The difference from initial creation to v1.5 is as follows (I combined both abilities as if they were one unit because this was changed early on):
Originally, my tanks were able to deal proportional amounts of damage equal to the amount of damage taken. This ability was instead moved to the bruiser of my faction and replaced with entirely new abilities:
- (1) Can make an attack with a +1 bonus to throw an adjacent enemy in a chosen direction
- (2) Can move through enemy units and push them aside, but each gets a free attack
Likewise, my bruisers were capable of doubling their attack for a round but not being able to have defense the next round, and had another ability where they would deal extra damage if their target was secluded in a 3 space radius from anything other than other bruisers of my faction. While the first one stayed, the second one was replaced with the more useful ability the tanks formerly had.
My casters are still the topic of discussion over whether they are simply overpowered or if they are just situationally strong. In any case, their previous abilities were
- (1) Fire a stunning blast at enemies in radius X (minimum 1x1) where X is the number of turns spent channeling. Deals no damage.
- (2) Can choose to split the damage with 2 units in range of my own faction, i.e. take 5 health from the tank and give 5 health to the bruiser.
These were proving to be far too strong, specifically the second ability. Instead, the stunning blast only targets a single enemy, and the second ability is done on an attack basis. If the caster successfully attacks an ally, it stores X health (where X is the difference). A separate attack on the next action can either grant a different ally X health or channeled as an attack against an enemy to deal X damage.
Raziel's global ability used to be that casters could move at +2 speed, but it was proving to be a more useless ability than the seclusion ability the bruisers used to have. This was instead scrapped and the new global ability is: If Raziel dies, he buffs all allied units on death, giving +2 HP & 1 DEF for 5 rounds. His proximity ability used to be that any allies within a 2 square radius would deal 1.5x damage, but since damage is based on the amount of DEF exceeded by an attack on any given role, it was agreed that it would be simpler to just make allies in a 2 space radius have +2 attack. His last stand ability was later added, "Can heal 1 hp for every 3 damage taken/delivered)
After playtesting v2 of the game tonight, there were further changes implemented to each of my units:
- Tank: When it throws an enemy, deals damage equal to the number of 'moves' left if enemy hits terrain wall
- Tank: Decided to scrap the second lesser-useful ability for either an attack of opportunity to adjacent foes attacking allied units, or a sort of burrow-through-terrain ability.
- Raziel: Last stand ability tweaked to include only 1hp per damage taken or given (still deciding)
- Caster: HP distribution ability tweaked so it works off of its own HP. i.e. Caster heals Raziel 3 HP by giving itself 3 damage in wounds, then gives 3 damage to a tank while healing itself. No points system/expiration of health
- Caster: Stunning ability works on a evens-odds basis. Call whichever for stun to occur.
- Bruiser: Clarified rules on attack based on damage ability: Has 0 base attack, and can go to a max of +7.
CURRENT IN-PROGRESS RE-TWEAKS:
Raziel's Last Stand/base stats/base class (general stat change for everything caused needed retweak)
Tank's second ability: Further testing needed on terrain burrow/attack of opportunity
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