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Poll Question : Are those "new" Force Powers useful or not? (Poll is closed)
Choice Votes Statistics
Yes, they are useful 56 70.000000 %
No, they are NOT useful 4 5.000000 %
It depends on how you view them 18 22.500000 %
WOTC should've never created them 1 1.250000 %
either way-I wouldn't use these kind of characters 1 1.250000 %

Are the DARK TIMES (Risky) Force Powers A GOOD or BAD thing? Options
creme_brule
Posted: Tuesday, January 26, 2010 10:32:35 AM
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Joined: 12/31/2009
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Hey y'all!

i was wondering if you APPROVE of the "new" FP, or if you don't think they'd last 3 seconds in competitive squads...



Well, IM(H)O i dont like the new FP b/c they are too risky. why wast 25-40 points worth of (unique) jedi and risk losing them completely, them gaining savage, or them joining the opp. squad (thats even worse than betrayal!!!)...

IMO, of course ;)

what do YOU think about these new FP?

thx y'all in advance! :)
carnorjax1
Posted: Tuesday, January 26, 2010 10:37:08 AM
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They will get chewed up
Tirade
Posted: Tuesday, January 26, 2010 10:47:16 AM
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Joined: 5/25/2008
Posts: 536
Location: Tracy, CA
carnorjax1 wrote:
They will get chewed up


Huh? If you time it right, they could be extremely useful. I'd argue Dark Temptation is going to become the poster child for point stealing.

Ferus and Dass are in great factions. I think their reward far outweighs the risk.
creme_brule
Posted: Tuesday, January 26, 2010 10:53:12 AM
Rank: Advanced Bloo Milk Member
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Joined: 12/31/2009
Posts: 1,701
Tirade wrote:
carnorjax1 wrote:
They will get chewed up


Huh? If you time it right, they could be extremely useful. I'd argue Dark Temptation is going to become the poster child for point stealing.

Ferus and Dass are in great factions. I think their reward far outweighs the risk.


thats also the prob. the leser factions need these "game breakers (in a sense)", not rebels or imps...theyre broken as it is!

though, ig uress then that would defeat the whole purpose of the title "DARK TIMES" lol :P
Tirade
Posted: Tuesday, January 26, 2010 10:54:51 AM
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Location: Tracy, CA
creme_brule wrote:
Tirade wrote:
carnorjax1 wrote:
They will get chewed up


Huh? If you time it right, they could be extremely useful. I'd argue Dark Temptation is going to become the poster child for point stealing.

Ferus and Dass are in great factions. I think their reward far outweighs the risk.


thats also the prob. the leser factions need these "game breakers (in a sense)", not rebels or imps...theyre broken as it is!

though, ig uress then that would defeat the whole purpose of the title "DARK TIMES" lol :P


Ok, so one moment you don't like them (too risky), but the next you are saying they are game breakers. So what is it? You've confused me.
Weaver
Posted: Tuesday, January 26, 2010 11:00:45 AM
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They're completely circumstantial.
harmonm4
Posted: Tuesday, January 26, 2010 11:03:22 AM
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Joined: 2/12/2009
Posts: 146
Timing is everything. In fact, a character joining the opponent's squad can even be a good thing on occasion.

For example, If I'm playing Ferus Olin, I'll probably have him next to a solid jedi (General Skywalker) as the bodyguard making Skywalker live much longer.

If I use Dark Temptation (which I will do only when he has 10-30 hit points left just in case he turns on meWink ), I don't have to make a save to get the bonus, I automatically get the bonus immediately!

The save to determine whether he joins the opponent's squad does not come until the end of his turn.

At this point he has already made 2 attacks at 40 damage per attack with an attack of 15 or he has made one attack (using momentum from Skywalker) for 50 damage at an attack of 19!

Then there is a 50% chance I will lose him to the other team, which is good if he is almost dead. Earlier, if I planned well, I will not have activated the other jedi yet(General Skywalker in this case).

General Skywalker then activates and moves to create momentum and makes 2 attacks and potentially a Djem So attack from the AoO to finish off Ferus Olin and get an easy 27 points!

Ferus Olin Soaked up damage to keep Skywalker at max, made a final huge attack, then died giving me an easy 27 points. That 27 points could be a key method to winning some games!

I say in that case, the Dark Temtation force power was well worth it!
Sithborg
Posted: Tuesday, January 26, 2010 11:25:34 AM
Rank: Moderator
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Joined: 8/24/2008
Posts: 5,201
They are great. K'kruhk's isn't as bad, since you will be using it when he is in the thick of it anyway, so Savage isn't a big deal unless you are really, really depending on CE's (which K'kruhk doesn't really need to do). Considering with just a Czerka, Das Jennir can get up to 160 Dam, you bet I will trade a 32 pt piece for 50+ pts.

These abilities are "finishers", used when you are ready to kill a piece, ideally of more points. And I would love to see them more, and even new ones like that in MOTF.
Tirade
Posted: Tuesday, January 26, 2010 11:31:19 AM
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Location: Tracy, CA
Sithborg wrote:
They are great. K'kruhk's isn't as bad, since you will be using it when he is in the thick of it anyway, so Savage isn't a big deal unless you are really, really depending on CE's (which K'kruhk doesn't really need to do). Considering with just a Czerka, Das Jennir can get up to 160 Dam, you bet I will trade a 32 pt piece for 50+ pts.

These abilities are "finishers", used when you are ready to kill a piece, ideally of more points. And I would love to see them more, and even new ones like that in MOTF.


Yeah, the more I think of K'Kruhk, the more I like him. I think he's well worth using over the standard JWM. The extra 10 Hps, Impulsive Advance, Force Renewal and Indiscriminate Rage are worth the extra 7. Plus he can benefit from Qui-Gon JT's CE (when he is not Savage).
Sithborg
Posted: Tuesday, January 26, 2010 11:56:56 AM
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Groups: Member , Moderator, Rules Guy

Joined: 8/24/2008
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Yeah, that Qui-gon continues to get better and better. Between Das Jennir, Jax Pevan, and K'kruhk, there are a lot of new toys for him to be used with.
creme_brule
Posted: Tuesday, January 26, 2010 12:11:26 PM
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Joined: 12/31/2009
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Tirade wrote:
creme_brule wrote:
Tirade wrote:
carnorjax1 wrote:
They will get chewed up


Huh? If you time it right, they could be extremely useful. I'd argue Dark Temptation is going to become the poster child for point stealing.

Ferus and Dass are in great factions. I think their reward far outweighs the risk.


thats also the prob. the leser factions need these "game breakers (in a sense)", not rebels or imps...theyre broken as it is!

though, ig uress then that would defeat the whole purpose of the title "DARK TIMES" lol :P


Ok, so one moment you don't like them (too risky), but the next you are saying they are game breakers. So what is it? You've confused me.


sry if i have...i thought that (for ex.) ferus olin; he got betrayed and you killed him, the points go to ur opp....but, apparetnty not :)

also in general would still stick to my opinion, though dass prob. isnt as good as ferus now that i realize how good he can (poetnially) be ;)

did that clear things up for ya? ;)
discgolfphil
Posted: Tuesday, January 26, 2010 12:48:36 PM
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And don't forget you can use a force point to reroll a save as well. So, there's always an extra chance to keep from falling to the dark side.
Sithborg
Posted: Tuesday, January 26, 2010 12:53:19 PM
Rank: Moderator
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Joined: 8/24/2008
Posts: 5,201
discgolfphil wrote:
And don't forget you can use a force point to reroll a save as well. So, there's always an extra chance to keep from falling to the dark side.


Since they are Force Powers themselves, you will only be able to do that if you are able to spend Force points more than once a turn.
AdmiralMotti89
Posted: Tuesday, January 26, 2010 1:15:29 PM
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Joined: 7/29/2009
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creme_brule wrote:
Tirade wrote:
carnorjax1 wrote:
They will get chewed up


Huh? If you time it right, they could be extremely useful. I'd argue Dark Temptation is going to become the poster child for point stealing.

Ferus and Dass are in great factions. I think their reward far outweighs the risk.


thats also the prob. the leser factions need these "game breakers (in a sense)", not rebels or imps...theyre broken as it is!

though, ig uress then that would defeat the whole purpose of the title "DARK TIMES" lol :P


I don't see what that has to do with them being useful or not.
Are they useful in a lot of situations? Yes.
Especially considering that the only time you might be forced to use the power is if the character is Dominated, I don't see how a reasonable person could say that these 99.9% optional abilities are negative for any figure.
discgolfphil
Posted: Tuesday, January 26, 2010 2:14:05 PM
Rank: Clone Trooper
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Joined: 1/11/2010
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Sithborg, you got me on that one. I guess I didn't think it through.
Partof1
Posted: Tuesday, January 26, 2010 2:43:30 PM
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Joined: 5/10/2008
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They can be devastating if used right, and each pice has alternatives, if they powers are too risky at a given time. I support them, and hope there are more gambling abilities, CE's, or sets of abilities in the future.

GM Double/twin involves no decision making whatsoever, and that is bad for the fun of the game.
Mickey
Posted: Wednesday, January 27, 2010 1:09:14 AM
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Joined: 2/9/2009
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Location: Southern Illinois
I like it because it adds an extra element of chance to the game. When chance comes into play anything can happen LOL
homestar45
Posted: Wednesday, January 27, 2010 2:22:27 AM
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I think it all depends on the situation.
General_Grievous
Posted: Wednesday, January 27, 2010 2:55:15 AM
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Joined: 1/8/2010
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I am always for new abilities and force powers and these when used correctly could be game changers and are worth the risk. So I think they are quite useful in that sense.
wannabe mexican
Posted: Wednesday, January 27, 2010 4:00:07 AM
Rank: Advanced Bloo Milk Member
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Joined: 1/10/2010
Posts: 1,153
I see them being awesome fun to try out and for use in games to increase the cnance aspect. But then when it comes to competitive play, are people really gonna want to risk losing a game by adding in extra chance? Or will they just go for safe options...?
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