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  #61  
Old March 18th, 2016, 01:45 PM
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Re: Dhalsim - Playtesting Phase

Quote:
Originally Posted by Yodaking View Post
The comment about aerial advantage without flying is spot on too. Hard to have one without the other.
Definitely insightful, but also something that was discussed and addressed earlier in the thread. If something stops/nullifies flying without nullifying aerial assault (which is possible) it can lead to some rules interpretation issues.

She is showing a good eye for detail, though, yeah.

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  #62  
Old March 18th, 2016, 02:50 PM
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Re: Dhalsim - Playtesting Phase

That is what I get for joining the thread late.
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  #63  
Old April 11th, 2016, 01:43 PM
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Re: Dhalsim - Playtesting Phase

NAME OF THE PLAYTESTING UNIT Dhalsim

Version tested
Spoiler Alert!
Spoiler Alert!


Army Test 1
Unit Sum-up:

Damage:

Normal Attack: 3 to Ken from range 2.
Yogi Fire Special Attack:
- 2 wounds to Captain Boomerang.
- Burn Damage: 2 wounds to captain Boomerang.

Power Usage:
Levitation:
Assisted in movement twice+1 Attack and Defense: Once each Yoga Fire Special Attack:
- Subtracted 2 defense dice.
- Rolled 2 dice for Burn Damage.

Map: Custom map featuring two Small Houses.
Overview: Ryu does a lot of early damage and Dhalsim comes in to finish off the enemy.
Units:
Dhalsim(90), E. Honda(130), Ryu(150) & Jewel(150) vs. Captain Boomerang(90), Zangief(150), Ken(150) & Batroc the Leaper(130) [520 each]
Spoiler Alert!

_____________________________________________________________

Army Test 2
Unit Sum-up:


Damage:

Normal Attack: 0.
Yogi Fire Special Attack:
- 6 wounds total.
- Burn Damage: 4 wounds total.

Power Usage:

Levitation:
Assisted in movement: 5 times
Rolled extra die for Defense: 4 times

Yoga Fire Special Attack:

- Subtracted 12 defense dice.
- Rolled 9 dice for Burn Damage.

Map: Custom map featuring two Small Houses.
Overview: Ryu does a lot of early damage and Dhalsim comes in to finish off the enemy.
Units:
Dhalsim(90), E. Honda(130), Ryu(150), Zangief(150) & Ken(150) vs. Green Arrow(150), Captain Boomerang(90), Shadow Thief(70), Angel(90), Lagoon Boy(90), Vertigo(90) & Vulture(90)[670each]
Spoiler Alert!

_____________________________________________________________

THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY: Yoga Fire has some nice potential and Dhalsim did quite a bit of damage in the second game but mainly because it was easier for Green Arrow to kill everyone else first.
If you compare him to the other 90 point figures he certainly not close to the top five and lacks any real synergy. I would not raise his points at all. It is going to be hard to justify adding him into any army considering the incredible synergy some of the other 90 point figures offer.


GENERAL THOUGHTS ON THE TESTED UNIT: Dhalsim is certainly fun but his lack of synergy is going to hurt his draftability.

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Last edited by Tornado; April 11th, 2016 at 03:19 PM.
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  #64  
Old April 11th, 2016, 01:52 PM
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Re: Dhalsim - Playtesting Phase

Have you tried splitting it up?

If you keep getting it, shoot me an email and I can give it a shot.

Last edited by johnny139; April 11th, 2016 at 03:23 PM.
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  #65  
Old April 11th, 2016, 03:21 PM
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Re: Dhalsim - Playtesting Phase

OK, got it in my previous post.

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  #66  
Old April 11th, 2016, 03:29 PM
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Re: Dhalsim - Playtesting Phase

Cool. So he's got good potential but pretty low draftability. We can keep him as-is, for a filler unit, and I think he's be fine. I'll toss this third power into convention, though.

YOGA TELEPORT
Once per turn, when an opponent's figure first moves into an engagement with Dhalsim, you may immediately place Dhalsim on any empty space within 2 spaces. He will not take any leaving engagement attacks.
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  #67  
Old April 11th, 2016, 04:43 PM
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Re: Dhalsim - Playtesting Phase

Quote:
Originally Posted by johnny139 View Post
Cool. So he's got good potential but pretty low draftability. We can keep him as-is, for a filler unit, and I think he's be fine. I'll toss this third power into convention, though.

YOGA TELEPORT
Once per turn, when an opponent's figure first moves into an engagement with Dhalsim, you may immediately place Dhalsim on any empty space within 2 spaces. He will not take any leaving engagement attacks.
That needs some 'and onto a space where that figure could end its movement' type wording for the trigger there. You don't want to get into the same mess the C3V did with Elaria.


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  #68  
Old May 1st, 2016, 10:11 AM
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Re: Dhalsim - Playtesting Phase

Bumping discussion here - Dhalsim looks balanced at his current cost and powerset, but has low draftability. Are we okay with release a unit that'll have limited table time, or do we want to try and jazz him up a bit (such as my suggestion two posts above)?
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  #69  
Old May 1st, 2016, 10:23 AM
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Re: Dhalsim - Playtesting Phase

I'm okay with whatever the LD and Street Fighter fans are most comfortable with. As non-synergistic, paper-y units at low-to-mid costs, most of the Street Fighters fall into that 'draftable but not a top choice' area. I'm cool with them there, as the people who want to play them still can, but I'm also fine with spicing Dhalsim up a little to make him more fun.

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  #70  
Old May 1st, 2016, 10:27 AM
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Re: Dhalsim - Playtesting Phase

I'm fine with giving him a third power or leaving him as-is; however, if we do go with a third power, I'm not a fan of the turn interruption that Yoga Teleport power has (potentially triggering in the middle of a figure's movement). What about this instead?

YOGA TELEPORT
When an opponent’s figure ends its movement adjacent to Dhalsim, you may immediately roll the 20-sided die. If you roll 13 or higher, immediately place Dhalsim on any empty space within 2 spaces. He will not take any leaving engagement attacks.

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  #71  
Old May 1st, 2016, 10:47 AM
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Re: Dhalsim - Playtesting Phase

That'd be fine, too. Probably more effective, too, since they won't be able to follow up after you teleport.
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  #72  
Old May 1st, 2016, 11:25 AM
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Re: Dhalsim - Playtesting Phase

I can live with that.

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