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AotV Customs A place for Arena of the Valkyrie Customs |
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#25
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design
I like the idea of calling them Blazing Hell Cats if naming them is one of the things we're talking about.
I like the idea of markers to start the game however I believe those markers should be decision points, and should not be lost or gained through any action other than the decision to use them. I believe we should balance the marker buff around it being a set number of uses. To that end, I'm wondering if we should limit their use to once per turn and buff each cat when using one? If so is +1 move and +1 attach good enough? |
#26
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design
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#27
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design
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For Stats is the consensus somewhere around: 1 Life 7/8 Move (less if Markers can buff) 1 Range 2/3 Attack (less if Markers can buff) 4/5 Defense (less if Markers can buff) As far as powers I guess we are all agreeing on WATER WEAKNESS and LAVA RESISTANT as given, but are debating on FIRST STRIKE or INFLAME/FLAME REKINDLED or other "Counter" power. I really liked @All Your Pie 's suggestion though Quote:
C3V/SoV cards @ 3/page PDF / LeftOn4ya's Customs (including Jurassic World) / Competitive Unit Alters / New? Start Here! Unit Debates REVIVED - #76 Tandros Kreel vs Torin "Today is a good day to die... but the day is not yet over"
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#28
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design
Lava resistance -I get why this seems/is mandatory, after looking through units, it seems damn near anything fire related unit has it. I agree it's needed.
I personally dislike Water Weakness unless it's a counter to a too strong something else. If it's just some tacked on thematic thing my concern is we are telling people if the map has lava and no water, this is a good unit. If it has water and no lava, don't use it. That feels bad to me. Last edited by Jaur0n; June 27th, 2019 at 01:11 PM. Reason: typo/formatting |
#29
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design
@Jaur0n
: Almost all maps have water - but with this unit having a high move and being double-spaced they can walk over water in most circumstances, so Water Weakness would rarely affect the unit - it is just very thematic. However I would use @All you Pie's Extinguish over Water Weakness. Lava Resistance is almost needed for theme, but that doesn't mean the unit isn't playable on non Lava Maps - just a bonus on them. Basically this unit should be usable on almost any map, just slightly better on lava maps, and slightly worse on maps with a lot of water (swamp water counts)
I just suggested this on (Chandra Nalaar, Pyromancer) that would help with the suggested Inflame power Quote:
C3V/SoV cards @ 3/page PDF / LeftOn4ya's Customs (including Jurassic World) / Competitive Unit Alters / New? Start Here! Unit Debates REVIVED - #76 Tandros Kreel vs Torin "Today is a good day to die... but the day is not yet over"
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#30
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design
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If we do not go that direction, I'm perfectly fine with Lava Resistant. I'm also fine with Water Weakness/Negative Element. We need to then have the discipline to restrict ourselves to not putting more than one other bell/whistle on it without really good reason. |
#31
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design
My main worry with the charging from fire-based damage direction is that it’s a little bit thematically inconsistent. I don’t mind them being vulnerable to molten lava, but I do find it somewhat odd that they would be charged by Chandra and Searing Intensity but not by Fire Line or Burning Breath. This is more a fault with prior heroscape designs than it is with us, but it’s still kind of an odd failing. It also might be a little too niche for the steps we’d be taking to make it happen.
The thing I do like about the marker direction is that three turns with +1 attack is going to be enough a lot of the time that you might not feel the need to recharge them even if you can. This works out whether or not we make them rechargeable, as the synergy will remain light if they have it but they won’t feel lacking if they don’t. That said, I kind of like the interplay between my version of Inflame and Scytale’s alternative to Lava Resistant. You might hesitate to burn your last marker if it costs you survivability, but lowering your defense makes it easier for Chandra to light them up again. That combination also allows us to cut the last clause from Inflame, since the power that lets them absorb fire damage already covers it. I’m still a little up in the air on this, but I’m curious how everyone else feels here. |
#32
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design
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#33
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design
RE: name and general. Hellcats is good, but I also like <something> Pride. Kind of gets across that these are magical animals that just happen to be fire cats.
I also like them as Aquilla, but that’s just me. We’re going to have a lot of Utgar I feel. |
#34
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design
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Not in favor of recharging via taking fire/molten lava damage or dependency of another unit. Less complexity that way. Ambivalent of lava resistance. |
#35
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design
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Long live heroscape |
#36
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design
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