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  #13  
Old May 14th, 2019, 10:42 PM
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design

I feel very strongly that we need some sort of power that fulfills the theme of them phasing in and out of reality - teleporting is the obvious way to do this. If not Telefrag, then some sort of blink/teleport ability. Maybe something where they teleport and then burst with energy in an AOE.
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  #14  
Old May 14th, 2019, 10:48 PM
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design

After finally getting caught up here, I have to say that my favorite direction is a combination of several:

SPOOKY ALIENS
Vydar
1 Life
4 Move
1 Range
4 Attack
3 Defense

Blink
Instead of attacking with the SPOOKY ALIENS, you may place them on any empty space within 3 spaces of their original location. When a SPOOKY ALIEN is placed with Blink, it will not take any leaving engagement attacks.

Phase Grab
Before a SPOOKY ALIEN uses Blink, you may choose an opponent's adjacent small or medium figure. After placing that SPOOKY ALIEN, you may place the chosen figure on any empty space adjacent to that SPOOKY ALIEN. Placed figures will not take any leaving engagement attacks. Figures cannot be moved by Phase Grab more than once per turn.

Stealth Dodge

AYP's Blink and Phase Grab could theoretically be combined into one power if we feel the need, but they're practically two separate powers already and it wouldn't reduce any complexity. I really like NB's idea of making them an instead of attacking power, which makes it a definite choice for whether you want to get a good move or a good attack (the 4 dice makes it a tougher choice as well). That also helps tie down the power level a little bit.

Stealth Dodge I'm a little less enthused about, but it's thematic and having it on a melee squad would be an interesting reuse of the power at the very least. Of the design, I'd probably call it the least essential part, but it can work well with what we have, and as AYP said, we don't need to overcorrect in avoiding 3-power units.
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  #15  
Old May 14th, 2019, 10:59 PM
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design

I'm pretty much happy with the design posted above. The restriction on moving a figure multiple times is a good touch. I think we still need a same-level restriction on where you can place the figure, though, to make lava dunking a bit tougher. It may also be possible that the lack of any chance of failure for phase grab could make these guys frustrating to play against, but that's a concern I'd need to see validated or dismissed by testing.
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  #16  
Old May 14th, 2019, 11:03 PM
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design

It's not sold on Blink being instead of attacking. Would prefer instead of moving. But that may bump their power level too high.
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  #17  
Old May 14th, 2019, 11:54 PM
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design

A same-level restriction also makes sense from the standpoint of these guys having 4 attack, so they're already potent and don't really need the easy way to boost their offense even further with height.

A roll might also be necessary, but that could be a little tricky since it would either make the grab unreliable while leaving your figure in the intended position, but making the ability both instead of attacking and require a roll for placement could be frustrating. It could certainly be refined in playtesting, though.

I prefer Blink to be instead of attacking because it presents it as more of a choice to me. Otherwise, it's usually just a matter of checking whether you can move the full number of spaces, or if you should blink. Making it require you giving up your attack makes it a much harder choice after the early stages, when it admittedly is always a natural choice in the opposite direction. Still, I like the combo of low move with a choice to sacrifice your attack for a great teleport.
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  #18  
Old May 15th, 2019, 02:18 AM
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design

I dunno. I’m not quite sold yet. I’ll have to think on it a little.
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  #19  
Old May 15th, 2019, 07:32 AM
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design

With the Phantom Walk + Stealth Dodge design, it was meant to be easy to use while still getting the same theme across. So here are a couple of questions and my arguments why Blink itself is uneeded.

Why Blink over Phantom Walk?

Blink lets you clip over water and onto potentially higher heights. It achieves phasing in and out of physical-ness.

Phantom Walk does not let you clip over water, but is an existing power. It also achieves the theme of phasing in and out of physical-ness.

Can you attach Phase Grab or Telefrag to Blink that is better than attaching it to Phantom Walk?

The only value I see of Blink over Phantom Walk is that with Phantom Walk you’ll have to add “choose a figure a Prismite passed through this turn” before whatever power text you want. With fancy wordsmithing, we can even do it for the original idea of Telefrag (if Telefrag is an SA). This is made up for the fact that Phantom Walk is only one sentence.

Blink is more thematic as a name, right?

Change the name of Phantom Walk to Blink. Boom.

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  #20  
Old May 15th, 2019, 09:33 AM
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design

Quote:
Originally Posted by Astroking112 View Post
After finally getting caught up here, I have to say that my favorite direction is a combination of several:

SPOOKY ALIENS
Vydar
1 Life
4 Move
1 Range
4 Attack
3 Defense

Blink
Instead of attacking with the SPOOKY ALIENS, you may place them on any empty space within 3 spaces of their original location. When a SPOOKY ALIEN is placed with Blink, it will not take any leaving engagement attacks.

Phase Grab
Before a SPOOKY ALIEN uses Blink, you may choose an opponent's adjacent small or medium figure. After placing that SPOOKY ALIEN, you may place the chosen figure on any empty space adjacent to that SPOOKY ALIEN. Placed figures will not take any leaving engagement attacks. Figures cannot be moved by Phase Grab more than once per turn.

Stealth Dodge

AYP's Blink and Phase Grab could theoretically be combined into one power if we feel the need, but they're practically two separate powers already and it wouldn't reduce any complexity. I really like NB's idea of making them an instead of attacking power, which makes it a definite choice for whether you want to get a good move or a good attack (the 4 dice makes it a tougher choice as well). That also helps tie down the power level a little bit.

Stealth Dodge I'm a little less enthused about, but it's thematic and having it on a melee squad would be an interesting reuse of the power at the very least. Of the design, I'd probably call it the least essential part, but it can work well with what we have, and as AYP said, we don't need to overcorrect in avoiding 3-power units.
I don't want to see a bunch of 3-power units, but I really do like this design. Blink instead of attacking is an interesting choice, though it does leave them vulnerable. I think Phantom Walk (with higher Move) and Phase Grabbing a figure moved through might be the better way to go. Same-level restriction for placement is a good add (and moving a figure once per turn a la Tactical Switch was a good call). Should we get this in the OP so we can focus on its discussion for design, as well as rounding them out with a name (not gonna lie, I kinda like SPOOKY ALIENS) left box stats?


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  #21  
Old May 15th, 2019, 10:29 AM
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design

With only 2 members for Phantom Walk and 2 for Blink, and we still aren't sure if we are going a Telefrag or Phase Grab option I'd hold off on posting this to the OP. You may be able to get away with updating it with 4 Attack though.

I'd say let @capsocrates post his thoughts here first, NB.

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  #22  
Old May 15th, 2019, 10:44 AM
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design

I’m unsure what direction to take - I’m not sold on phase grab just yet.
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  #23  
Old May 15th, 2019, 10:53 AM
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design

Phase Grab with Blink sounds like advanced power - even more difficult than Warforged's tactical switch. By advanced I don't mean hard to understand I mean hard to pull off effectively and requires to be an advanced player to use in game strategically. I am not against it, just want people to be aware of the direction if we go this route. I do like Blink over Phantom Walk and Stealth Dodge as well.
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  #24  
Old May 15th, 2019, 10:56 AM
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design

Yeah. I think that’s why I’m struggling with phase grab. It seems like a situational power in a set that will need much more generally applied mechanics.
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