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Post by gwek on Apr 22, 2009 21:34:03 GMT -5
RS has hit on most of the things that I'd want to say here.
The phrasing of Immediate Reserves can be streamlined to "Imperial followers whose name contains Guard" or something along those likes.
Lightsaber+20 is interesting, but it also brings with it a number of interesting problems. While I see that you're going for something new and interesting, I can't help but think that you're sort of "cheating" (for lack of a better term) with the construction. This would represent the first character with 0 damage and an attack rating, I think, and I'm pretty sure there are a number of game balance reasons that no such character has existed before.
And then there's my old friend Force Grasp. I'm with RS that it should be two distinct powers: one to move allies, and one to move enemies.
The ability to move an enemy in a fine-motor fashion (as opposed to the "brute force" approach of Push/Repulse) is a HUGE tactical advantage. The ability to isolate an enemy in a carefully prepared trap where 8 allies can then put the ol' smackdown on 'em is pretty much game-changing and should be considered with extreme caution.
To take that ability and also give it the option to do a lot of OTHER stuff is just sort of overkill.
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Post by Sharrakor on Apr 24, 2009 3:13:30 GMT -5
If I streamline the wording of Immediate Guard Reserves like that, it allows Coruscant Guards to be included, which is something I personally would prefer not to happen.
Doombot has an Attack value and no Damage value. In fact he's kinda similar to Palpy in that regard (damage only against adjacent Droid enemies). Although, Mitth'raw'nuroudo wasn't out at the time and so he didn't have any options at making ranged attacks. I'll change it now, though.
And I thought you were okay with Force Grasp and the way it was? Or was I mistaken?
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Post by Jm419 on Nov 8, 2009 22:46:29 GMT -5
Hmm. I'm not sure which way I'm going to turn on this whole Force Grasp debate. It's interesting, and I do like how it can move both enemies and allies - if you want to move allies, I guess they can just make the save. I'm actually gonna side with Sharrakor on this: it's an interesting dynamic that you might want to take the risk in order to move an ally that far.
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Post by bountyhunter9 on Nov 22, 2009 15:39:19 GMT -5
I'll agree with Sharrakor on the Force Grasp as well - it is powerful, but it's an interesting, new dynamic. You'd just have to be careful about which pieces have it (no non-Uniques).
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