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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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Quote:She is hardly complicated at all as currently constructed. In fact, if anything, I would have to say it is one of the more limited 50+ Cost Force pieces in the entire game. All she can do is Triple or use one of two very situational powers every other round on average. Most rounds there is literately no strategy needed; her limited 3 situational action options means her move will be dictated to you most of the time. I don't want to drag this out too long, but I do think she's more multi-faceted than you give her credit for. At the least, she has the option of either sitting in the back, Cloaked, waiting to turn pieces into Rakghouls, or being used as a pure beatstick (especially with Thrawn, where she can swap in late round, then get the first activation of the next round). And while a good player might not let you pull off Sith Alchemy too often, it at least forces them to play differently - they might have to keep low HP living pieces entirely out of the fray. On the other hand, you might not actually want to use Zannah's offensive powers very often, as you often want to save her force points for defense. The last time I saw her used, she spent all her remaining force points on a Force Corruption, and had nothing left for defence; it wasn't a good play in my opinion. Lots of good 50+ point pieces are pretty single faceted - I love the new Mace, but realistically all you can do with him is run him in and bash stuff. Also, the problem is that if you have a character that's purely based around Force Powers targeted against Living Characters, it'll never see competitive play, as it's screwed against Vong and Seperatist Droid squads. The current version is nice and balanced - even if you never use the cool force powers, she's still a good beatstick.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/26/2010 Posts: 75
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Okay, so had time to read that and see billiv15 actually gave me homework... I will need to reply to this tomorrow then I think, as chores are probably best moved back above reply and my reply to that long, detailed post is best served when homework is actually done Again, thank you for said reply though - very informative, and great to see a detailed glimpse into the inner workings of the V-Set minds! @ SithborgAgain, the last thing I want is a piece who can turn entire armies at once. Said that a couple times now I believe, and meant it each time I did. Otherwise, totally understand the multiple design angles, as I even mentioned when pointing out they were combined together on this piece. You may also remember, my request is for yet another version (not for the old to be burned at the stake and erased from the history books) or a piece which tweaks/boosts it a tad for us fanboys. As also stated before though, its that Beatstick aspect you mentioned again which is pretty much at the root of my initial critique - the actual character is a very complex Force user who happens to be physically strong through the Force, not a "Beatstick with interesting force powers". No matter, Billiv15 has be great in replying and will further answer questions/concerns I may still have, I imagine. Thanks for the insight and thought though! @ Darthbane53, Yeah, that did actually happen; but it was the Rakghouls on the ship which attacked, and subsequently infected, Cade. Same happened to the Sith (whose name I don't know) that was stationed at the Garrison they (Cade's Crew + Celeste) ended up attacking. The Talisman itself couldn't turn Jedi/Force Users (as well as some specific species, but who knows exactly which...) though; only its offspring.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/26/2010 Posts: 1,390 Location: Florida
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Neifi wrote:
@Darthbane53, Yeah, that did actually happen; but it was the Rakghouls on the ship which attacked, and subsequently infected, Cade. Same happened to the Sith (whose name I don't know) that was stationed at the Garrison they (Cade's Crew + Celeste) ended up attacking.
The Talisman itself couldn't turn Jedi/Force Users (as well as some specific species, but who knows exactly which...) though; only its offspring.
Darth Reave! I should know lol, I made customs out of EVERY single one of thoes red and black sith.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/14/2008 Posts: 2,063
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While we are on the subject, I am curious about the decision of targeted range 6 force power vs AoE range 2 with save for Sith Alchemy. I understand the reason for utilizing the ability for other pieces. I was just wondering if the decision for targeted Force power was made initially or did a "field" effect get discussed?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/4/2008 Posts: 1,441
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Darthbane53 wrote:Neifi wrote:
@Darthbane53, Yeah, that did actually happen; but it was the Rakghouls on the ship which attacked, and subsequently infected, Cade. Same happened to the Sith (whose name I don't know) that was stationed at the Garrison they (Cade's Crew + Celeste) ended up attacking.
The Talisman itself couldn't turn Jedi/Force Users (as well as some specific species, but who knows exactly which...) though; only its offspring.
Darth Reave! I should know lol, I made customs out of EVERY single one of thoes red and black sith. Regardless, if you expect over complication and limitation of abilities for the purposes of only ever doing it directly to those the specific character did it to in the story, you will be let down. Most people want the game to remain simple. Sith Alchemy is a general ability, not just an ability of Celeste. It's an abstraction of a concept, like everything else in the game. Making it restricted to something like "living non-force users" would have made it relatively a waste of time. That would eliminate it from both force immune (Vong and bubble characters) and all force users. So 50% of the squads, you have 0 chance to use it at all, other than maybe 2-3 ugnaughts who the opponent will hide in the back. Not a good design. To address the "beat stick" vs. "strong through the force" argument laid out by Neifi. I think you are mistaken in the way you interpret a character. "Triple" attack is an abstraction of multiple things, including being made "Strong by the force". Darth Vaders have often had it. Jedi hunter is in part an abstraction of it. So is Lightsaber Dualist - all characters with this in canon use the force to become better fighters. Heck, every lightsaber style is augmented by the use of the force. But they don't require "force powers" in game terms to represent it. The force making her naturally stronger is better represented by non-force using abilities in our game. Force powers themselves are meant for abstracting very specific uses of the force that a character was particularly good at. But its certainly far from being the only way. Earlier you suggested that rakghouls were the model of design. That is untrue. I used two models of other physically gifted through the force fighters. Darth Tyranus and Darth Vader JH. DT has a LS style, but before those were added to the game, he had Dualist. DVJH had triple attack and jedi hunter. I combined those aspects into Celeste specifically to represent her giftedness in fighting through the force. The tailsman didn't give her just new force powers, but the ability to fight any jedi she encountered and win. I don't know how else you expected us to abstract her ability to beat Zain, Darth Vader, Cade and Krayt as well as numerous non-force users without making her a beatstick. As for the idea that her force powers are simply "interesting" - well they are much more than that. Force storm admittedly is not a great power with very specific limited use. It fits on her because she did it to Krayt and company. But it added next to nothing to her cost, was more added for flavor. Sith Alchemy however is a game changer. If you think I'm crazy, then ask my opponent from a 200pt tournament at Gencon where he brought Vong/shooters/bomb mix against my Skybuck squad. I brought in one rak via reinforcement and preceded to make 13 new ones by the end of the game. My big guys barely needed to fight. You've complained that she can only make one every two turns, but seriously, if you've played it correctly and in a good squad, 1 is all you need. The threat of it in fact is more than enough to justify the ability, even if never used. It's a huge deal if your opponent can't just willy nilly open doors with their ugnaughts the entire game. They can't afford to leave their big pieces with low hps remaining anywhere near you. It's a massively strategic ability that I can't help but think you have yet to master. As for cloak, this should be obvious. She had it as a shadow, and used it against several of the jedi she fought in the later years. Ambush the same deal. It's one of the ways she defeats these well known tough fighters. But unlike cloaked, you are correct she doesn't always use it. Which is why the optional force cloak is a perfect abstraction of what she did. You rightly point out that she has limited "attack options". I like simple straightforward designs. But she is hardly a figure lacking complexity. Strategically she's one of the most popular pieces by players like me who like strategic options and ways to control the game. I love that when I play her, my opponent right out of the gate is forced to spend the entire game worrying about Sith Alchemy and playing everything completely different than they are used to doing. That gives me an advantage. Oddly, you compared her to Zannah, who is actually quite boring to play for the strategically minded. All you do with her is run into battle and start rolling dice. Woohoo, excitement...
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/4/2008 Posts: 1,441
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markedman247 wrote:While we are on the subject, I am curious about the decision of targeted range 6 force power vs AoE range 2 with save for Sith Alchemy. I understand the reason for utilizing the ability for other pieces. I was just wondering if the decision for targeted Force power was made initially or did a "field" effect get discussed? field effect, even something restricted to "adjacent" was too powerful to balance at a cost of 2 force. It's also designed with the future in mind, that we would make it a tiered ability with varying costs with the cost being associated with the power of the mini you create, and the hp mark necessary to use it rather than the person using alchemy. Sith Alchemy 1 - 1 force, 10hps remaining, get a Sith Mutant Sith Alchemy 2 - 2 force, 20hps remaining, get a rak Sith Alchemy 3 - 3 force, 30hps remaining, get an X :) (spoiler). 4,5,6 - yet to be made, similar scaling (although balance could tip the scales to not being exactly the same scaling if necessary). Also, there is no guarantee that we will release 3-6 either, but it's always good design to leave open the door for simplicity and cohesion whenever possible. This is something most players miss when they only look at one individual figure in isolation. Sure, your ideas might be fine on the given character, but do they overly complicate future design? Or are they cohesive with not only existing figures, but future ideas as well.
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Rank: Droid Starfighter in Walking Mode Groups: Member
Joined: 9/15/2009 Posts: 48
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Hey, Mando, watch this:
Savages needed a boost and Celeste's CE helps a ton!
You are still missing the point! She had nothing with the savages!!! Except for the raghouls. Savages don't need her boost. It's like, for example, to give Luke Skywalker huge CEs for savages and then tell that savages need a boost!?!
For one thing, the people behind the V-set's doing design and playtesting all take into account competitveness...
No, they are just obsessed with some activation control, door control , gambit(!?!) etc. There is nothing of Star Wars "ambient'' there... Their prime enemy and target are DOORS, which must be all ruthlessly destroyed! Their most important characters in the squads are uggies!!! What else to say... According to the mentioned objectives they are making new characters and their abilities. Before watching this forums I didn't know that uggi demo. is so important in the Star Wars universe...
So I think the designers do know quite well what they are doing, and what they are doing is right.
Fine with you, go ahead, destroy all the doors and rush to the center of the map. That's Star Wars!?
There are many by far better (by characteristics and by art design) cards made by real SW fans!!!!
Nefie fine explained just one of the many, many totally wrongly (erroneously, mistakenly...) designed characters.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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Quote:No, they are just obsessed with some activation control, door control , gambit(!?!) etc. There is nothing of Star Wars "ambient'' there... Their prime enemy and target are DOORS, which must be all ruthlessly destroyed! Their most important characters in the squads are uggies!!! What else to say... According to the mentioned objectives they are making new characters and their abilities. Before watching this forums I didn't know that uggi demo. is so important in the Star Wars universe...
Fine with you, go ahead, destroy all the doors and rush to the center of the map. That's Star Wars!? If you want to dispense with all the door control and everything, and just play with the big hitters, in my opinion it's like the equivalent of playing chess with just the rooks, the king, and the queen. It takes a lot of the strategy out, and makes the game less interesting.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/26/2010 Posts: 1,390 Location: Florida
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Im sorry you feel that way alek. No one is forcing you to use these cards.
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Rank: Moderator Groups: Member
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Joined: 8/24/2008 Posts: 5,201
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Alek wrote: Hey, Mando, watch this:
Savages needed a boost and Celeste's CE helps a ton!
You are still missing the point! She had nothing with the savages!!! Except for the raghouls. Savages don't need her boost. It's like, for example, to give Luke Skywalker huge CEs for savages and then tell that savages need a boost!?!
For one thing, the people behind the V-set's doing design and playtesting all take into account competitveness...
No, they are just obsessed with some activation control, door control , gambit(!?!) etc. There is nothing of Star Wars "ambient'' there... Their prime enemy and target are DOORS, which must be all ruthlessly destroyed! Their most important characters in the squads are uggies!!! What else to say... According to the mentioned objectives they are making new characters and their abilities. Before watching this forums I didn't know that uggi demo. is so important in the Star Wars universe...
So I think the designers do know quite well what they are doing, and what they are doing is right.
Fine with you, go ahead, destroy all the doors and rush to the center of the map. That's Star Wars!?
There are many by far better (by characteristics and by art design) cards made by real SW fans!!!!
Nefie fine explained just one of the many, many totally wrongly (erroneously, mistakenly...) designed characters.
Yeah, your criticism is misplaced. The Vset designers are dealing with the game that we were given. So if you want to rail about the importance, rail against the person who decided to add doors and Override to the game. Rob Watkins and WOTC. That said, this is going off on a tangent, let's try to keep it to Celeste. And please, let's try to be respectful in the our disagreements.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/26/2010 Posts: 75
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@billiv15
(this will be loooooong, so sorry!)
First, just want to say, after your explanation I can totally understand where you were coming from on the choices made. Might not agree completely with some of the conclusions; but at least I know they were for an actual reason! (I had sadly questioned it for a while, not having the insight you have now given)
RE1, Era/Faction ~ This I actually completely disagree with, and might even be able to persuade you
- Celeste despised the Sith; so much so she sacrificed her life just to spite them. - Celeste first lived right smack dab in the middle of the Mandalorian Wars; she is not going to be fighting on their side. - Celeste next awoke because of Vader; an encounter which left her with more than a nasty taste for the Empire. Next we see Celeste, she is being used as a trap by Vader to destroy Rebels. She attacks her visitors, but lets Luke and Leia go after realizing they are Jedi with no affiliation to the Sith or Empire. (She specifically names the two, showing she is obsessing on the Empire already) After the Rebels flee, what does Celeste do? Grabs a ship and goes hunting Imps! (We then see the first of at least two Star Destroyers see took out) - Lastly we encounter Celeste in a time of the Sith and Empire becoming one in the same once again. Celeste is impressed with Cade (and only Cade) and offers to join his mission to destroy Sith Lord Krayt, self-appointed leader of you know what.
Conclusion; she absolutely cannot, under any circumstances, be in a Sith, Mando or Empire build. She never knew the Republic, Seps or Vong, so they don’t work at all either. And while she came in contact with the Rebels, it was merely a non-consequential moment. NR affiliation is debatable. Meanwhile, she was always Jedi-Order/OR – it just stopped officially existing before she did.
So she is Old Republic with affinity for Cade and/or NR – nothing else really makes sense. Otherwise, people can role-play different Era situations if they so choose (where she will probably be surrounded by merely Fringe anyway)
RE2-5, touches on some of your many comments regarding Design and Abilities
Cloaked ~ After your mentioning I might have missed her hiding in the shadows post-Talisman, I was intrigued and quickly flipped through the pages of the books. Is there a specific moment you can direct me to? Because, honestly, I just don’t see it. The Vader awakening is dark scenes period for dramatic effect, but she seems to be away from hiding and walls/posts at almost all times (she was thrown into them once, and used them for a leap, but otherwise…) She also stayed in the cave when Luke/Rebels came, but that is arguably as much “why bother coming out” as cloak; and she instantly came out in the open when Luke backed up close to the cave, assuming he was sent to kill her. Doesn’t matter though I guess; it is a Shadow aspect of her so if you’re openly mixing versions, it’s perfectly fine.
Alchemy ~ no real problem here. Don’t care for it allowing converted Force Users (a no-no in the comic, but forgivable for game-play reasons) and maybe being a bit limiting because of the 20HP thing (can get over that too). Only lasting issue I have there is it replacing attacks, her not having MOTF and/or missing a better regain to be able to use other Force powers – powers she is missing anyway. And that is ultimately more of a non-Alchemy issue merely highlighted by Alchemy.
Talisman ~ See Pulsipher, and the Talisman creating Rakghouls prior to attaching to anyone. Any wearer could control it and its spawn, but it ultimately worked completely on its own too, leaving savage beasts in its wake. That said, agree 100% she was boring prior to it and should be represented with it.
Creating Powers ~ totally understand, and on official sets it’s definitely important. (leave the crazy amounts of new abilities to the fans and our nutty customs! Lol) That said, because of very special circumstances, I think a Muur Talisman ability could have probably been acceptable as a special circumstance (if a Muur Spirit was never a real possibility, at least ) That doesn’t mean it was absolutely needed, just that I doubt anyone would question a one-off like it since it is a key part of her.
And since you replied (with another pretty long one) before I could get up my post, here’s to the second… (with some of it actually covered by the above post anyway)
First, last sentence ~ I actually wasn’t comparing her to Zannah, just showing the limited choice options on Celeste herself against the other high-point Force users in the set. Doesn’t mean one is better than another, just that you don’t have many turn options on Celeste herself where others have a bunch. She is very limited round by round – but yeah, she opens up other options otherwise, won’t deny that.
“Beatstick” paragraph ~ nah, you’re right and even when typing it I was thinking someone might reply as you did. But based off parts of your post, I also think you know what I was saying too.
Rakghoul being base design ~ I had suggested that was a possibility before you had replied. And I think you must admit, it would look like at least a possibility if one didn’t have your designer insight. That said, as the other post states, you have shown there is reason behind all.
RE Complaining about making just one Rakghoul ~ actually, my complaint is that she can’t use other force abilities. Making one Rak every other round is really fine, it limits how many she can do meaning she can’t convert entire squads. But if doing so every other round, it means 4-6 rounds (depending on Cloak) of absolutely no Force otherwise. If absolutely nothing more, I would think such a character would be able to do re-rolls and/or +move once or twice even if doing Alchemy.
Realistically, the 20HP threshold already limits how many Raks she can make most of the time anyway. Saving your FP to be able to use Alchemy a couple rounds in a row later might mean you never get to use it even once. Meanwhile you would have lost the opportunity to use any other FPs prior because you were collecting to use Alchemy. I just don't think that is Celeste, she used the force constantly.
One side-note question ~ you obviously understand her capabilities, and worked hard to limit her powers to fit into a constrained piece. Why not just make her an Epic though? Would have made her easier to make I imagine, would have allowed for more appropriate gameplay (huge cost would even limit the other characters in a squad, representing her being the ultimate loner) and would have meant a possible one-off power or two were more understandable.
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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Neifi wrote:Alchemy ~ no real problem here. Don’t care for it allowing converted Force Users (a no-no in the comic, but forgivable for game-play reasons) and maybe being a bit limiting because of the 20HP thing (can get over that too). Only lasting issue I have there is it replacing attacks, her not having MOTF and/or missing a better regain to be able to use other Force powers – powers she is missing anyway. And that is ultimately more of a non-Alchemy issue merely highlighted by Alchemy. If it didn't work on force users in canon, it really shouldn't have in-game either. Force users still tend to have a bit of a handicap with so much Jedi Hunter going around, plus the fact that most are melee. This would be a place where they'd have an advantage and it would fit canon. Oh well.
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Rank: Advanced Bloo Milk Member Groups: Member
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Because I wanted a playable Celeste for multiple factions. Remember, Zayne and Cade are fringe, the primary people she worked with. She never joins any faction other than the OR however, as you well put. But that's the abstraction of our faction rules. They never work perfectly without 5-10 additional restrictions or more added to every card (think Han/Boba or Krayt/Sion and on and on). Celeste has to be fringe. As for the "Sith" the problem is she is part Sith when she puts on the Tailsman. Muir is certainly Sith. Sith Alchemy is certainly Sith. So she has to have at least an option to be in there, just like Cade can be Sith.
As for the "Epic" question, I wanted her playable in regular skirmishes as she's a favorite character of mine and one of the very first customs I made. She was also one of the top 5 wants from the community. An unplayable Epic other than limited formats as the first and only Celeste would not have made most people happy.
Now as to the future, the popularity of Epic Set 1 was really strong. We are making an Epic set 2 (I will confirm there is no Celeste). But there's a strong chance that one day down the road we might do an Epic Celeste with all/most of her powers. That is the fun of making those characters. But with that said, you might as well be complaining about the 21 non-Epic Vaders that never had all his powers that WotC made, before we finally made you an Epic. I just don't see the point in that.
As for the idea of making a Muir, I suggest you put your +1 on the what would you like list and see what happens in the future.
And one final omission - She was very hard to make because of all the reasons you said. But I like a challenge and am really happy with the final result. No jedi ever has everything they ever did (unless they are like a 1 scene character or something). No Luke has all his powers at once. No Vader, certainly no Kyle. But I will consider the idea of doing a Celeste as an Epic down the road.
Now on a much more fun note, not only do I have a pretty awesome custom Celeste, but I now have 20 Rakghouls all painted different colors for her army. Haven't had a chance to pull it out yet, but I'm pretty sure at least one of my regional squads will use her :)
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Rank: Advanced Bloo Milk Member Groups: Member
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As far as me trying my own – you know that isn’t completely fair. Buuuuut it’s also fun; so here goes one real fast: Celeste Morne, Tailsman Keeper (Old Republic) (Counts as Celeste Morne and Karness Muur) 120 HP, 20 Def, 15 Att, 20 Dam (not attached to these numbers, change as you feel needed. It’s the thing I spent almost no time on – as you can probably tell, lol. Would probably up HP, but not sure.) Affinity (Cade) ~ or NR, if you rather Unique Melee Double (or Triple still, either way; but might have to drop Assassin in that case.) Strong Willed 2 (not affected by character activating or character controlling abilities) Assassin (or Opportunist, if you think it’s too much. Both fit character fine, but assassin probably more so) Force 2, FR2 Master of the Force 2 Sith Rage (FP1) Force Repulse 2 (F2, RA) ~ (she had a form(s) of Blast/Thrust/Push and it was a Pushing-Storm, so personally think this is just a tad cooler than merely Storm2. Either/or though) Lightsaber Sweep (F1, RA) Sith Alchemy 2 (?) (FP4, RA) ~ (keep the same, just make it cost 3-4FP imo. It’s powerful, (auto-defeat & 16pt reinforcement) and should probably cost a fair amount) Lightsaber Defense (F1) Commander Effect:Allied Characters within 6 whose name contains Rakghoul lose Savage and gain Blasters 20. (although your CE is really understandable/fine too instead I guess, and can replace this. Fanboy wants mine, gameplay means yours is okay) I think this will be in the mid-60 point range, on par with many other stand-out powerful character pieces She would be one of only 16 pieces to have FR2-3, and will have a fair amount of FP accumulation to keep track of. But she will also be using them fairly quickly if wanting to be a strong attacker and/or use her Defense. Since she has the Talisman, she is really two strong Force Users in one anyway, so that is realistic to the character imo. Otherwise, she is really no more complicated than many other high-Cost Jedi and ends up fairly similar complication-wise I believe. Any given round, she will keep 3 main attack options (Repulse, Sweep or Alchemy now verses Ambushing Triple, Storm and Alchemy) while gaining the option of boosting damage for one turn (not that unlike the option to gain cloak, just not lasting.) Difference is, she can also move/re-roll or Defense the same round. She won’t have the 90Dam output potential on a charge against a Jedi, but that was probably a bit too much for her anyway. (she ends up with an option of charging 40 Damage to pieces, or can do between 30-40 Each on a charging sweep of living. She is at 60-80Dam if not moving, and still keeps a FP for defense or saving) Still uses Alchemy only sparingly/late, unless you are using none of her other Force abilities – in which case, she becomes a bit unleashed late in the game against >30 HP pieces (kind of similar to the comics, and consistent to what you have her at) She becomes immune to controlling abilities, which she really shouldn’t be activated by others anyway. (also updates Strong Willed into a power more pieces would/could use in the future I imagine) She still stands up to strong targets, especially when drawing on (or more accurately in her case, struggling with) Sith Rage. Still represents her Ambush-like tactics in the form of Lightsaber Sweep – and she did this against the Rakghouls a couple times prior to the Talisman, so seems appropriate. LDef represents her saber skills, while also allowing her to stand in the open and still limit/avoid Damage. She will get hit by big hitters – but she did in the comics too and instead won because she did what it took to win. She can still be a bit of a squad beater, but can also be nearly pure tactics – or even jump between the two fairly easily without being overly complicated. Isn’t an extreme Beatstick like she was because it doesn’t really fit her imo. Is strong and can wipe thru armies fast, while holding her own against similar point-ranged pieces - especially when factoring in her secondary aspect (the Rakghouls.) In the end, she has 7 abilities instead of 6, with most being similar. This one relies much more on Force options and plays better to situations though, I think. (read: "non- just beat the hell out of someone with 90 damage situations") Lastly, I thought about a completely optional Muur Talisman (when defeated nearest Force User, regardless of squad, gains Sith Alchemy (?) and +1 Renewal. Use initiatives roll if two characters within same distance) but after boosting the cost of Alchemy it makes it difficult. A base +4 FP might work if one liked the idea though. If on a Epic, I think its a must - on straight piece, would go back and forth on idea. Anyway, might not work ideal in practice (you heavily battle-tested a piece created over many days worth of time I imagine; mine was quick with merely my brain working on it, lol), but think it would be a fun piece with very strong representation and it would create a ton of game options. (If nothing more, I am going to print it up and add it to my play to try it out - thats a win in my book )
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Rank: Advanced Bloo Milk Member Groups: Member
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FlyingArrow wrote:Neifi wrote:Alchemy ~ no real problem here. Don’t care for it allowing converted Force Users (a no-no in the comic, but forgivable for game-play reasons) and maybe being a bit limiting because of the 20HP thing (can get over that too). Only lasting issue I have there is it replacing attacks, her not having MOTF and/or missing a better regain to be able to use other Force powers – powers she is missing anyway. And that is ultimately more of a non-Alchemy issue merely highlighted by Alchemy. If it didn't work on force users in canon, it really shouldn't have in-game either. Force users still tend to have a bit of a handicap with so much Jedi Hunter going around, plus the fact that most are melee. This would be a place where they'd have an advantage and it would fit canon. Oh well. The Tailsman didn't in the comics, but there is no explanation to it. However the ancient Sith were very capable of turning force users with alchemy. Consider it a limitation created as a plot devise that wasn't consistent with canon. Again, we gave her alchemy, the generic power, not a special ability of only what we saw her do. It's an abstraction. In terms of game play. She already cannot do it to force immune characters, which coincidentally represents two very strong squad types. Did you really want us to take away all force users too? If we did that, Celeste would not be playable at all.
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Rank: Advanced Bloo Milk Member Groups: Member
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I like the ideas Neifi. I also like that you ended up basically making a slightly more powerful 60ish version of what I made.
I forgot one other aspect earlier. I wanted her as a high 40s figure (PT took her higher than I originally wanted), because I wanted her to at least be playable with Exar in 200pts. A 60pt figure would pretty much eliminate this as an option that still includes more than one savage. I know its a small thing, but I wanted it possible. But I'm certainly open to making a higher costed version in the future if the community wants another!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/26/2010 Posts: 75
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"Because I wanted a playable Celeste for multiple factions. Remember, Zayne and Cade are fringe, the primary people she worked with."They are both fringe - that's the point. The only two people she ever fought in a semi-group with are both fringe. They can be with her even if she is OR. And in the specific cases, Zayne in essence re-joined the OR to help Celeste anyway, where she fought on behalf of Cade alone (well, and her hatred of the Sith and Imps) "As for the "Sith" the problem is she is part Sith when she puts on the Tailsman. Muir is certainly Sith. Sith Alchemy is certainly Sith. So she has to have at least an option to be in there, just like Cade can be Sith." Yeah, but thats the whole point of her wearing the Talisman - she personally was able to keep the Sith aspect controlled so the Sith could never use it. If she wanted to help the Sith, she would have just let the Talisman go (as she desperately wanted to do) or use it to take over the galaxy. The only reason she ever let it go was so it could go to Cade - a person she knew would not go Sith with it himself. I'm sorry, her being in a squad of Sith is the absolutely single most unrealistic possibility there is in the entire game. She gave up her life to fight the Sith - not join them. (besides, you left Muur off of the "Counts as", so he must not be with her ) "But there's a strong chance that one day down the road we might do an Epic Celeste with all/most of her powers."Sweet "But with that said, you might as well be complaining about the 21 non-Epic Vaders that never had all his powers that WotC made, before we finally made you an Epic. I just don't see the point in that." But that gets to the question of why V-Sets are made - just to make random figures even if in the questionable style of WOTS, or to improve and correct errors of theirs? I thought it was the later, and like the improved forethought that brings. "Now on a much more fun note, not only do I have a pretty awesome custom Celeste, but I now have 20 Rakghouls all painted different colors for her army. Haven't had a chance to pull it out yet, but I'm pretty sure at least one of my regional squads will use her :)"Sweet!!! Last week I received my base-piece to make my Celeste as well, and have 5 Raks on the way to go with the 4 I already have (two Promos, so only different colors I have - so far ) Wish I had 20, but blasted, they are hard to find! Now planning on sacrificing one to see if I can get a mold though - really, really, really want to see if I might be able to pull off a Mando-Armor, Gun-Toting Rakghoul for my new Shooting Raks custom ability you forced me to make
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/26/2010 Posts: 75
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billiv15 wrote:I like the ideas Neifi. I also like that you ended up basically making a slightly more powerful 60ish version of what I made.
I forgot one other aspect earlier. I wanted her as a high 40s figure (PT took her higher than I originally wanted), because I wanted her to at least be playable with Exar in 200pts. A 60pt figure would pretty much eliminate this as an option that still includes more than one savage. I know its a small thing, but I wanted it possible. But I'm certainly open to making a higher costed version in the future if the community wants another! Thanks. Was really fun. And yeah, the rough idea on your Celeste is solid - I just felt it went a bit astray from who she is and what she would be able to do. (huge Fanboy, what can I say) But I'm sorry - why in the world would Celeste ever work with Exar??? First, different Eras anyway. Second, and way more importantly, Exar is pretty much responsible for the Mando-Wars she was first stuck in! Third, and possibly most importantly, Exar is the sole reason she was ever a Shadow - without Exar, there would be no Covenant!!!I'm sorry, but the entire idea should be absolutely impossible in my mind. Celeste is possibly the least Sithy Jedi to ever live - shown by her thousands of years of single handed Sith battling, in keeping the Talisman and Muur in her human prison. We have a person who spent thousands of years with the ultimate temptation anyone ever faced right in her head with her - and she didn't fall to the Dark Side. If ever there was a person who is NOT Sith, its her...
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/26/2010 Posts: 75
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FlyingArrow wrote:Neifi wrote:Alchemy ~ no real problem here. Don’t care for it allowing converted Force Users (a no-no in the comic, but forgivable for game-play reasons) and maybe being a bit limiting because of the 20HP thing (can get over that too). Only lasting issue I have there is it replacing attacks, her not having MOTF and/or missing a better regain to be able to use other Force powers – powers she is missing anyway. And that is ultimately more of a non-Alchemy issue merely highlighted by Alchemy. If it didn't work on force users in canon, it really shouldn't have in-game either. Force users still tend to have a bit of a handicap with so much Jedi Hunter going around, plus the fact that most are melee. This would be a place where they'd have an advantage and it would fit canon. If she was her proper OR fraction, it probably wouldnt be much of a problem. Just saying...
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/2/2011 Posts: 131
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One of the most meaningful and enjoyable forum topics I've read in a while. Just saying. :)
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