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  #157  
Old September 25th, 2019, 07:14 PM
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design

Either would probably work for me. Having the same name as their project is reasonable, and so is adding Alphas (because it's cool to imply there's more in the lore, and implying there could or couldn't be more in the game doesn't matter since we've obviously got a set pool of figures to work with).

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  #158  
Old September 25th, 2019, 07:17 PM
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design

That puts us at 2 in favor of Project Velnesh Alphas, 2 in favor of just Project Velnesh, and 1 for either/or. If @All Your Pie has no strong preferences, then I'm fine with just settling on Project Velnesh.
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  #159  
Old September 25th, 2019, 08:30 PM
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design

I prefer Project Velnesh. If we wanted to expand on designs with a similar theme, I would rather call them "Project _____" rather than "Project Velnesh Betas" or something.
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  #160  
Old September 25th, 2019, 11:28 PM
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design

I say that we go ahead with Project Velnesh and a Velnesh species, then.

Looks like the last thing we need to decide for the initial card is a points value. My first guess is around the range of 70-90 points because of their 4/4 stats and essentially having 6 move, although Blink could be a good defensive power against weak ranged builds that increases their value in practice. Does anyone else have alternate starting point suggestions?
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  #161  
Old September 26th, 2019, 03:06 AM
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design

I agree with caps that just having them be spacetime weirdness monsters (Stranger Things is a great comparison) was my preferred source, but hey.

Let’s start with 90.
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  #162  
Old September 26th, 2019, 02:50 PM
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design

90 seems like a good start. I don’t think these guys will be much better than the Ninjas, but I’d rather they be priced conservatively so as to not drastically outclass them for non-Ninja builds. Disappearing Ninja being an effective way to block wounds will help them remain distinct from the Velnesh playstyle too.

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  #163  
Old September 26th, 2019, 03:00 PM
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design

The Ninjas are a good point. I could see us going to 100 just to avoid outclassing them (although they do get Kantono Daishi synergy).

While Project Velnesh doesn't have Disappearing Ninja, it does have 4 defense and an easier way of closing the distance against range. The teleportation is less flexible in avoiding engagement than Phantom Walk, but provides more utility for general movement around the map, so they're relatively close in my eyes.
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  #164  
Old September 26th, 2019, 04:59 PM
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Re: [Pod 0] UNIT NAME (Leyline Phantoms) - Design

90-100 seems like a good ballpark start.

Your custom probably has too much Defense.

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  #165  
Old October 1st, 2019, 10:03 PM
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Re: [Pod 0] Project Velnesh (Leyline Phantoms) - Design

OP updated at 100 points.

In the interest of simplification, don't we think we ought to make Shift either before or after attacking, not a choice between both?

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  #166  
Old October 2nd, 2019, 12:09 AM
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Re: [Pod 0] Project Velnesh (Leyline Phantoms) - Design

After moving, you mean?
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  #167  
Old October 2nd, 2019, 01:17 AM
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Re: [Pod 0] Project Velnesh (Leyline Phantoms) - Design

I actually think that Blink is the more complicated power here. Removing the option of when to trigger Shift wouldn't really cut down on as much complexity IMO.
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  #168  
Old October 2nd, 2019, 01:24 AM
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Re: [Pod 0] Project Velnesh (Leyline Phantoms) - Design

I like the choosing, too. You can Shift out of engagement or past an enemy screen to attack.
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