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Post by bountyhunter9 on Dec 27, 2009 13:59:04 GMT -5
There aren't really many options. Skimming through every special ability on Bloomilk.com, I came up with two possibilities: giving Squad Cover (not really that good as neither the Sith nor the OR have a lot of good Uniques, and the Uniques in the factions need a bigger boost) or rewording the second part of the CE to read like this:
Allies within 6 squares get +4 defense against attacks from nonadjacent enemies.
Other than that, I can't think of anything else.
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Post by gwek on Jan 4, 2010 14:35:39 GMT -5
So where do we stand on Shields as a commander effect? And is that all that we're currently debating with him?
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Post by Dendrite on Jan 4, 2010 18:45:38 GMT -5
I say Shields are good.
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Post by bountyhunter9 on Jan 4, 2010 19:04:00 GMT -5
I still feel that Shields would better fit on a different character from the KotOR era (perhaps that one Selkath merchant who sold only energy shields), but forgetting that this is Saul Karath, I like Shields. So I'm good with it if we can't think of a better option.
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Post by darthgrievous on Jan 4, 2010 20:08:05 GMT -5
So are we close to done on him?
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Post by Roque Saber on Jan 5, 2010 19:06:35 GMT -5
We're stil debating Shields. Besides that, yes.
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Post by Dendrite on Jan 14, 2010 21:18:53 GMT -5
Any other opinions on whether or not to have Shields in the CE? 'Cause right now, it's kind of a tie.
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Post by bountyhunter9 on Jan 15, 2010 16:02:01 GMT -5
I don't think there are any suitable replacements, so I think Shields would be fine.
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Post by Dendrite on Jan 15, 2010 18:49:45 GMT -5
Then Shields it will be! Let's see the final version!
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Post by gwek on Jan 20, 2010 11:41:36 GMT -5
I think this is what we're looking at:
Admiral Saul Karath Cost:[/b] 25 Hit Points: 60 Defense: 17 Attack: 9 Damage: 10
Unique Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy) Affinity (This character may be in an Old Republic squad) Old Republic Military Reserves 20 (If you roll exactly 19 for initiative, you can add up to 20 points of non-Unique Old Republic followers without a Force rating to your squad immediately before your first activation of the round) Recon (Roll twice for initiative once per round, choosing either roll, if any character with Recon in the same squad has line of sight to an enemy) Shields 2 (When this character takes damage, make 2 saves; each roll of 11 reduces the damage dealt by 10)
Commander Effect: Fringe characters are not subject to these commander effects. Followers within 6 squares without a Force rating gain Accurate Shot. Allies within 6 squares gain Shields 1.
(For the record, I'm conflicted on the Shields debate myself...)
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Post by darthgrievous on Jan 21, 2010 17:22:16 GMT -5
I am also conflicted on the shields, especially allies getting them, seems over the top to me.
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Post by bountyhunter9 on Jan 21, 2010 17:36:30 GMT -5
Anyone have any suggestions for an ability to replaces Shields? The only option I can think of would be something like this:
Allies within 6 squares get +X[probably 4] defense against attacks from nonadjacent enemies.
Anyone else have any suggestions?
Also, although this is minor, I think the second part of the CE should have unlimited range. I don't know why, but it seems like something that would be a more universal effect. And as it only affects a few (subpar) characters, it wouldn't be over the top to remove the range limit.
Also, I don't think the word "commander" is necessary in the first part of the CE.
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Post by Roque Saber on Jan 21, 2010 20:15:00 GMT -5
Well, Shields isn't that bad. If we limited it to followers, it wouldn't be quite as abuseable. Remember it's only blocking 10 damage, and thats only half of the time.
Fringe characters are not subject to these commander effects. Followers within 6 squares without a Force rating gain Accurate Shot and Shields 1.
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Post by bountyhunter9 on Jan 22, 2010 14:01:38 GMT -5
I think Shields should stay with allies, because there are almost no good Sith followers. Since most of their commanders are pricey and overcosted, it would be fine to give it to them.
Why did you change it to followers w/o a Force rating, RS? I think the CE should be worded like so:
Fringe characters are not subject to these effects. Followers without a Force rating gain Accurate Shot. Allies within 6 squares gain Shields 1.
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Post by Roque Saber on Jan 22, 2010 17:15:51 GMT -5
Uh, that's how the original was...
K, I see your point. Allies it is.
So, once again, this is where we're at:
Admiral Saul Karath Cost: 25 Hit Points: 60 Defense: 17 Attack: 9 Damage: 10
Unique Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy) Affinity (This character may be in an Old Republic squad) Old Republic Military Reserves 20 (If you roll exactly 19 for initiative, you can add up to 20 points of non-Unique Old Republic followers without a Force rating to your squad immediately before your first activation of the round) Recon (Roll twice for initiative once per round, choosing either roll, if any character with Recon in the same squad has line of sight to an enemy) Shields 2 (When this character takes damage, make 2 saves; each roll of 11 reduces the damage dealt by 10)
Commander Effect: Fringe characters are not subject to these commander effects. Followers within 6 squares without a Force rating gain Accurate Shot. Allies within 6 squares gain Shields 1.
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