts one round, and so in the best case you get one turn of cover from each use of it. If you manage to get good placement and timing for the wall, them maybe it will protect you from a couple of spells from the enemy wizard - but they can just keep their best cards for the start of the next round. To me that seems like a worse deal than, say, Counterspell which is easier to use effectively, and it prevents the enemy from keeping those spells for later. Or there's Wall Of Fire, which doesn't protect you from spells but it does do some decent damage. I wonder which is easier: placing Wall Of Fire with timing and positioning such that the enemy takes damage; or placing Wall Of Illusion such that the enemy is forced discard their own damage that they would normally have been able to use against you. Like all of the terrain attachments, Wall Of Illusion can usually be countered by ordinary movement; enemies can walk around it, or through it, or just stay out of your line of sight so that you don't get to fire at them through it anyway.

    You're right that the other terrain modifiers affect both teams - and that's important - but whenever any terrain modifier is used it is going to be used in a way that benefits the team using it... eg. lava will be put at the feet of an enemy, and so it doesn't really matter that lava burns both teams - because only the enemy is standing on it. And Wall Of Stone is presumably going to be used to block off the enemy from where they are trying to get to - and not to block of one's own team. The fact that Wall Of Illusion only applies to one team is really the only significant thing it has going for it.

    I just think that one round is too short to do cool things with Wall Of Illusion, and that's a shame because the card has a pretty interesting and unique effect. I'd rather it be buffed to two rounds even if that meant it was so much more powerful that it needed to be upgraded to a gold coloured card, or even a green card, and items needed to be rebalanced, etc. I don't expect Wall Of Illusion would become that powerful anyway; but if it did, at least that would give some additional value to terrain removal cards such as Cleansing Burst!
     
  6. Phaselock

    Phaselock Bugblatter

    It also blocks lunging warriors and stabbies. Fits in a Wall build as a useful filler. Agree that it could be buffed a little but I guess its because of the last immunity fix that its not getting enough attn atm.
     
  7. Bandreus

    Bandreus Thaumaturge

    You can also use wall of illusion to override other terrain attachments ofc. It's a very situational card, but I wouldn't call this card a less effective Smoke Bomb. Smoke covers a Huge area, which might also play against you, as that means the enemy can also use it to evade your wizard's LoS.

    Placing what basically is difficult terrain negating LoS can be a very powerful too.

    I do agree it could be buffed to last one more turn tough, ast you just don't bother because, really, in it's current incarnation giving up other, more useful cards simply isn't worth it.
     
  8. Aldones

    Aldones Ogre

    What if it covered more than three squares? I just don't use it because I'm so seldom in a tiny little hallway where 3 would keep me safe. So easy to just stroll around. :/
     
  9. pliers

    pliers Goblin Champion

    Wall of Illusion can let you cover other terrain attachments, including rough terrain already on the map. It blocks enemy line of sight, and forces enemies to stop when moving through it. I think it's perfect for a silver strength card. The only reason it isn't used more is because of how specialized most wizard builds are right now.
     
    Zoorland and Bandreus like this.

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