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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#421
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Re: Sir Heroscape's customs
I mean the ravagers have "Savage Cry", so I'm not terribly worried. In fact, originally I had it named just Taunt, but then I added the Savage part because it was more than just a Taunt... The image for me was Veguzza savagely killing a soldier, then visibly laughing and taunting over other comrades to come and "get some"
Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#422
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Re: Sir Heroscape's customs
I actually agree with US here. I feel like Savage Cry is named what it is because it activates a Savage figure, so the name calls out the power’s synergy. It feels a little odd for Savage Taunt to do the same without having any inherent synergy of its own.
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#423
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Re: Sir Heroscape's customs
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#424
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Re: Sir Heroscape's customs
Some passing thoughts for Vegeta:
I like the taunt direction. Fits the mini much better. I agree with a name change for Savage Taunt. When a Class/Personality/Race is used in a power name, is usually (not always, I think, but usually) is referring to synergy, and since this power wouldn't be losing anything by a name change to something like Cruel Taunt, I think it's better to swing that way. I like the idea for a clause that taunted figures need to be unengaged prior to moving. There was a suggestion for having a d20 roll for squad figures, but I think that, if anything, there should be a d20 roll for Unique Hero figures, since they're more impactful gameplay-wise (moving Raelin, other cheerleaders, or an important bonding hero is way strong) and it makes more sense theme-wise (heroes would probably be more able to ignore Veguzza's tea bagging and keep the big picture in mind). Not certain that it needs that d20 roll, but that's what I would keep my eyes on. There needs to be some kind of restriction on movement for the taunt power so you don't have figures flying up or falling down 40 levels just to get near this guy. At the very least something like Barge Into Battle with a level restriction, though if possible I think a straight movement clause similar to Charging Assault would be best ("move X spaces, must be able to move adjacent to Veguzza"). Though that could get too wordy to be worth it -- worth at least seeing how it would work though, imo. Monthly Utah Tournaments in SLC!!
Maps | Customs | Battle Reports 10 Points Under Videos "I'll save myself some time and say I pretty much 100% agree with Bigga" ~Flash_19 |
#425
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Re: Sir Heroscape's customs
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Here are some others I kinda like for the name change... - Cruel Taunt - Loathsome Taunt - Vile Taunt - Barbaric Taunt - Sadistic Taunt - Cold-Blooded Taunt Quote:
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Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#426
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Re: Sir Heroscape's customs
So I'm just about ready to submit Agrith-Naar as seen above. BUT, here are my concerns: 1) I'm afraid Quad attack will scare judges and C3V members alike when voting and playtesting. In truth though, while it has incredible potential, you have to play it right in considering his SbB ability which kills his own units or himself. If you use him to rush in and assassinate a key figure, it's also very likely that key figure has been protected enough that nearby units can retaliate and attack back. That, or if he tries to attack multiple figures, he'd have to engage multiple figures in order to capitalize the potential. Kevindola has done a great job in playtesting him with me some, and it's been nice to see that even he's had his fair share of tough decisions when deciding how and when to use A-N. That of course doesn't speak anything to the units design other than it's not always the best idea to use him every turn simply because he has to be able to return more than he's taking in that turn. He feels well enough balanced to submit as-is...but I fear an outcry for OP would come...and I'd hate for him to run the gauntlet just for judges to nix him per his Quad attack was too powerful at times, which they wouldn't necessarily be wrong. His attacks can do some serious damage, but during the course of the game, he levels out by how much he kills his own units or himself to take his turns. Okay so that's the first thought... 2) Acolytes get stronger as their bonding options get stronger. So far the only option that doesn't really have a weakness is Morgoloth. Skull Demons only have 1 attack, so pretty possible to kill an Acolyte if the attack misses, and Corvor blows up anything including his own guys and is a little slow and low def. So really the Demons are big baddies but with abilities that mitigate their overall power in combination with the Acolytes. Playtesting has shown A-N to have that same effect the way he is required to kill himself or another figure in order to take a turn. This is actually quite good at mitigating his overall impact on the game because of how much of himself or your own army you need to destroy to utilize his attacks. So while I feel he's balanced, I worry I'm adding another strong option to Acolytes and there would be an outcry of "OP!" The question will end up being, is his ability mitigating enough. 3) If I were to consider changes, I would simply change the attack power. Double attack would be fine, but then he's too much like Morgoloth. A special attack could suffice, but then I'm worried about room on the card, and special attacks tend to be significantly stronger - unless I did like 4 att of 2 and made his base att 4 - but then his stats are just like Morgoloth again. So here's what I'm considering... OPTIONS:
Would appreciate some help in thinking through this! Thanks! Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#427
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Re: Sir Heroscape's customs
I would submit as is.
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#428
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Re: Sir Heroscape's customs
I have a general aversion to adding a multi-attack or multi-target hero to a bonding squad. That's dangerous territory, especially if they're all decent attacks. It's not unprecedented, though.
Otherwise I don't have any issues with it. Have you considered allowing Sustained by Blood to work on "friendly" squad figures? |
#429
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Re: Sir Heroscape's customs
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Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#430
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Re: Sir Heroscape's customs
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#431
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Re: Sir Heroscape's customs
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Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#432
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Re: Sir Heroscape's customs
Here's the latest version. The only differences from the last were I changed the power name and added the clause with the level restriction so we don't have people being taunted off of a castle.
Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
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