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C3G Legacy Archive of all the original discussions and workshops from the first stage of C3G. |
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#1
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Some design possibilities:
Copperhead Doctor Fate (Kent V. Nelson) Doctor Phosphorus Enchantress Nightwing II The Question (Renee Montoya) Last edited by Arkham; December 4th, 2018 at 06:42 PM. |
#2
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Re: Arkham's Design Brainstorming Thread
Zatanna II ![]() Quote:
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Last edited by Arkham; January 6th, 2017 at 11:02 PM. |
#3
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Re: Arkham's Design Brainstorming Thread
I almost suggested you start a thread like this last night. Can't wait to see more.
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. |
#4
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Re: Arkham's Design Brainstorming Thread
The goal with Zatanna is to keep it simple and keep her points down to hopefully encourage more spells being drafted with her. As for the spells I want to introduce with her, I have a strong liking to the ability to manipulate elements and place them on the battlefield, as it truly makes her the jack of all trades support unit that I feel she should be.
There are various units that benefit from water/ice/lava/swamp/sand/shadow/trees/ice rocks etc., making her a natural combo. Opening up these particular spells to more than just a limit one use per game, or one draft per game uniquely to her, allows that to be built into her cost directly, and goes further to make these stand out as her specialty. It also has direct synergy benefits with members of the Justice League(water/shadow/lava etc.), as well as potential Justice League Dark synergy down the road. I'd also consider adding in the line to Mistress of Magic "This figure has the class of Magician in addition to what is listed on this card." This could help in the future in case we start some Justice League Dark synergy with Constantine, preferring to call out to Magician rather than Champion for that group. It'd also link in Zatanna I and II into anything of the sort that may pop up for the class. |
#5
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Re: Arkham's Design Brainstorming Thread
I think Mistress of Magic is a bit vague, as it stands. I'd keep the power on the card, but give it some really simple/bare-bones effect (maybe the dual-class thing you suggested, but that feels kind of unnecessary when there's already a Magician Zatanna). Then word the spells more like this:
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The 'discard' bit will almost certainly have to be changed, depending on whatever the official wording for that is, but I think that style of thing is the way to go. You could also use Homo Magi species as the thing that the spells key in on, rather than the Mistress of Magic special power, but doing it that way would force the spells to be costed around Zatanna I. Cutting out Zatanna I lets Zatanna II absorb the cost of her interactions with the elemental control spells, which will keep their price point low so that they're more reasonable for other figures who don't get the full benefit that Zatanna does. |
#6
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Re: Arkham's Design Brainstorming Thread
Poison Ivy II ![]() Quote:
Last edited by Arkham; December 23rd, 2016 at 11:27 AM. |
#7
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Re: Arkham's Design Brainstorming Thread
Alright, shuffling things around a bit, it looks like we're going to move ahead with Poison Ivy II as the next to be designed, and Zatanna II will be delayed a few months.
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#8
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Re: Arkham's Design Brainstorming Thread
I like that plan. My only concern (and concern isn't even the right word as it's just a thought) is that the +2 defense is going to end up having her costed with figures that will benefit more from that +2 than her thematic tea mates. Not sure if it's acceptable to go with - subtract 1 skull - from the attacker instead of +2 defense for the defender. Then it would have the same effect for all defenders instead of the big boost for counter strike and such figures.
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. |
#9
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Re: Arkham's Design Brainstorming Thread
I wouldn't be opposed to making that change, if others are in agreement. Subtracting a skull from an opponent's figure on a grass or swamp space, or adjacent to an Evergreen Tree or Jungle Piece. I suppose the same logic is applied either way, the plants are grasping on to the attacker to cause their performance to be hindered, or covering the defender for extra protection.
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#10
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Re: Arkham's Design Brainstorming Thread
Counterstrikers still really like knocking a skull off the attacker's roll. In fact, they actually like it better than +2 to their defense, on average. The defense boost gives them a higher potential max damage output, but it's not as reliably good.
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#11
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Re: Arkham's Design Brainstorming Thread
You could always do it Invisible Woman/Karolina style and make it +1 for most figures but +2 for, say, Outlaws and Thieves to get some of that Sirens theme back in there?
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#12
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Re: Arkham's Design Brainstorming Thread
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I've also considered making it a +1 movement for the Grass/Swamp spaces, and a +1 Defense when adjacent to Evergreen Trees or Jungle Pieces. To give it a bit more versatility. |
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