tag:blogger.com,1999:blog-6923363875556294478.post119865897115044449..comments2023-03-22T23:06:36.519-03:00Comments on GimmickLabs: Another Expansion Preview Coming Through!Unknownnoreply@blogger.comBlogger104125tag:blogger.com,1999:blog-6923363875556294478.post-68045679458181350172015-03-18T19:07:18.700-03:002015-03-18T19:07:18.700-03:00I forgot to mention it last time. Yes, it is getti...I forgot to mention it last time. Yes, it is getting a clarification that it works like reversible thrusters.Gimmickhttps://www.blogger.com/profile/12791352400624401508noreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-8777092411918931292015-03-18T16:27:41.210-03:002015-03-18T16:27:41.210-03:00I was tinkering with boss builds and found a poten...I was tinkering with boss builds and found a potentially broken combination.<br /><br />BOMBERMAN [PL5]<br />M7G7T7E5S6S10<br />ULTIMATE BOMB + TOO SLOW + 3x FASTER + MERGE + WON"T WORK + PREDATOR + HYPERSONIC<br /><br />It has 16 range on the bomb and since it's blast 10 it can reach targets up to 26 tiles away. With too slow it can move up to 20 tiles per turn. Even speed 10 with overbooster can't catch up.<br />3x Faster adds a ton of extra might and predator bypasses active defenses.<br /><br />He can kite the players from 26 range and they can't do anything. Thanks to boost to guard from 3x faster and +10 maneuvering he's extremely tough to damage. Since only AoE long range aoe weapons can damage him the player arsenal is very limited. He can use it won't work again because the players will use the same long range weapon all the time.<br /><br />HYPERSONIC STRIKER<br />"Anytime you take an Offensive Action, you may also<br />Move in any direction with it."<br />Needs clarification if it's in addition to the normal move you can make or it just reversible thrusters allowing you to move in any direction.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-31490503950060916352015-03-17T18:43:33.118-03:002015-03-17T18:43:33.118-03:00The need for better defensive powers in general is...The need for better defensive powers in general is also something I've been trying to address in the expansion, yeah. Speaking of which and, as a note, consider that since LC is expansion material, it is not going to show up anywhere without having ways to counter it also available.Gimmickhttps://www.blogger.com/profile/12791352400624401508noreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-37569761542742150162015-03-17T15:13:14.342-03:002015-03-17T15:13:14.342-03:00Last thing is genre powers.
Offensive powers:
1/op...Last thing is genre powers.<br />Offensive powers:<br />1/op: signature weapon (+10), impetuous style (+8), you are going down, you can do better, this is my battlefield (half guard)<br />unlimited: loose cannon (+2d10), breaking through (+5)<br /><br />Defensive powers:<br />1/op: Impregnable defense (half damage), believe in myself (-5), don't give up (8-10), Can't let you do that (0 tension)<br /><br />The only two that really stand out are impregnable defense and can't let you do that. Don't give up is ok but you need high systems.<br /><br />Of course defense has not so fast which is better than try again so that gives it some edge. Overall I think offense has a slight advantage here. <br /><br />Mainly thanks to loose cannon. It really is amazing when coupled with absolute barrier. The setup cost is quite big and it starts off a bit slow but at PL5 the build is just crazy.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-89626908600784549282015-03-17T14:59:02.745-03:002015-03-17T14:59:02.745-03:00Absolute barrier has the same 1 EN : 2 DAMAGE rati...Absolute barrier has the same 1 EN : 2 DAMAGE ratio and yeah a 10 EN build with sniper rifle and absolute barrier beats overdriver with a fair margin 1v1.<br />But make it 2v2 and overdrivers focus fire and blast through the absolute barrier with ease. All that energy is wasted if you're not being attacked but when attacking you always use up the energy.<br /><br />Another thing is stacking.<br /><br />What contributes to your defense?<br />Guard, threshold and active defense (energy).<br /><br />What contributes to your offense?<br />Might, weapon, aiming, beam(energy), type specialization, reactor, limit engine. <br /><br />There is much more sources of offense and a lot of them have flat costs. For defense all of them have scaling costs. It's split into 3 attributes so it's not that noticeable and it gives you incredible value on low PLs where the attributes are cheap. But on high PLs it gets more and more expensive to get tankiness because it's all based on attributes. Normally defense has an advantage because it is split into 2 or 3 attributes (guard and threshold and maybe energy) while might is concentrated only in might. The scaling costs for might rise very quickly while defense is split into 2 or 3 so you can get more for less. energy can be used for offense too in the form of beam bonus but the 3-5 energy required to fire the weapon is quickly filled and the ratio isn't that great compared to defenses. Using loose cannon gives you the same energy conversion as absolute barrier. So now offense has 2 attributes and defense has 3. It's much closer than the previous 1v2. <br /><br />Offense has the specialist upgrades to help with might scaling but the price is versatility. You're limited in weapon choice when taking them. Overdive is wonderfully versatile weapon however. It's good in basically all situation.<br /><br />Long range aimed sniping - check<br />Mid range single target damage - check<br />Dueling - check<br />AoE to pierce stealth and hit multiple units- check<br /><br />It's not as good at any of those roles as a weapon specialized in the area but it really covers pretty much all situations. It really is amazing weapon.<br /><br />I mean you could take powered rifle for sniping, double blaster or charge cannon for AoE, radiant fist for duels and incinerator for close range. Or you can take 4x reactor overdrive and cover all those areas as well with massive damage to boot.<br /><br />Also I now realized that you don't actually need to boost it if you don't need AoE and long range. The 2 damage you lose is nothing when you're rolling +30 or + 40 anyway and the saved energy gives much more durability. You can easily win even against the absolute barrier pure tank 1v1 then.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-20535137801185146032015-03-17T09:37:24.552-03:002015-03-17T09:37:24.552-03:00The idea is that loose cannon allows you to basica...The idea is that loose cannon allows you to basically convert 1 energy into 2 damage through absolute barrier hp to loose cannon damage. Of course there is the setup cost and it uses genre points but it's extremely effective offensive build. 1 EN : 2 DAMAGE is excellent ratio.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-50373738506280305112015-03-17T08:59:37.798-03:002015-03-17T08:59:37.798-03:00OVERDRIVER D
Turn 1: aim
Turn 2: d10 +40 (aimed + ...OVERDRIVER D<br />Turn 1: aim<br />Turn 2: d10 +40 (aimed + loose cannon + impetuous)<br />Turn 3: d10 +30 (loose cannon)<br />Turn 4: d10 +32 (loose cannon)<br />Turn 5: d10 +34 (loose cannon)<br />OVERDRIVER A<br />Turn 1: aim<br />Turn 2: d10 +32 (aimed + impetuous)<br />Turn 3: aim<br />Turn 4: d10 +41 (aimed + loose cannon)<br />Turn 5: d10 +39 (loose cannon)<br />Turn 6: d10 +43 (loose cannon)<br /><br />Overheating is not a problem because you can roll 3 dice with all the advantages you have. Or you can roll 2 and try again if necessary.<br />The burst values here are extremely good. Even if the target has 20 defense. (10 guard + active defense). He gets 10-20 damage per shot.<br />Total damage from 4 overcharges against target like that is <br />OVERDRIVER D: 56 damage<br />OVERDRIVER A: 75 damage<br />There is just no way to survive this.<br /><br />Engaging in a duel does nothing because overdrive is line so the you can attack the target it wants and hit the dueler as a bonus.<br /><br />Of course the obvious counters are EMP and Jamming.<br />EMP halves energy, that means they can still fire the overdrive but won't have shield to take the backlash. They can then just aim or fire it without loose cannon or just tank the damage. It's still 1:1 trade.<br /><br />Jamming kills their tension which means that they lose all their damage. It's very effective but then again it works against everybody who uses weapons. There is no way to deal any real damage with weapons with your might halved and no tension. The only damage source in this situation is airstrike. Jamming is too strong and needs a big nerf. <br />Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-6966506035268788462015-03-17T08:29:55.270-03:002015-03-17T08:29:55.270-03:00I also have refined overdriver build. There are tw...I also have refined overdriver build. There are two variants. Defensive and Offensive (both are very offensive though so it's more like offensive and even more offensive)<br /><br />OVERDRIVER D<br />M7G8T7E10S4S4<br />2x epansion pack (absolute barrier, 4x overdrive), sniper type, experimental reactor<br />The main problem of the old build was wasted energy during first turns and backlash from loose cannon. This build has absolute barrier available from the start with 10 energy. It is basically invincible during turns where it aims. (20 damage shield) and can tank up to 12 damage from loose cannon on absolute barrier. It only has 7 threshold and 8 guard but much higher offensive power thanks to reactor and sniper type. 18 range is nice too.<br /><br />OVERDRIVER A<br />M8G8T8E8S6S4<br />secret equip (absolute barrier, 4x overdrive), sniper type, experimental reactor, limit engine<br />Full offense build. It doesn't have absolute barrier at first so the first shot on turn 2 should be with impetuous not loose cannon. Absolute barrier should come online on turn 4 just in time for the second shot. More might and bonus tension means an extra +1/3/5/7 damage. Also has 22 range to stay out of trouble during the first turns before absolute barrier kicks in.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-77260580142970244022015-03-17T05:26:26.811-03:002015-03-17T05:26:26.811-03:00Grunts don't really have big bursts because no...Grunts don't really have big bursts because no genre points so all it does is give the players a few extra HP. <br />For bosses it's huge and makes them much more scary and fixes the burst problem. It also gives them extra survivability which they really needed.<br /><br />It kids of sucks when there is only 1 HP left on treshold because it means almost all your damage is halved but players get the same protection from grunts so it should even out. Overall it nerfs the action advantage a bit so it's good. It should be implemented as official rule.<br /><br />Another thing I was thinking about is limiting genre powers that can be applied to a single attack so you can't stack all of your powers for a single attack at +50. <br /><br />The half damage spillover rule protects bosses very well but rivals and grunts are still getting wiped out with those maximum alpha overdrive bursts.<br /><br />Maybe make it so you can only apply one boost power to every attack and defense not counting rerolls. So you can get something + try again/not so fast.<br />It's still a pretty strong attack but not completely crazy. <br /><br />Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-23967100086374412012015-03-16T20:44:27.506-03:002015-03-16T20:44:27.506-03:00There is one thing I was considering adding to the...There is one thing I was considering adding to the Houserules section but might merit being standardized.<br /><br />The rule is this: Damage that spills over between threshold levels from Grunts to PCs is halved, and PC damage against Bosses that spills over is also halved. It improves PC survivability vs Grunts (mostly at low levels, though) and should grant a Boss another 1-2 turns of activity.<br /><br />This is a significant nerf to burst builds, of which The Beast/Limit Engine users are a subset. I haven't looked hard enough at how it would interact with same-level enemies yet to say whether or not it would be balanced in all cases, so it was going to just stay as a houserule, but it might be better off as a regular thing.Gimmickhttps://www.blogger.com/profile/12791352400624401508noreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-61377057729995807982015-03-16T15:43:24.367-03:002015-03-16T15:43:24.367-03:00Actually even four PL2 players vs PL5 tentacle AoE...Actually even four PL2 players vs PL5 tentacle AoE boss is lopsided in favor of the players if they have supports that can keep the boss disabled every turn. He's not scary at all with half might and guard and no tension.<br /><br />Seems that action advantage is king still. That's why it's so important to shift the cost table so it's taken into account.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-57473875843728007122015-03-16T15:39:02.712-03:002015-03-16T15:39:02.712-03:00Generally there is this imbalance where a higher P...Generally there is this imbalance where a higher PL boss is very effective against lower PL players and lower PL grunts are effective against high PL players.<br /><br />Seems weird when you fear the big PL5 boss when you start but later when you're stronger you roll over those bosses easily but are deathly afraid of massed low PL grunts that use synergistic combos and supports/disables.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-90715050564135385622015-03-16T15:34:31.147-03:002015-03-16T15:34:31.147-03:00lol
It's even viable on PL1.
M6G7T8E5S0S4 = 1...lol <br />It's even viable on PL1.<br />M6G7T8E5S0S4 = 110 MP<br />SECRET EQUIP (ABSOLUTE BARRIER + 4x OVERDRIVE)<br />LOOSE CANNON POWER<br /><br />You have 32 HP and 7 guard which is crazy for PL1.<br />1. AIM<br />2. LOOSE CANNON OVERDRIVE<br />goto 1<br /><br />only problem is you can roll 1 or 2 on loose cannon on turn 2 but it's only 20% chance. It gets fixed when you take impetuous on PL2.<br />Or you can start with it and instead waste turn 3 and fire the second overdrive on turn 5. That might be better option I think.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-2374470923339982682015-03-16T15:23:50.745-03:002015-03-16T15:23:50.745-03:003. Za Beasto is pretty strong. Might even be OP. O...3. Za Beasto is pretty strong. Might even be OP. Only 60 MP in equip with the rest pumped into stats means they have incredible raw power. Absolute barrier is amazing at keeping them alive on low HP. They don't care if their energy is halved because they have 6/2=3 then and can get +2 from limit engine which isn't halved so they can still use overdrives. They don't even need the beast now that I think about it. 210 MP in stats on PL5 and just spam overdrives all day every day. You can fit four in secret equipment with absolute barrier. That's 8 turns if you aim each. Should be enough for basically every battle. I don't think there is anything that can survive 4 aimed overdrives. Be it two grunts, a rival or half a boss. Two should be enough for most cases. Unfortunately removing the beast means the name needs to change too. It will be named OVERDRIVER now.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-33107489402696903212015-03-16T15:21:01.232-03:002015-03-16T15:21:01.232-03:002. The boss was AoE against single target players ...2. The boss was AoE against single target players so the matchup was bad. But even if you make it two SPAGHETTIS VS 4 ZA BEASTO and assume SPAGHETTIS hit all 4 players with all attacks they will still lose hard. Players will get damaged faster and invincible barrier will unlock on turn 3. Once it's up the bosses are basically helpless again. They deal 4,5 damage on turn 4 which even when doubled isn't enough to get though barrier. Not to mention the beasts can focus 4 overcharges on turn 2 which will certainly kill any boss.<br /><br />3. The same boss could be made EXTREMELY dangerous by swapping one upgrade for bullet hell and taking You're too slow as the second power. That's 4+8+16= 28 AoE damage. It's insane. The boss has pretty good shooting defense and will close in on you extremely fast with You're too slow. WIth this power he can also position himself perfectly to hit maximum number of targets. And that's with systems 8. Systems 10 boss deals 5+10+20=35 damage with all stages. He can wipe out the party with just the damage from that upgrade. Anybody without absolute barrier and/or reversible thrusters is guaranteed dead. <br /><br />Of course 2x Za Beasto combo has barriers and can survive it but if it was 2x BULLET HELL SPAGHETTI then even the ZA Beasto team would be hopeless. Against two Bullet Hell bosses victory is impossible without everybody having reversible thrusters and absolute barriers. Best part is bullet hell doesn't hit allies. It needs to be nerfed. Make Level 4 1.5x times systems for starters for sure. Or even make it 1/4, 1/2, 1 for 175% systems damage per target. With systems 8 it's 14 and with systems 10 it's 17. It's still very strong but at least you can tank it with absolute barrier somewhat. 20 damage at systems 10 blasts through absolute barrier and still hits you hard. If you don't have it it just destroys you. It's also somewhat comparable to eye for an eye. Before it was 3 times better. 15 damage to ONE target or up to 35 damage PER target. hmmm<br />Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-45724011091045466522015-03-16T15:20:34.154-03:002015-03-16T15:20:34.154-03:00Now it's a very simplified simulation but let&...Now it's a very simplified simulation but let's consider some things.<br /><br />1. Once absolute barrier triggers the boss is basically unable to damage the players without rolling 10 on attack. His only edge over player guard is tension and there are no ways to increase it at all. <br />a) Might 10 is too expensive and you have to gimp yourself in some other area to take it. <br />b) Boss powers only deal direct damage. <br />c) Upgrades are mostly defensive. The only one that really works is 3x faster but it's getting nerfed.<br /><br />The best boss can really get is 10 might +2 beam effect or melee duel bonus. = +12 Every player can very easily get 8 guard +5 custom defense = +13. The boss is at -1 and he took very expensive might 10.<br /><br />The bosses are just terrible at doing weapon damage. The weapons have cool effects and all but they just don't do damage. The boss has to aim to do any damage at all but then it only works with ranged and he gets the extra effect only every other turn.<br /><br />The only weapons that can deal any reasonable damage at all are overfreeze and telekinetic strike. And it's only because extra damage effects, the base damage is still terrible. Overfreeze gets AoE extreme terrain and Telekinetic strike up to 2x5 crash damage.<br /><br />This is not only PL5 issue. It's the same on PL2 and maybe even PL1. Basically as soon as players get active defenses the boss attacks are basically useless. Any player with absolute barrier can tank the boss attack without any problem on it. I know that's what absolute barrier is supposed to do but bosses virtually no active defenses piercers.<br /><br />The solution might be to use higher PL bosses against low PL players. Something like PL5 boss against four PL2 players. Because the boss has much high might advantage AoE attack are much more effective. The damage he receives is also split into more attacks so guard advantage is multiplied too. PL5 SPAGHETTI would be at least some challenge for four PL2 players.<br /><br />Meanwhile the players can use turn 2<br />TRY AGAIN IMPETUOUS LOOSE CANNON SIGNATURE AIMED REACTOR OOOOOOOVEEEEEEERDRIIIIIIIVEEEEE!!! <br />for 3d10+8+4+8+5+4+2+2= 3d10+33 = about 49 attack - let's say 15 defense = 34 damage<br /><br />It's doable on PL2 albeit with slightly lower values. PL3 and you can do this exact thing.<br /><br />The burst value there is insane. You can wipe out basically any boss with two of those on turn 2. Even that PL5 boss with his guard advantage and defensive upgrades has no chance against attacks like that from PL2 players.<br />Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-81556253866901214982015-03-16T14:04:17.525-03:002015-03-16T14:04:17.525-03:00I did some combat simulations and it confirmed my ...I did some combat simulations and it confirmed my thoughts about high level bosses being too weak.<br /><br />THE BOSS<br />FLYING SPAGHETTI MONSTER<br /><br />M8G8T8E4S8S6<br />TENTACLE+ I BELIEVE THIS IS YOURS (SHOOTING) + AFTERIMAGES + OVERFREEZE + WHATEVER POWER + KEEPS COMING BACK + COLLOSUS<br /><br />The boss has tentacles with high range and he wants to force enemies to move close by taking colossus capstone which reduces ranged damage and reflecting shooting weapons. After he's close he attacks all of them with tentacles and moves onto them to force them into extreme terrain of his body. It also regenerates.<br /><br />THE PLAYERS<br />ZA BEASTO<br />M8G10T10E6S1S6<br />THE BEAST + LIMIT ENGINE + SECRET EQUIPMENT<br />SECRET EQUIPMENT (ABSOLUTE BARRIER + RIOT WEAPON + 3x OVERDRIVE)<br />Powers: My Style is impetuous, Signature weapon (overdrive), My defense is impregnable, I am a loose cannon. +1 other<br /><br />With 189 MP in stats they are stronger than even PL5 boss. Strategy is spamming aimed overdrives boosted with genre powers as much as possible while tanking backlash damage with on high threshold and absolute barrier. Impregnable defense should be used on a high loose cannon roll.<br /><br />FLYING SPAGHETTI MONSTER VS 2x ZA BEASTO<br />Starting distance is about 20. Assuming boss always hits both players with AoE. <br /><br />Turn 1: everybody aims and moves closer<br />SPAGHETTI 32/32 BEAST1 40/40 BEAST2 40/40<br />Turn 2: <br />SPAGHETTI: OVERFREEZE +8 MIGHT +2 TENSION + 4 AIM + 2 BEAM = +16 vs 10 GUARD (6,5 expected damage)<br />extreme terrain vs 13 deals expected 2,5 damage<br /><br />BEASTS<br />2x IMPETUPUS OVERDRIVE: +8 MIGHT +12 TENSION + 4 AIM +2 BEAM =<br />+26 vs 10 GUARD +4 REFLECT (2x12,5 expected damage= 25)<br /><br />Let's say one beast overheats and the other doesn't.<br />Total daamge (6,5 overfreeze + 2,5 extreme + 4 reflect [+6 overheat])<br /><br />SPAGHETTI 7/32 BEAST1 21/40 BEAST2 27/40<br /><br />TURN 3<br />SPAGHETTI: REGENERATES 5 HP <br />TENTACLES + 8 MIGHT +3 TENSION + 2 COLOSSUS = +13 VS 10 guard<br />(expected damage 3,5)<br /><br />BEASTS: AIM<br /><br />SPAGHETTI 13/32 BEAST1 17/40 BEAST2 24/40<br /><br />TURN 4<br />SPAGHETTI: REGENERATES 5 HP 18/32<br />TENTACLES + 8 MIGHT +4 TENSION + 2 COLOSSUS = +14 VS 10 guard<br />(expected damage 4,5)<br /><br />BEASTS:<br />ABSOLUTE BARRIERS (14/16 damage shield)<br />SIGNATURE OVERCHARGES: +8 MIGHT +10 TENSION +4 AIM +2 BEAM +5 SIGNATURE= +29 VS 10 GUARD + 4 REFLECT (expected 2x 15,5 damage)<br /><br />first overcharge kills the boss but it regenerates and second one finishes it off again. If you roll low on the first one just try again or use loose cannon to be 130% sure. Overheat gets absorbed by barrier.<br /><br />SPAGHETTI DEAD/32 BEAST1 12/40 BEAST2 20/40Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-69339080555756560142015-03-16T12:09:55.282-03:002015-03-16T12:09:55.282-03:00HYPERSONIC STRIKER
"Anytime you take an Offen...HYPERSONIC STRIKER<br />"Anytime you take an Offensive Action, you may also <br />Move in any direction with it."<br />Needs clarification if it's in addition to the normal move you can make or it just reversible thrusters allowing you to move in any direction.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-33300646529968630962015-03-15T01:22:42.456-03:002015-03-15T01:22:42.456-03:00I'll post a bunch of stuff next week and leave...I'll post a bunch of stuff next week and leave it up for discussion for a month, then lock it down for good right before May starts.Gimmickhttps://www.blogger.com/profile/12791352400624401508noreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-36657892372057240132015-03-14T12:35:32.372-03:002015-03-14T12:35:32.372-03:00When do you plan to get new preview out with all t...When do you plan to get new preview out with all the recent changes?<br />Will there be any at all before the release?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-52332838957515115362015-03-14T06:48:57.961-03:002015-03-14T06:48:57.961-03:00Also I have two great ideas for expansion content....Also I have two great ideas for expansion content.<br /><br />Best Defense is Good Offense (genre power)<br /><br />When you are attacked instead of defending with your guard make an attack.<br />You replace your defense with the result.<br />If you beat the enemy roll and they are in range of your weapon you deal damage to them instead equal to the difference.<br />You lose your next action.<br />Probably 1/operation<br /><br />Needs balancing and better wording but it would be super cool power.<br /><br /><br />Quantum Capacitors (internal upgrade) (20)<br /><br />You can store unused energy at 2:1 ratio to be used at later turns. Maximum you can store is half of your energy stat.<br /><br />Again needs better wording and balancing. You can save your energy and have 150% available next turn. Alternative to overcharger.<br /><br />Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-59026923250840915432015-03-14T06:40:40.349-03:002015-03-14T06:40:40.349-03:00Things to do:
1. buff boss genre powers (They have...Things to do:<br />1. buff boss genre powers (They have the same number of genre points as a rival, they should be just plain better than normal ones, right now they aren't really, also a lot of them rely on systems, severely limiting you if you dump them, which all low PL bosses will)<br />2. Tweak upgrades. (Nanoskin is just weaker than regeneration, 3x faster OP)<br />3. Weapons are mostly fine. Just buff swarm and constrict.<br />4. The cost balancing table is hard to fix. Maybe make an optional table with stat XP shifted to levels 2 and 3 where they get 20 XP but levels 4 and 5 get only 10 to compensate. Or even 25/5 split.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-91500677116810683662015-03-13T21:34:10.990-03:002015-03-13T21:34:10.990-03:00I pretty much agree with you, my main issue with B...I pretty much agree with you, my main issue with Bosses is that it is hard to make them stronger at Levels 0, 2 and 3 without risking making the other levels too strong. Those levels could have slightly higher XP, but a big draw of Bosses is that they're really simple to build.<br /><br />I can try a few tweaks here and there with the time we have left though.Gimmickhttps://www.blogger.com/profile/12791352400624401508noreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-52479949179891514012015-03-13T18:58:56.990-03:002015-03-13T18:58:56.990-03:00The biggest problem I see is overvaluation of dama...The biggest problem I see is overvaluation of damage shields (nanoskin, useless)<br />They are supposed to be for tanking weapons/abilities that hurt yourself but as a boss you will be taking other fire anyway. So if you deal 10 damage to yourself and get 10 damage from player weapons the shield is much less effective. The ratio doesn't even need to be 1:1. Even if you deal 10 damage to yourself and only get 5 damage from player weapons other defenses are still better than direct shields.<br /><br />And of course they are just so much worse than absolute barrier.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6923363875556294478.post-60962645749371021302015-03-13T18:52:00.307-03:002015-03-13T18:52:00.307-03:00Overall Bosses have the problem that they don'...Overall Bosses have the problem that they don't get their power at a constant rate.<br />Upgrades are worth more than weapon or power so it's like.<br /><br />PL 0 - basic boss, not that good, too fragile<br />PL 1 - very good and cost efficient<br />PL 2 - extra weapon gives more versatility but most builds are workable with only a single weapon<br />PL 3 - the extra genre power barely increases the value of the boss<br />PL 4 - second upgrade, good<br />PL 5 - capstone great<br /><br />Overall the optimal PL for bosses are 1 and 5. Level 0 and 4 work ok too. Level 2 and 3 are weak.<br /><br />On levels 2,3 and 4 rivals are about 75% power of a boss instead of 50%.Anonymousnoreply@blogger.com