Quote:
Originally Posted by Yodaking
Generally not a big fan of flat no def reduction powers like that. I don't know who this guy is or where he comes from, so what makes him completely immune to all the various ways different figures might reduce another figures defense (magic, tactics, sharpness, surprise, etc.)? If he's just generally a tanky type of unit, then the auto-shield is a good way to show that. As is double shields (Blob), blanks count as shields (Superman), a one wound per attack cap (Luke Cage), or more def dice in response to skulls rolled (She-Hulk's Hard Body). Those are more universal 'I'm tough to kill' type effects instead of singling out a small faction of units and negating what they do. If preventing him from rolling less def die is really the thing you want to run with though, I'd at least consider capping it not more that -1. Then someone with a power that reduces defense by -2 is still effected, cutting the effectiveness of their power in half, but not completely negated.
|
Statesman doesn't really have anything that makes him particularly more durable than Superman and the like, but I see as just another way to show he is a flying brick. I took the design for the Tanker power from some in game stuff.
In game he's a tank with invulnerability as his main powerset. Two of the powers from that set are "Resist Physical Damage" and "Invulnerability". They read :
Quote:
You are naturally tough and inherently resistant to Smashing and Lethal damage as well as Defense Debuff effects. This power is always on, and costs no Endurance.
|
and
Quote:
When this power is on, for each nearby foe in melee range you receive a bonus to Defense against all attacks but Psionics, and a bonus to your chance to hit. This power is most effective when fighting multiple opponents. The first foe you engage in melee grants the highest Defense bonus, and up to 10 foes can contribute to your Defense and ToHit Bonus.
|
Respectively. The "power is always on" and "resistant to Defense Debuffs" parts of Resist Physical Damage is where the negating defense reduction comes from. On Invincibility, he gets a bonus to his defense for each nearby enemy, so I pretty much just directly lifted that.
Quote:
Originally Posted by MrNobody
I really dig the idea of designing them as Tank/DPS/Support - That’s a cool way to give them a distinct mechanical identity. I will say that Champion has gotten a ton of new synergy behind the scenes lately, so that class is going to heavily define his army choices. (Though ha, I think we might have previously steered you there away from Survivor, sorry about that. ) Not neccesarily a bad thing, but it might not be optimal if you’re looking for CoH to be his best build.
I actually kinda dig the Tanker name if it’s something from the game. It’s a funky power name, but that’s kind of the fun of it for me. I don’t personally have a problem with the “no defense reduction” trick, just cause we already have plenty of powers that avoid other people’s powers.
|
I'm thinking the CoH trio would add up to 650-800 points, so you could still add others to their army for 1000. I think that kind of represents the create-a-character aspect of the game, with the established heroes of CoH teaming with whoever the players create. I could see Leader working as Statesman's class just as much as Champion, he's the leader of the game's superhero group.
Yeah, Tanker is just the class that Statesman falls under ingame. I think it's a fun nod, but Tickle's point on giving it a more reusable name is valid.