Search found 10 matches
Search found 10 matches • Page 1 of 1
i know you don't worry about the numbers too much since we'll assuredly complain about any problems but have you considered at least running some basic math on things before they go live? I don't mean to be rude, but people were already insisting the damage on grapple was too high for ignoring defen...
don't we already have that? every prayer has a race that gets further bonuses from it, and glykin actually get higher LV.
You can get multiple, but they all reduce your maximum HP. Anyway, I'm not really worried about it, since it gets eaten up by any damage source. Much less effective against multihit guns, things like Skyburn, etc. While that much is true, and things like Raging Flame would punch right through it, t...
the second batch looks good so far, though i'm worried that for such a potentially strong effect and minimal cost (1% is 10-12 hp on the tankiest of builds + 5 fp) arcane tattoo's going to pretty much become mandatory for anyone with skin
i think what spoops is referring to is having this nonstop stream of in party (A/B/C/D), C flees and the moment he's gone E joins instead. then when D starts losing his buddy F swaps out with him. then when they finally have A on the ropes he flees and is replaced by G, and so on and so forth.
- Tue Sep 11, 2018 11:13 pm
- Forum: Suggestions
- Topic: Additions to the Flee Rules
- Replies: 37
- Views: 5129
It's also to note that the protagonist side will almost always be larger, which is already an advantage in itself (and the fact that they get two chances to win, while the antagonists have to win twice or survive long enough, thus having harsher restrictions inherently). I'd only be okay with chang...
i bring the flee mechanics up because they apparently play a major part in the current fleeing rules. the specific situation mentioned brings up a major issue with the '4v4' etiquette that's used as opposed to forcing each member of a party to go 4v1 when facing 16 people, for example. that might be...
needs the mechanics changed incidentally; there's literally no way to stop someone from fleeing a fight if they have a certain cel+luc. can't chase someone past the edge of the map but you can 100% flee even if you're immobilized with 3 guys surrounding you
- Sat Sep 01, 2018 5:48 pm
- Forum: Bug Reports
- Topic: Quick Draw's extra round and back stabs
- Replies: 3
- Views: 277
it's actually based on whether they still have 6+ momentum, not turn order (so you could use it vs someone faster if they skipped for example, or as a tactician with On My Mark). since they don't get a turn this round they aren't granted any momentum, which is why that happens. it's almost certainly...