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C3G2.0 Dossier Database Database of all released designs in C3G 2.0 |
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#25
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Re: Rebecca (Edgerunners) - Initial Testing
NAME OF THE PLAYTEST UNIT: Rebecca
Map: Cells Game Arena Units: Rebecca (170), Warpath (260), Psylocke (240), X-23 (220), Oracle (110) (1000) Vs. Batman (220), Geo-Force (280), Black Lightning (150), Katana (150), Looker (200) (1000)
Spoiler Alert!
Winners: Oracle with 1 wound. ___________________________________________________________ Map: Cells Game Arena Units: Rebecca (170), Black Manta (230), Iron Man (270), Spider-Woman (250), Rick Jones (80) (1000) Vs. Nightwing (200), Starfire (210), Raven (190), Beast Boy (190), Cyborg (210) (1000)
Spoiler Alert!
Winners: Nightwing, Cyborg, Starfire with 1 wound, Raven with 3 wounds. ___________________________________________________________ Map: Cells Game Arena Units: Rebecca (170), Warpath (260), Iron Man (270), Spider-Woman (250), Wasp (50) (1000) Vs. Batman (220), Geo-Force (280), Black Lightning (150), Katana (150), Looker (200) (1000)
Spoiler Alert!
Winners: Batman, Geo-Force with 1 wound. Thoughts on the tested unit’s cost, balance, & draftability: Rebecca seems pretty good to me, she’s a glass cannon that can usually rip into someone hard, but will quickly go down as a result. First two games she did one strong hit before going down, but third game she stuck around a bit before falling. She’s decent even without the bonding too, since if her partner goes down she’s still going full force and posing a threat. Builds like Avengers or FtRP alongside Kingpin can keep her going even when her partner falls. Really good partner for Warpath, who can screen for her and sit around a bit longer thanks to Battle Hardened, and together they can really go in on someone. I do think her special attack is the only part of her kit that needs keeping an eye on. She could pretty consistently get 4 hits thanks to skulls or blanks, though I never felt she outdid her worth, and the games support that with her falling fast and her only victory being a close one. If she’s doing too much damage in other tests, we could drop it to skulls = 2, blanks = 1, or vice versa. Also think a potential limit could be made to Into the Fire to prevent you auto wounding your merc just to get her ability going, though I’m not sure there’s an easy way of doing that without making the ability a bit more convoluted (maybe Wolverine Laura for reference?). If an enemy wounds her partner, or their own special power wounds them, she gains a rage marker, which then gives her the +1 move and extra attack (could even have that escalate if we wanted. 1 or more rage markers = +1 move. 2 rage markers = 1 extra attack. Overall though I think she’s solid, don’t have any issues with her other than damage potential is high but also her loses were big but her wins were small. |
#26
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Re: Rebecca (Edgerunners) - Initial Testing
Id maybe do the McDirk thing and say that she cant attack her partner as like a bit of flavor.
Chasing after stopping you from nicking them with someone else is too much effort for too little gain imo. And like.. being on the same team doesnt mean playing nice. Some badly guy she's forced to work with knifing her partner to keep them in line would tick her off plenty IMO. My Repaints and Mods: Updated 1-13 My Custom Cards: Updated 4-15 My Custom Superheroes: Updated 1-13 My figure images for online games: Alliance figures, Utgar figures My Etsy Store |
#27
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Re: Rebecca (Edgerunners) - Initial Testing
Yeah I do agree. Like I tried writing something out where she gets a rage marker when an enemy wounds her partner or the partner takes damage from their own abilities, and it's a lot more text for essentially "don't stab your own dude".
Not against the McDirk thing, makes sense for her. Even if she's mind controlled she's still loyal to her partner in crime. Could look like this? Quote:
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#28
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Re: Rebecca (Edgerunners) - Initial Testing
My only real concern is if the special attack is too strong, but at the same time she fell pretty quick after getting into that range, and her teams went 1-2 with the loses being pretty big. Probably leave it for now but if it becomes a concern we could change it to this:
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#29
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Re: Rebecca (Edgerunners) - Initial Testing
Updated Ride or Die so that she can't attack her partner.
I'm going to drop her points to 160. The games were decently sized wins for the opposing team, and the one win her team got was close. If she comes in too strong we can tweak her special attack, which I think is the only part of her kit that really needs an eye kept on it. I propose we move to Public Playtesting at 160! |
#30
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Re: Rebecca (Edgerunners) - VOTE for Public Playtesting
yea
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#31
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Re: Rebecca (Edgerunners) - VOTE for Public Playtesting
Yea
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#32
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Re: Rebecca (Edgerunners) - VOTE for Public Playtesting
sure
My Repaints and Mods: Updated 1-13 My Custom Cards: Updated 4-15 My Custom Superheroes: Updated 1-13 My figure images for online games: Alliance figures, Utgar figures My Etsy Store |
#34
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Re: Rebecca (Edgerunners) - VOTE for Public Playtesting
Yea
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#35
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Re: Rebecca (Edgerunners) - VOTE for Public Playtesting
This passes! Thanks guys!
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#36
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Re: Rebecca (Edgerunners) - Public Playtesting
This one looks fun. For Ride Or Die, I believe you need to choose an allied Mercenary so you're not choosing Rebecca herself and double activating her.
Quote:
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