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Rank: Moderator Groups: Member
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Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
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I wondered about it not mentioning "living" as well.
GOWK will virtually never fail the save unless he is out of Force. (Force Suppression anyone?)
There are some scenarios where mind control could be hilarious if it went off right:
Replaces turn abilities: character 4 squares out with Repulse 3 and enemies within repulse range farther away Force Push 3/5 Lightning 3/5 Lightsaber Throw 3/5 Poggle Bombs Virulent Poison Dart Vergere/Kavar adjacent to an unaffected enemy force user Charging Assault Furious Assault Strafe/Gallop Master Lift/Tow Cable
usable on turn stuff: Jedi Mind Trick Force Sense Force Stun Targeting
All dependent (I'm guessing) on the current activation status of affected enemies.
And, the part about "does not gain any bonuses" - this includes the character's own printed abilities, right?
Is gaining Twin from Blaster Upgrade considered a bonus?
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Rank: Moderator Groups: Member
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Joined: 8/24/2008 Posts: 5,201
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Bonuses are stat bonuses.
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Rank: Moderator Groups: Member
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Joined: 9/16/2008 Posts: 2,302
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Sithborg wrote:Bonuses are stat bonuses. I think what swine means, is a character that has cunning attack built in (not provided by a ce or anything), would he still get to use cunning attack? Or does the ability only prevent him from getting cunning attack from a commander on your team when you have the piece join your squad for the round?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/30/2008 Posts: 1,288
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You don't gain ANY bonuses. Doesn't matter if it's on the card or from a CE or from something else, you cannot gain a bonus to any of your stats.
Getting Twin from Blaster Upgrade isn't a bonus, so you could get that.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/17/2009 Posts: 489
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at one point Muur had a chain lightning effect, but it was deamed a bit too confusing. Basically it would have hit the traget and any character withing two squares till it ran out of characters. This piece was a tough one to design. I have to thank the guys in Poland for suggesting the character.
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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Why can't the characters prevent or redirect damage? What was the reason for that?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/30/2008 Posts: 1,288
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FlyingArrow wrote:Why can't the characters prevent or redirect damage? What was the reason for that? In-flavor: Because someone being mind controlled wouldn't really have the capacity to Parry or Evade attacks, nor would they be able to really be a very good Bodyguard (or work with their own Bodyguards well). Mechanics-wise: Mostly just to be thorough. The point is that you get a seriously powered-down version of the character you take, since causing characters to join your squad for a round is incredibly powerful, especially when it's done to many characters at once like Karness can do. So to temper that a bit it was designed so that when you do get characters they don't work at their full potential. I don't think there's anything specific about preventing or redirecting damage, though. Of course, I wasn't actually a designer on this piece, I just saw the design process take place, and that's what I gathered.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/14/2008 Posts: 2,063
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So, Muur and Morne team up, the squad should called "Muur the Merrier." just saying.
I can see the mass mind control having a bit of a downside. A bunch of mindless slaves milling about being told "shoot that guy, won't you?". The idea of having them worry about self-preservation or selfless acts would be logical.
I'm just expecting the "living" qualifier to be added since droids should be a squad that are hard for him to deal with.
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Rank: Moderator Groups: Member
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Joined: 9/16/2008 Posts: 2,302
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I wonder how it will interact with abilities that grant bonuses but have other functionality. For example, Gallop allows you to attack all enemies you move next to at a +4 bonus. Does this wording negate all usage of galloping attack, or only prevent the character from gaining the +4 attack?
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Rank: Moderator Groups: Member
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Joined: 8/24/2008 Posts: 5,201
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adamb0nd wrote:I wonder how it will interact with abilities that grant bonuses but have other functionality. For example, Gallop allows you to attack all enemies you move next to at a +4 bonus. Does this wording negate all usage of galloping attack, or only prevent the character from gaining the +4 attack? Can still use Gallopping, only you wouldn't get the +4 Atk. The designer intended to essentially blank a character's card. Which lead to a LOT of unintended consequences.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/14/2008 Posts: 1,410 Location: Chokio, MN
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I'm not sure I like the new Talisman Mind Control. It seems like is it way to complicated for this game. You'd have to keep track of all the affected mini's somehow, and keep in mind that their SA's that grand bonus's no longer work and that they can never again benefit from CE's. I don't like it. Its going to be just as confusing and needlessly complicated as Versatility (while I do like it, it adds a lot of complexity to the game). I don't think that in every set we need to have as many new SA's as we've had in the last few sets.
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Rank: Moderator Groups: Member
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Joined: 8/24/2008 Posts: 5,201
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Mando wrote:I'm not sure I like the new Talisman Mind Control. It seems like is it way to complicated for this game. You'd have to keep track of all the affected mini's somehow, and keep in mind that their SA's that grand bonus's no longer work and that they can never again benefit from CE's. I don't like it. Its going to be just as confusing and needlessly complicated as Versatility (while I do like it, it adds a lot of complexity to the game). I don't think that in every set we need to have as many new SA's as we've had in the last few sets. \ I don't necessarily disagree, though you would already have to keep track of whose figure is yours and the opponent's anyway. Anyway, it was a fun flavor thing they tried to add. You are still going to be running him and Celeste mainly for a Rakghoul swarm engine.
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Rank: Moderator Groups: Member
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Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
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To make matters worse, he won't be especially effective against Security Officer Stormtrooper swarms. They have 50hp so instant Alchemy is out, and TMC is not a targeted force power. lol
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Rank: Moderator Groups: Member
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Joined: 9/16/2008 Posts: 2,302
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Mando wrote:they can never again benefit from CE's. I think this means only when they are being mind controlled... in which case its very easy to keep track of. Anyone effected doesn't benefit from poodoo.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/9/2009 Posts: 574 Location: Keldabe, Mandalore
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Muur seems more like an annoyance piece than a powerhouse. He steals characters, and keeps himself going through Muur Talisman. Although, he can put out some decent damage.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/27/2008 Posts: 871 Location: Cincinnati, OH
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markedman247 wrote:I'm just expecting the "living" qualifier to be added since droids should be a squad that are hard for him to deal with. Living was added a week and a half ago but it wasn't in my initial QC post for the character and instead in a separate post, which is why it was missed when posted here. What was posted here was one of the initial QC posts, before I (and the designers) finished QCing the card. So the final card is a bit different with a few grammatical errors fixed. I will admit, Talisman Mind Control is one of the most difficult abilities I've had to QC in all the sets so far.
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Rank: Mandalorian Commander Groups: Member
Joined: 5/11/2009 Posts: 28
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From SHNN last night
#38/60. Fringe
Ewok chieftain
Cost 19 40 hp 14 def +6 atk 10 dmg
Secial abilities: Melee, double atk, momentum, swarm +1
Commander effect: non unique Ewok allies who end their move within 6 squares of this character gain momentum.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/12/2009 Posts: 302 Location: Copenhagen, Denmark
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The wait is over, my furry friends. Finally we shall rise to power!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/14/2009 Posts: 1,450 Location: At the controls
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Kanis_Majoris wrote:From SHNN last night
#38/60. Fringe
Ewok chieftain
Cost 19 40 hp 14 def +6 atk 10 dmg
Secial abilities: Melee, double atk, momentum, swarm +1
Commander effect: non unique Ewok allies who end their move within 6 squares of this character gain momentum. Would it have killed the game to give Wicket or Logray access to this CE?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/14/2008 Posts: 1,410 Location: Chokio, MN
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Kanis_Majoris wrote:From SHNN last night
#38/60. Fringe
Ewok chieftain
Cost 19 40 hp 14 def +6 atk 10 dmg
Secial abilities: Melee, double atk, momentum, swarm +1
Commander effect: non unique Ewok allies who end their move within 6 squares of this character gain momentum. Sweet!!!!!!!!!!!!!!!! Now I can play my Ewok Hangliders of Doom again!
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