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  #1321  
Old January 4th, 2010, 11:53 PM
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Re: C3G X-Men Master Set: Rise of the Mutants Discussion Thr

Yeah, that's an awesome idea for use with Civilians and Sentinels in two player games! Thanks for bringing that info over here, GreyOwl.


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  #1322  
Old January 8th, 2010, 05:38 PM
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Re: C3G X-Men Master Set: Rise of the Mutants Discussion Thr

Can someone please post the link to the playtesting template?


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  #1323  
Old January 8th, 2010, 05:43 PM
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Re: C3G X-Men Master Set: Rise of the Mutants Discussion Thr

Griff still needs to update those feedback sheets to reflect the most recent changes. But the basics are that you need to have slots for 5 hero tests (all with the same hero or heroes), 1 squad test, 1 melee army vs melee army test, and one ranged army vs ranged army test. So basically just note what map you used on the feedback sheet, note which armies/units you used for each test, and comment on the results of each test. There are plenty of sample feedback sheets floating around for you to read if you need a more specific example as well (you can dig up the old playtesting thread from the World's Finest set if you search in the C3G forums as well). Hope that helps!


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  #1324  
Old January 8th, 2010, 07:10 PM
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Re: C3G X-Men Master Set: Rise of the Mutants Discussion Thr

Quick update on where the set is at:

In the Design Phase
Professor Xavier
Magneto
Jean Grey
Toad
The Sentinels

In the Playtesting Phase
Cyclops
Beast
Angel
Iceman
Civilians
Blob
Pyro
Mystique

I think Magneto and Jean Grey are getting close and Toad is close as well. Sentinels will probably be waiting for an initial design for a bit as GreyOwl concentrates on finishing up the World's Finest work (and that's OK). For Prof X, are we actually going to use our Wave to work on him, or should we just go ahead and try to work on him here?


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  #1325  
Old January 15th, 2010, 02:13 PM
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Re: C3G X-Men Master Set: Rise of the Mutants Discussion Thr

Heavy Hitters have a tendency to beat up on mid-level figures.

This is something we really need to keep in mind when we create our X-Men. We really don't want this to happen. Ideally, when the X-Men are on the field together, there will be enough synergy that they can take down Heavy Hitters such as Hulk, Superman or Darksied.

First, let's determine why Heavy Hitters usually have their way with mid-level heroes, but not with squads. The most logical reason is that most Heavy Hitters have a single attack, high attack and high defense. Most mid-level figures have a single attack, low to mid attack, and low to mid defense. As these differences become greater, the Heavy Hitters become exponentially stronger.

Now how can we counteract this trend? The simple answer is to give the X-Men multiple activations. Our current version of Professor X does this, but in my opinion, this isn't the answer. Professor X is rarely on the battlefield fighting alongside the X-Men. They should be able to tackle some Heavy Hitters without requiring you to draft Professor X. This means we need other synergies. Here are a few ideas:
  • Abilities that cancel a figure's attacks.
  • Auras that boost attack and/or defense of surrounding figures.
  • Abilities that allow you to move without revealing Order Markers.
There are nearly infinite possibilities, but I think we should strongly consider this point while we make our X-Men. Any thoughts on this?


Last edited by Balantai : January 15th, 2010 at 02:22 PM.

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  #1326  
Old January 15th, 2010, 03:48 PM
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Re: C3G X-Men Master Set: Rise of the Mutants Discussion Thr

Quote:
Originally Posted by Balantai View Post
Heavy Hitters have a tendency to beat up on mid-level figures.

This is something we really need to keep in mind when we create our X-Men. We really don't want this to happen. Ideally, when the X-Men are on the field together, there will be enough synergy that they can take down Heavy Hitters such as Hulk, Superman or Darksied.

First, let's determine why Heavy Hitters usually have their way with mid-level heroes, but not with squads. The most logical reason is that most Heavy Hitters have a single attack, high attack and high defense. Most mid-level figures have a single attack, low to mid attack, and low to mid defense. As these differences become greater, the Heavy Hitters become exponentially stronger.

Now how can we counteract this trend? The simple answer is to give the X-Men multiple activations. Our current version of Professor X does this, but in my opinion, this isn't the answer. Professor X is rarely on the battlefield fighting alongside the X-Men. They should be able to tackle some Heavy Hitters without requiring you to draft Professor X. This means we need other synergies. Here are a few ideas:
  • Abilities that cancel a figure's attacks.
  • Auras that boost attack and/or defense of surrounding figures.
  • Abilities that allow you to move without revealing Order Markers.
There are nearly infinite possibilities, but I think we should strongly consider this point while we make our X-Men. Any thoughts on this?
Beast and Ice Man can remove OMs from peoples cards, Jean Grey has 2 attacks if you count throw, Beast has multiple attacks, Cyclopes can effect multiple targets with his Special Attack, Professor as you pointed out obviously gives extra turns, Angel could potentially render opponents attacks useless.. I am not seeing a concern for the X-Men being too weak as a team, if anything, my prediction is that they are going to own just about every "Team" we ever create with the exception of the Fan 4, but they are definitely going to own the Brotherhood.


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  #1327  
Old January 15th, 2010, 03:56 PM
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Re: C3G X-Men Master Set: Rise of the Mutants Discussion Thr

Quote:
Originally Posted by Griffin View Post
Quote:
Originally Posted by Balantai View Post
Heavy Hitters have a tendency to beat up on mid-level figures.

This is something we really need to keep in mind when we create our X-Men. We really don't want this to happen. Ideally, when the X-Men are on the field together, there will be enough synergy that they can take down Heavy Hitters such as Hulk, Superman or Darksied.

First, let's determine why Heavy Hitters usually have their way with mid-level heroes, but not with squads. The most logical reason is that most Heavy Hitters have a single attack, high attack and high defense. Most mid-level figures have a single attack, low to mid attack, and low to mid defense. As these differences become greater, the Heavy Hitters become exponentially stronger.


Now how can we counteract this trend? The simple answer is to give the X-Men multiple activations. Our current version of Professor X does this, but in my opinion, this isn't the answer. Professor X is rarely on the battlefield fighting alongside the X-Men. They should be able to tackle some Heavy Hitters without requiring you to draft Professor X. This means we need other synergies. Here are a few ideas:
  • Abilities that cancel a figure's attacks.
  • Auras that boost attack and/or defense of surrounding figures.
  • Abilities that allow you to move without revealing Order Markers.
There are nearly infinite possibilities, but I think we should strongly consider this point while we make our X-Men. Any thoughts on this?
Beast and Ice Man can remove OMs from peoples cards, Jean Grey has 2 attacks if you count throw, Beast has multiple attacks, Cyclopes can effect multiple targets with his Special Attack, Professor as you pointed out obviously gives extra turns, Angel could potentially render opponents attacks useless.. I am not seeing a concern for the X-Men being too weak as a team, if anything, my prediction is that they are going to own just about every "Team" we ever create with the exception of the Fan 4, but they are definitely going to own the Brotherhood.
You're probably right, Griffin. I'm probably just being a "worry-wart".


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  #1328  
Old January 15th, 2010, 04:08 PM
Griffin Griffin is offline
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Re: C3G X-Men Master Set: Rise of the Mutants Discussion Thr

Quote:
Originally Posted by Balantai View Post
Quote:
Originally Posted by Griffin View Post
Quote:
Originally Posted by Balantai View Post
Heavy Hitters have a tendency to beat up on mid-level figures.

This is something we really need to keep in mind when we create our X-Men. We really don't want this to happen. Ideally, when the X-Men are on the field together, there will be enough synergy that they can take down Heavy Hitters such as Hulk, Superman or Darksied.

First, let's determine why Heavy Hitters usually have their way with mid-level heroes, but not with squads. The most logical reason is that most Heavy Hitters have a single attack, high attack and high defense. Most mid-level figures have a single attack, low to mid attack, and low to mid defense. As these differences become greater, the Heavy Hitters become exponentially stronger.


Now how can we counteract this trend? The simple answer is to give the X-Men multiple activations. Our current version of Professor X does this, but in my opinion, this isn't the answer. Professor X is rarely on the battlefield fighting alongside the X-Men. They should be able to tackle some Heavy Hitters without requiring you to draft Professor X. This means we need other synergies. Here are a few ideas:
  • Abilities that cancel a figure's attacks.
  • Auras that boost attack and/or defense of surrounding figures.
  • Abilities that allow you to move without revealing Order Markers.
There are nearly infinite possibilities, but I think we should strongly consider this point while we make our X-Men. Any thoughts on this?
Beast and Ice Man can remove OMs from peoples cards, Jean Grey has 2 attacks if you count throw, Beast has multiple attacks, Cyclopes can effect multiple targets with his Special Attack, Professor as you pointed out obviously gives extra turns, Angel could potentially render opponents attacks useless.. I am not seeing a concern for the X-Men being too weak as a team, if anything, my prediction is that they are going to own just about every "Team" we ever create with the exception of the Fan 4, but they are definitely going to own the Brotherhood.
You're probably right, Griffin. I'm probably just being a "worry-wart".
Yeah, you are. But I worry about stuff too like a recent Darkseid comes to mind...


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  #1329  
Old January 15th, 2010, 05:39 PM
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Re: C3G X-Men Master Set: Rise of the Mutants Discussion Thr

Quote:
Originally Posted by Griffin View Post
Quote:
Originally Posted by Balantai View Post
Quote:
Originally Posted by Griffin View Post
Quote:
Originally Posted by Balantai View Post
Heavy Hitters have a tendency to beat up on mid-level figures.

This is something we really need to keep in mind when we create our X-Men. We really don't want this to happen. Ideally, when the X-Men are on the field together, there will be enough synergy that they can take down Heavy Hitters such as Hulk, Superman or Darksied.

First, let's determine why Heavy Hitters usually have their way with mid-level heroes, but not with squads. The most logical reason is that most Heavy Hitters have a single attack, high attack and high defense. Most mid-level figures have a single attack, low to mid attack, and low to mid defense. As these differences become greater, the Heavy Hitters become exponentially stronger.


Now how can we counteract this trend? The simple answer is to give the X-Men multiple activations. Our current version of Professor X does this, but in my opinion, this isn't the answer. Professor X is rarely on the battlefield fighting alongside the X-Men. They should be able to tackle some Heavy Hitters without requiring you to draft Professor X. This means we need other synergies. Here are a few ideas:
  • Abilities that cancel a figure's attacks.
  • Auras that boost attack and/or defense of surrounding figures.
  • Abilities that allow you to move without revealing Order Markers.
There are nearly infinite possibilities, but I think we should strongly consider this point while we make our X-Men. Any thoughts on this?
Beast and Ice Man can remove OMs from peoples cards, Jean Grey has 2 attacks if you count throw, Beast has multiple attacks, Cyclopes can effect multiple targets with his Special Attack, Professor as you pointed out obviously gives extra turns, Angel could potentially render opponents attacks useless.. I am not seeing a concern for the X-Men being too weak as a team, if anything, my prediction is that they are going to own just about every "Team" we ever create with the exception of the Fan 4, but they are definitely going to own the Brotherhood.
You're probably right, Griffin. I'm probably just being a "worry-wart".
Yeah, you are. But I worry about stuff too like a recent Darkseid comes to mind...
Add me to the list because I was worried about Batman's Evasive Strike.

The bottom line is that we care and want things we do to be right. It's fine to worry to a degree without taking a year to get a product finished.


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  #1330  
Old January 15th, 2010, 09:46 PM
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Re: C3G X-Men Master Set: Rise of the Mutants Discussion Thr

And I think the best way to handle this particular worry is something we're already covering with the most recent playtesting changes, by adding in a requirement to test every Heavy Hitter we come out with not just against other Heavy Hitters, but against Mid Level heroes as well.
Mid level heroes are going to be what they are, and there are so many that preexist in the official game that we shouldn't be trying to reinvent the wheel there. We just need to be very careful with our testing of anyone weighing in over 300 (as we ultimately were with Superman and Darkseid). The key is to just do the mid level testing for future 300+ customs during the initial playtesting and not after.
The onus on being balanced here is on the heavy hitters, though, not the mid-level heroes, and I think we balanced both Superman and Darkseid perfectly in that regard (if anything, mid-level heroes have the upper hand against both right now!).


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  #1331  
Old January 15th, 2010, 09:55 PM
Griffin Griffin is offline
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Re: C3G X-Men Master Set: Rise of the Mutants Discussion Thr

Quote:
Originally Posted by IAmBatman View Post
(if anything, mid-level heroes have the upper hand against both right now!).
Based on the results across the board, that is correct.


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  #1332  
Old January 29th, 2010, 12:54 AM
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Re: C3G X-Men Master Set: Rise of the Mutants Discussion Thr

Hey everybody, quick question for the heros and side kicks.
All of my current "custom" energy is being used in real life house "cusomizing" (we bought a new home and are fixing it up) but some time in the future, I would like to resume helping playtest and making suggesions, y'know by the time we get around to playtesting wolverine for the next expanion of marvel or the "Black Mercy" glyph for the next DC.. but that might be some time off.

My question, should I resign and let some young buck take the spot or don't worry about it and get back to doing it when I can?



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