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C3G Legacy Library This is the archive for all the designs released in the original era of C3G. Feel free to post any figure specific questions in their individual books. |
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#49
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Re: The Book of Kristoff von Doom (Vote for Public Playtesti
Yea
".... the Cambridge ladies do not care, above Cambridge if sometimes in its box of sky lavender and cornerless, the moon rattles like a fragment of angry candy" |
#50
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Re: The Book of Kristoff von Doom (Vote for Public Playtesti
Yea
C3G: Taking Superheroes to a Whole New Level! C3V: The Legacy of Classic 'Scape! Viegon & Family's Classic Customs, Maps, and Battlefield Videos. Enjoy App Games? Try A Day in the Life of Atlas! |
#51
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Re: The Book of Kristoff von Doom (Vote for Public Playtesti
Yea
JOHNNY139'S CLASSIC CUSTOM THREAD! | Visit now!
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#53
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Re: The Book of Kristoff von Doom (Vote for Public Playtesti
YEA
Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those. |
#54
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Re: The Book of Kristoff von Doom (Vote for Public Playtesti
This passes
If I get any sign-ups from allies outside the Danger Room, my plan is to just send them Kristoff without Magical Aptitude. I want to see some spell-less tests anyway. Any Allies who can't see the finished spells and want to test Kristoff with some, PM me and/or YK and we'll get you sorted out. |
#55
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Re: The Book of Kristoff von Doom (Public Playtesting Phase)
Sounds good. The spells themselves are priced individually so the only real effect Magical Aptitude has that needs to be factored into his cost would be the ability to deal more than 1W at a time to figures with the MD power, but that only occurs when casting a spell so it's pretty narrow in effect.
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#56
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Re: The Book of Kristoff von Doom (Public Playtesting Phase)
C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE TEST UNIT Kristoff Von Doom ___________________________________________________________ Army Test 1 Map: Custom Units: Kristoff Von Doom(95), Doctor Doom(I)(375), Doombot x2(190), Final Ruin x2(20) (680) vs. Luke Cage(190), Shang-Chi(230), Iron Fist(260) (680)
Spoiler Alert!
___________________________________________________________ Army Test 2 Map: Custom Units: Kristoff Von Doom(95), Doctor Doom(I)(375), Doombot x2(190), Final Ruin x3(30) (690) vs. Mr. Fantastic(235), Plastic Man(145), She-Hulk(310) (690)
Spoiler Alert!
___________________________________________________________ THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY: I'm unsure how much was luck vs. just how good of a cohesive unit Dr. Doom + Kristoff + Doombot + Spells is. I also wasn't sure if Doom's Mystic Power Drain extra turn prevents Kristoff from being able to take a turn, I played it as a successful Mystic Power Drain bonus turn means no opportunity for Kristoff's Doom's Ward turn. So the games could have been even more in Doom's favor if that's not the case. Overall, Kristoff is definitely a great draft in a Doom build, as a nice backup to a backup option that the Doombot's offer. I was also unsure if Doom's Heir gives Kristoff all of Doom's powers once he's destroyed, or if the wording simply implies that Doombots can be used on Kristoff at that point. I'm thinking the latter is how it is worded, but it didn't come up in my games. I think Kristoff is a bit better than 95, but since luck played a factor, I'd say 105 is as high as I'd go until more tests say otherwise. |
#57
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Re: The Book of Kristoff von Doom (Public Playtesting Phase)
Thanks for the tests, Arkham! I'd be okay with Kristoff's cost coming up to 105 for further testing. Looks like you had some solid luck with him, but he's felt pretty strong to me anyway. Plus it puts him at a slightly different price point from the Doombots, so that's a neat little bonus.
Doom's Heir doesn't give Kristoff any extra powers, just lets him synergize with Doombots, yeah. Whether or not Mystic Power Drain and Doom's Ward can both come up on the same turn is a good question. I'd say you could still get a Power Drain turn and then bond with Kristoff, because Doom doesn't really bar that. (And if that's something we want to change, that's more on Doom's plate than Kristoff's.) |
#58
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Re: The Book of Kristoff von Doom (Public Playtesting Phase)
Made a couple SP edits. Bumped the points to 105 and changed Doom's Ward to refer to "Doctor Doom".
Doom's Ward was originally keyed into "Victor von Doom", but I updated it to be "Doctor Doom" for consistency with Doom's Heir. Doom's Heir really needs to reference Doctor Doom rather than Victor, so that seemed like the way to go. (I do have some Victor von Dooms in mind that won't be Doctor Doom, as well as at least one Doctor Doom that won't be Victor von Doom, and I'd hate to have some units that could work with one power and not the other.) |
#59
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Re: The Book of Kristoff von Doom (Public Playtesting Phase)
Tests in from Lobster! He didn't find him to be of much (or any) use in an Adventurer build, but he's playing the version without Magical Aptitude, so I'm okay with that.
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#60
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Re: The Book of Kristoff von Doom (Public Playtesting Phase)
Any ideas on how to bring those two army builds (Adventures & Doom) into balance or do you feel like giving the Fan4 build some limited access to spells is enough? I wouldn't want to see him only ever be in Doom builds and never anywhere else.
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