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  #49  
Old May 26th, 2019, 06:26 PM
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Re: [Pod 0] UNIT NAME (Eldrazi Ruiner) - Design

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This is a really cool idea.

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  #50  
Old May 26th, 2019, 11:22 PM
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Re: [Pod 0] UNIT NAME (Eldrazi Ruiner) - Design

Maybe I missed it, but is gravity pull meant to be optional?
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  #51  
Old May 27th, 2019, 01:29 PM
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Re: [Pod 0] UNIT NAME (Eldrazi Ruiner) - Design

Quote:
Originally Posted by Pumpkin_King View Post
Maybe I missed it, but is gravity pull meant to be optional?
I thought it was, although it could be intriuging if we did a few tests where it wasn’t optional.

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  #52  
Old May 27th, 2019, 04:20 PM
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Re: [Pod 0] UNIT NAME (Eldrazi Ruiner) - Design

Yeah, I do think it should be optional as well, because as it’s written, you would never be able to use his normal attack.
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  #53  
Old May 27th, 2019, 07:20 PM
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Re: [Pod 0] UNIT NAME (Eldrazi Ruiner) - Design

I was quoting the OP but I believe the most recent drafts in the thread are "up to 2" figures.

I'm on the fence on whether either power should be mandatory... it seems thematic for them to be mandatory.

I think there needs to be some kind of wording to preclude him from moving figures that are already adjacent to him.

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  #54  
Old May 27th, 2019, 07:50 PM
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Re: [Pod 0] UNIT NAME (Eldrazi Ruiner) - Design

I like Gravity Pull being mandatory. It feels thematic for this huge figure to not be able to avoid pulling things closer, and it adds some more thought to using him with a lot of squads. I'd rather have that be mandatory than using the Special Attack after a Gravity Pull, personally.

Like caps noted, specifying "each non-adjacent small or medium figure within 2 spaces" for Gravity Pull prevents him from swiveling already engaged figures around him. We'd need to add that clause to prevent him from doing weird stuff like moving all engaged figures out of Raelin's aura or onto a lower level to make fighting them easier. If we want to keep this quirk, then perhaps we should call the power Gravity Vortex instead.
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  #55  
Old May 27th, 2019, 08:56 PM
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Re: [Pod 0] UNIT NAME (Eldrazi Ruiner) - Design

I slightly prefer neither power to be mandatory or contingent on one or the other. Gravity Pull pulling in all nearby figures, including friendlies, to me already gets across the dominant and destructive nature of the power. Making anything else about it mandatory just cuts into the amount of interesting tactical decisions you can make with the unit, and having to Gravity Pull every turn might make the unit very frustrating and unwieldy to play.
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  #56  
Old May 27th, 2019, 09:28 PM
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Re: [Pod 0] UNIT NAME (Eldrazi Ruiner) - Design

I agree a mandatory Pull could be frustrating to play. I also agree with moving non-adjacent figures (so adjacent ones stay put).

Crush is mandatory after Pull to prevent him from just carrying around your own figures (though if you have, say, Izumi Samurai and think their Defense can handle it, be my guest).


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  #57  
Old May 27th, 2019, 09:32 PM
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Re: [Pod 0] UNIT NAME (Eldrazi Ruiner) - Design

Quote:
Originally Posted by NecroBlade View Post

Crush is mandatory after Pull to prevent him from just carrying around your own figures (though if you have, say, Izumi Samurai and think their Defense can handle it, be my guest).
Ah, right, forgot about that. Yeah, I could see moving this guy out of your SZ and pulling a horde of commons along with him being a real problem.
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  #58  
Old May 27th, 2019, 09:55 PM
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Re: [Pod 0] UNIT NAME (Eldrazi Ruiner) - Design

Hilarious to visualize, but problematic in practice (and also not really the point/theme of the figure).


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  #59  
Old May 28th, 2019, 02:53 PM
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Re: [Pod 0] UNIT NAME (Eldrazi Ruiner) - Design

Is there anything in the current wording stopping you from placing a figure 2 spaces behind him on the space in front of him?

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  #60  
Old May 28th, 2019, 06:35 PM
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Re: [Pod 0] UNIT NAME (Eldrazi Ruiner) - Design

Not currently. I'm not super concerned about it, since we'd need to specify only being able to move each figure up to 1 space or the like to avoid it, but I wouldn't be opposed to removing that quirk.
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