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  #193  
Old December 13th, 2019, 02:17 PM
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Re: [Pod 0] Ozuul (Eldrazi Ruiner) - Editing

If we have to refrain from moving figures I like a range 2 cyberclaw effect. Maybe even let him tie down Large minis like the Pride.

If we want to go with a range 2 Gravity Crush, I think we are better off setting the # of dice to 3 or 4 max. “Aura attacks” are usually very strong and devastating and we don’t want a unit who can solo melee skirmishes on an easily gotten 3 skull roll.

So:
Gravity Pull: Small, Medium, and Large figures within 2 clear sight spaces of Ozuul cannot move normally or be moved by any special power.

Gravity Crush Special Attack: R2. A3. All figures within 2 clear sight spaces of Ozuul are affected by Gravity Crush. Roll attack dice once for all figures.

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  #194  
Old December 13th, 2019, 04:56 PM
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Re: [Pod 0] Ozuul (Eldrazi Ruiner) - Editing

Quote:
Originally Posted by Captain Stupendous View Post
What if we combined the two powers into a single special attack?
That makes it harder to understand, not easier.

Quote:
Originally Posted by The Long eared bat View Post
GRAVITY PULL
If there is an unrevealed order marker on Ozuul's army card, all small and medium figures within 2 clear sight spaces of Ozuul can not move further away from Ozuul, normally or with any special power on any Army Card or glyph.
"Cannot move farther away" will not work. Heroscape doesn't exist on a simple 2-dimensional grid; there are actually multiple ways to count distance. For example, if the figure jumps one space off a cliff, it is suddenly far away from Ozuul, even though it's only 2 clear sight spaces.
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  #195  
Old December 13th, 2019, 08:21 PM
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Re: [Pod 0] Ozuul (Eldrazi Ruiner) - Editing

Yeah, closer/farther away would simplify wording, but unfortunately don't actually exist in 'scape. Arguably they could, but even if we were C3V I don't know if it would pass.

Anyway, I honestly see Gravity Pull on the same level as Jotun's Throw and Tor-Kul-Na's Trample Stomp: wordy, yes, but the concept is intuitive enough that you just occasionally have to dig in for the specifics. And one of those was in a Master Set (with the other early in the game's lifespan).


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  #196  
Old December 13th, 2019, 09:33 PM
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Re: [Pod 0] Ozuul (Eldrazi Ruiner) - Editing

I’m happy with Gravity Pull as-is as long as we simplify Gravity Crush to use a static attack value of 3 or 4.
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  #197  
Old December 14th, 2019, 08:13 AM
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Re: [Pod 0] Ozuul (Eldrazi Ruiner) - Editing

Quote:
GRAVITY PULL
If there is an unrevealed order marker on Ozuul's army card, all small and medium figures within 2 clear sight spaces of Ozuul can not move further away from Ozuul, normally or with any special power on any Army Card or glyph.
That is easily changed to:
If there is an unrevealed order marker on Ozuul's army card, all small and medium figures within 2 clear sight spaces of Ozuul can not move further than 2 clear sight spaces away from Ozuul, normally or with any special power on any Army Card or glyph.

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Last edited by The Long eared bat; December 14th, 2019 at 09:55 AM.
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  #198  
Old December 22nd, 2019, 09:13 PM
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Re: [Pod 0] Ozuul (Eldrazi Ruiner) - Editing

Quote:
Originally Posted by All Your Pie View Post
I’m happy with Gravity Pull as-is as long as we simplify Gravity Crush to use a static attack value of 3 or 4.
Why do you feel Gravity Crush needs to be a static number?


Quote:
Originally Posted by The Long eared bat View Post
Quote:
GRAVITY PULL
If there is an unrevealed order marker on Ozuul's army card, all small and medium figures within 2 clear sight spaces of Ozuul can not move further away from Ozuul, normally or with any special power on any Army Card or glyph.
That is easily changed to:
If there is an unrevealed order marker on Ozuul's army card, all small and medium figures within 2 clear sight spaces of Ozuul can not move further than 2 clear sight spaces away from Ozuul, normally or with any special power on any Army Card or glyph.
As I said last time this power was brought up, I appreciate the outside the box thinking, but it's not my favorite direction. Worth exploring if the current direction doesn't work out maybe, but would probably need another, different complimentary power as well.


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  #199  
Old December 22nd, 2019, 10:34 PM
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Re: [Pod 0] Ozuul (Eldrazi Ruiner) - Editing

Maybe I'm misremembering, but I thought we ran some tests with Gravity Crush as "attack equal to number of engaged figures" and it proved pretty disappointing in practice. I would be tentatively fine with it if it was a mechanic that felt very cool and fun to use, but the variable attack value wasn't making the design any stronger or more fun to play than it would be with a static value.
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  #200  
Old December 22nd, 2019, 11:36 PM
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Re: [Pod 0] Ozuul (Eldrazi Ruiner) - Editing

Gravity crush having a static number feels like an obvious place to trim fat.
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  #201  
Old January 5th, 2020, 04:26 PM
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Re: [Pod 0] Ozuul (Eldrazi Ruiner) - Editing

Quote:
Originally Posted by All Your Pie View Post
Maybe I'm misremembering, but I thought we ran some tests with Gravity Crush as "attack equal to number of engaged figures" and it proved pretty disappointing in practice. I would be tentatively fine with it if it was a mechanic that felt very cool and fun to use, but the variable attack value wasn't making the design any stronger or more fun to play than it would be with a static value.
Quote:
Originally Posted by Pumpkin_King View Post
Gravity crush having a static number feels like an obvious place to trim fat.
I'm not entirely opposed to it, but all we did so far was make it "1 + Special" because just "Special" was what had too few dice to feel effective. The current version allows Ozuul to be the devastating Big Bad™ of the set, while also leaving open potential synergy from the Space Shrimp™ (for example Hardened by the Void: double shields vs. Special Attacks). Of course, if it still doesn't playtest well, then it is a reasonable place to make a change.


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  #202  
Old January 6th, 2020, 02:51 AM
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Re: [Pod 0] Ozuul (Eldrazi Ruiner) - Editing

I don’t think 1+ will be devastating to anything but rats.
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  #203  
Old January 11th, 2020, 05:45 PM
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Re: [Pod 0] Ozuul (Eldrazi Ruiner) - Editing

Quote:
Originally Posted by Pumpkin_King View Post
I don’t think 1+ will be devastating to anything but rats.
I don't see how something can be devastating to Rats and not anything else. Being a SA gets around Scatter, sure, but they still have 4 Defense which is more than a lot of things. In any case, another Rat counter would be a net gain, lol.


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  #204  
Old January 14th, 2020, 01:48 PM
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Re: [Pod 0] Ozuul (Eldrazi Ruiner) - Editing

My understanding was that even the "1 + Special" Attack on Gravity Crush led to a lot of frustration when playing Ozuul. If he only gets engaged to one or two figures at a time, then the 3 dice is underwhelming and by the time that he freed himself, his targets had split and the damage was done.

Changing Gravity Crush to a static number reduces this frustration while also significantly cutting down on the complexity to play Ozuul. Even if players can only engage two figures with Gravity Pull, a static 4 dice against both can be pretty enticing, so he still has interesting decisions to make. In his best scenarios, it's still effective against 4+ opponents (the likelihood of him getting 6 dice or more is pretty low in normal play), so it mostly just evens out his scaling and makes him more consistent and approachable in my understanding.

Considering how rules-heavy and wordy Gravity Pull has to be, I think that it would be a good idea to simplify Gravity Crush to the static 4 dice. Ozuul's the big bad of the set, but if the "1 + Special" is still disappointing in practice, then it makes sense to make him more approachable while maintaining the same anti-swarm playstyle.
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