RegisterDonateLogin

Has the high ground.

Welcome Guest Active Topics | Members

Rule of Two: Darthbane53's Custom set (COMPLETED!) Options
Lord_Ball
Posted: Sunday, August 29, 2010 11:56:59 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/19/2010
Posts: 1,029
A lot of your characters are IMHO needlessly complicated.

Bane - already been addressed by others
Gorax - Is he missing melee? Or is the "ranged attack" for throwing rocks?
Orbalisk Swarm - what does Orbalisk Armor and Orbalisk Poison do?
Dessel of Apatros - Just don't like the name for the ability "Hydraulic Jack"
Dark Lord Belia Darzu - Cyborg already makes a character count as droid and non-droid/living so that wouldn't need to be added to the CE unless it's after Cyborg as the desriptor
Gloomwalkers - I'd give them all Gloom Walker (counts as a character named Gloom Walker) just so the snipers can benefit from squad assualt if the Trooper and/or tech are nearby as well.
Kaan - is pretty weak for the cost, I would at least give him double attack, as the likelyhood he'll pull off your thought bomb before dying is slim to none.
Tuk'ata - I'm guessing Force Ascetic under his force powers is supposed to be something else? as is he can't ever spend any Force points.
Apatros Miner - Plasteel Hydraulic Jack, again not fond of the name, but unless it's supposed to be 1 attack against EACH adjacent enemy I fail to see when it would ever be used over triple attack.
Darth Cognus - Rather than cancelling the attack why not just have it say "Target enemy's attack deals no damage" it yields the same effect mechanically, just with a different flavor.
Darthbane53
Posted: Monday, August 30, 2010 12:00:38 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/26/2010
Posts: 1,390
Location: Florida
Lord Ball- Thank you very much. I fixed all those 'Miss Prints' as for the Hydraulic Jack ability its because they used to be miners in caves.
Lord_Ball
Posted: Monday, August 30, 2010 9:27:28 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/19/2010
Posts: 1,029
Yeah I gathered that much, but when I think of a hydraulic jack I don't really think of swinging them around to beat people with (causing damage) that's why I'm not fond of the name.
Darthbane53
Posted: Tuesday, August 31, 2010 6:16:34 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/26/2010
Posts: 1,390
Location: Florida
Do you have any other suggestions?
Lord_Ball
Posted: Tuesday, August 31, 2010 10:01:38 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/19/2010
Posts: 1,029
Maybe I just don't understand what you're trying to do with the Tuk'ata

Improved Imobilizing Rend - it doesn't flow with the other rend abilities (requiring "both" attacks), OK the Tuk'ata is a single attacker so that wouldn't work. Maybe paralysis would work instead?

Sith Hunger - This ability really doesn't make sense to me (also there is already a Force Power called Sith Hunger - yes this ones an SA, but why take the chance to be confusing), as it requires the spending of force points, but with Force Ascetic and NO powers there is absolutely no way for the Tuk'ata to spend any therefore will always fall victim to this ability in round 1... Perhaps something like:

Force Hunger (When this character activates it loses 1 Force point, if this character has no Force points it loses 20 hitpoints and gains -10 Damage)
The main difference here is that an unmodified critical would do 70 damage instead of 60, but the -10 wouldn't stack as it's "gaining" it from the ability and named abilities don't stack unless specified.

Steal Force Mastery seems to be the exact same thing as steal force so you could drop the word Mastery.
Darthbane53
Posted: Wednesday, September 1, 2010 5:59:06 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/26/2010
Posts: 1,390
Location: Florida
Thats the effect I was going for. I replaced it with your power. Again thank you for the suggestion.
Darthbane53
Posted: Monday, September 13, 2010 5:55:30 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/26/2010
Posts: 1,390
Location: Florida
Bump! Custom contest soon!
saber1
Posted: Saturday, September 18, 2010 2:54:45 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
Darth Bane Embodiment of power
*SA's look good. However, Force 5 with renewal of 2 is a bit much. Also, the Essence transfer is pretty messy and a significant departure from current game mechanics.


Darth Zannah Craver of Power
*Presumably this is Zannah prior to the end of the Bane trilogy. As such, she is nowhere near as offensive as you have made her. I suggest dropping Double Attack and Crowd Fighting, perhaps even duelist and adjusting her cost accordingly.


Darth Zannah Sith Witch
*Again a high starting Force coupled with renewal 2 feels over-the-top. Also, I'd drop Sith Mind Trick for simplicity as she already has Sith Sorcery. Lastly, her attack rating is atrocious for her cost. She may not be a big melee brute, but I would think she could hit oppenents more often than a 9 attack suggests.


Terentatek
*Huge base damage! Also, I'd give a save to the Poison to keep in line with existing poisoning abilities.


Dessel Of Apatros
*Looks good. Hydraulic Jack is simple, accurate and fits existing mechanics. Nice work.


Caleb Medicine Man
*Does he Augment Healing his own Heal 30? If so, an auto-60 heal may be a bit too strong, even on a fragile character. Pure of Heart is nice, though may need a slight rewording for clarity. Also, I'm not sure Avoid Defeat is accurate to the character, but I could be completely wrong.


Army of light Sentry Droid
*Reminds me a bit of my Sith Probe Droid.


Valley of Dark Lords Spirit
*If its a spirit, I suggest making it more like the existing spirits (Yoda, Obi, Luke).


Doan Miner
*Simple yet effective.


The Huntress
*Very fragile for the cost, but high damage output. Also, what does the Huntress Loan? Cars? Money? Flapper


Lord Hoth Army of Light Commander
*I like the CE. OR Reserves is something I am undecided on. Stats are strong, though FH40 feels out of place. I haven't read or heard that he was a great healer so I suggest dropping Heal completely or at least down to FH20. Again, I'd drop his Force rating as well.


Gloom Walker Sniper
*Snipers and Squad Assault don't seem to go together. I'd drop SA, especially given the 12 attack. Also, Cunning with Sniper, Accurate and Deadeye feels like a shotgun approach. I would lose one of them.


Gloom Walker Tech
*I was inclined to point out the redundancy of Door Gimmick and Satchel Charge. However, I like the ability to mess with doors without having to blow them. That is a nice combination. Everything else fits, though I'm unsure about Recon.


Gloom Walker Trooper
*I like it.


Brother Hood of Darkness Dark Jedi
*I'd prefer to see Double Attack rather than Twin on this type of figure, but its not a deal-breaker.


Valenthyne Farfalla
*Strong similarities to my version of Farfalla. Looks solid, though Battle Meditation might be misplaced. Again, and I don't mean to beat a dead horse, I'd drop the Force rating down.


Githany
*Looks solid. I might tone down the Lightning, though.


Army of light Heavy Trooper
*I'll take it!

Army of light Sergeant
*The CE grants +3 attack and Squad Assault (+4 attack)? I'd switch that to Squad Firepower.


Lord Kaan
*Stats and SA's look solid as does the CE. However, Thought Bomb is too wordy and complicated. I will grant you that the power is a difficult one to translate into the game and major kudos for the attempt. Take a look at my version (Allegiance set) to get an idea of the simplicity to which I refer. I'm not saying my version is good, as it is not yet playtested, but I put much thought into retaining the essence of what was described in the book while trying to keep it simple and balanced.


Kelad'den
*Who is this character? Triple, Twin, Evade, Parry and Avoid Defeat? Good thing the base damage is only 10. Yikes!


Kas'im
*Stats look spot-on. I would like to see Quintuple Attack dropped in favor of an existing SA or two. Ataru makes sense, and I can completely agree with Parry, though I'm not sure about Ascetic. Speed and Leap are nice additions to the faction.


Apatros Miner
*Is the Jack SA intended to be different from the one above?


Army Of light Trooper
*Looks good.


Army Of Light Jedi Commander
*Solid.


Brother Hood of Darkness Apprentice
*Loyal is a cool idea. I'm glad you put the Unique qualifier in there.
Darthbane53
Posted: Sunday, January 30, 2011 12:08:27 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/26/2010
Posts: 1,390
Location: Florida
Bump! Looking for more critiques!
Darth Percocet
Posted: Sunday, February 13, 2011 7:06:46 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/26/2008
Posts: 937
Location: Phiadelphia, PA
Darthbane53 wrote:
nerfherderpictures- I went ahead and changed it. I think you may be right, tripple and twin is a bit over board. As much as I hate to admit it (Tongue) she isint close to some of the best light saber duelists.

CerousMutor- Not sure if you have read the books but thats what I was basing him off of. Because he has the orbalisk armor which is light saber reflective he is just a (literal) beast. He uses pure aggressive attacks and concentrates none on the defense. The essence transfer is him going in to another body, not stealing that body's life force. But i will alter the power to make it more simple if I can. He is my favorite character lol so even trying to be bias is hard.

qvos- Thanks for the positive input!

Thanks every one! Keep up the criticism!


i was tryin to make the same type of force power as the Essence Transfer for Lord Murr, heres what i came up for it, may help.


Transfer Life Force 3: touch; when this character is defeated make a save of 16, on a success it may possess a living non savage character and that character loses its own, but gains all force powers, special abilities and commander effects of this character but keeps its HP, Def, Att, & Dam, on a failed save this character is defeated. An enemy affected by this ability joins this characters squad, becomes the same faction and counts as a character named Karness Muur.

Glossary Text
When a character with this ability is defeated choose a living non savage enemy or ally adjacent to this character, then make a save of 16, on a fail this character is defeated. On a success this character possesses the target character. The possessed character loses its special abilities, force powers and commander effects but keeps its HP, Def, Att and Dam and also gains all special abilities, force powers & commander effects from this character. If an enemy character becomes possed by this ability, that character joins this characters squad and becomes the same faction of this character.

i mean a save of 16 is hard to pull off on its own & here ou only get one shot period to do it so balances it out what it does, and transferring into another body, i chose to keep the new body's stats because say its a clone trooper, a clones bodies gonna be weak and fragile, now lets say it is a clone trooper u got into, reason why i chose to let the new body have all the force, SA & CE of the original is for game mechanics, i tried not to get too specific with definitions. but i dunno, this may help ya come up with a better game mechanic concept if your not to thrilled with what you have already...

Nice set thought i like it.
Darthbane53
Posted: Sunday, February 13, 2011 9:17:06 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/26/2010
Posts: 1,390
Location: Florida
Its very hard to get the what the ability is in to glossary text. Its so complicated =P but thanks for your input! And thanks!
Users browsing this topic
Guest


Forum Jump
You cannot post new topics in this forum.
You cannot reply to topics in this forum.
You cannot delete your posts in this forum.
You cannot edit your posts in this forum.
You cannot create polls in this forum.
You cannot vote in polls in this forum.

Main Forum RSS : RSS

Bloo Milk Theme Created by shinja
Powered by Yet Another Forum.net.
Copyright © 2003-2006 Yet Another Forum.net. All rights reserved.