All CategoriesGeneral GTGGeneral Discussion › Which promo heroes would you like to see in the future?

Which promo heroes would you like to see in the future?

151 posts · 18169 views · started 2012-10-15 06:31 UTC
LC
LCinn
2012-10-15 06:31 UTC
#1

i.e. of which heroes do you like the character/deck, but would you like to see a different base power? Personally I'm not a big fan of most base powers that deal damage (I <3 Redeemer Fanatic, even though she's probably a bit less good), but I really like everything else about Haka. In addition, I love Absolute Zero, but I really think his base power is.. kind of stupid. Even with the right set-up, it's at best `heal 2' or a crappy version of `deal 2 damage' (and that's not even the same basic set-up!). The only good thing about his base power is that it tells a new player that `this guy is kinda weird'.

So, for me, the heroes that I'd love to see a promo for are

-Haka, for a non-damaging base power. Perhaps even something passive that reflects how he gets stronger from every wound, which is one of the really awesome things about Haka, but not actually in any of his cards.

-Absolute Zero, for a base power that's actually useful. His main weakness is set-up and (perhaps even worse) recovery, so some exotic version of `play a card' could be cool. Though this idea seems nice too: http://sentinelsofthemultiverse.com/forum/topic/az-house-rule-experiment

The nice thing is that things like this are easily house-ruled, but it's always much cooler to have it on a real card :D

KE
ketigid
2012-10-15 08:32 UTC
#2

AZ promo power suggestion: Supercooled: Increase AZ’s next HP recovery by 1.

AW
awp832
2012-10-15 10:25 UTC
#3

 I think AZ would be an excellent candidate for an alt power,  particularly if it dealt damage.   I see you found an old thread of mine,  I posted this general concept a while back, and played several test games with it.   The feedback on the forum was rather mixed.    Some people felt as I do and that a power that helps Zero be "faster"  would be a good buff to a character whose style is one dimensional and slow, but apparently some people actually like his  base power, and feel it is somehow essential to his character  -I'm not exactly sure how.

 

Ketigid,  I feel your numbers might need some  tweaking.  The idea isn't a bad one, but you basically just made his power worse, as Zero can often heal 2 damage with his base power (occaisionally 3) and you basically just turned it into 1.  I suppose you could stack it, but still rather weak imo.  Also, healing powers are a bit boring, and so similar to what his current power is used for, I'm not sure if a healing power -even if it was something crazy, like heal 5 damage- would really make Zero more exciting.

 

Because Haka has a lot of damage options in his deck, a non-damaging power for him would be kind of cool.  I'm not sure what I'd want,  maybe like "search your deck for a for a Haka of X card and put it into your hand"  that might work.

 

Beyond that, I'd like to see a Bunker promo.  Bunker has good games and he has not so good ones.  I'd like to see a power that encouraged the use of his Modes more.  Right now the best plan seems to be to get out 2 powers and go into Turret Mode, with Upgrade Mode and Recharge Mode being used only rarely.  Maybe his power could be like "play a Mode card".  I'm not sure if that would help, but it might.

 

-awp

 

KE
ketigid
2012-10-15 11:11 UTC
#4

Agree that numbers need tweaking. I’m thinking of a base power that is useful from turn 1, unlike the current power which sometimes cannot be used for the first few turns.

LC
LCinn
2012-10-15 11:15 UTC
#5

With AZ, I think the most interesting alternative base powers would be either something that makes him set up easier, or something that makes set up less crucial (like a decent damaging base power). Downside: either version is probably better than the original :P In that respect, something like what ketigid suggested is interesting, but a bit to situational. Perhaps something more like an alternative of The Wraith's power: either increase or reduce the next damage dealt to Absolute Zero by 1 (which you could even limit to fire and cold damage for a nice twist)

With Haka, I agree that it's hard to think of what would be a nice alternative power. He'd probably still be playable without a power at all :D (which is why I mentioned a passive power). Perhaps something that makes him more of a support/protector character, like 'until the start of your next turn, whenever another hero target would be damaged, you may redirect that damage to Haka' (and perhaps limit that to one redirect per turn or round, didn't think it through that much).

I see your point about Bunker. In a way, a tweak to how modes work would be more interesting than just a different base power. Like taking the modes out of his deck and making them part of his set up character cards (and making them indestructible), with the following text on bunker: `at the start of your turn, you must choose one mode to be in effect until the start of your next turn.'

VA
VanceAttack
2012-10-15 15:10 UTC
#6

I'd agree on the Absolute Zero promo cards. Plus I think he's the COOLEST hero anyways!

FA
Flex_Apollo
2012-10-15 16:23 UTC
#7

As a huge Haka fan, I'd love to see a promo card for the ageless warrior. Perhaps a alternate hero card befitting the title The Savage Haka (quotation marks purposefully removed)! It could very well be a non-damage-dealing base power. For example:

Intimidation - Until the start of your next turn, decrease damage dealt by villain targets by 1.

Kind of the flip side of Legacy's base power. Rather than inspiring his fellow heroes to deal greater damage, Haka so terrifies the villain targets with his savage rage that they're will to fight shrivels in his very presence! I'm imagining the wide-eyed look Hydra or A.I.M. minions get when a raging Hulk enters the fight.

Basically, "The Savage" Haka is the Thing; The Savage Haka is the Hulk.

I'd also be very much in favor of a more offense-minded Bunker, a War Machine to his current Iron Man, that starts out with a damage-dealing base power. I, too, like the idea of an unstable Absolute Zero - perhaps his base power could be destroying his own equipment to deal decent, straight-forward cold damage. That said, I haven't played either Bunker or Absolute Zero to the card-by-memory extent of Haka.

Tangentially, a promo hero deck I would love to see is an archer character in the Green Arrow/Hawkeye mold. I'd love for his/her hand to become a quiver of one-shot trick arrows and his/her aim to be represented as irreducible damage. Bonus points if the hero was more control/support-minded than a straight-up damage dealer.

BR
broccoli
2012-10-15 16:52 UTC
#8

I'd like Mister Fixer:

Strike: Discard as many cards from your hand as your choose.  Deal 1 target X melee damage, where X = the number of cards discarded.

It would allow him to deal more damage when he needed, but less consistently.  He could still always deal 0 damage and (with the right stances/tools/Harmony) still deal small damage.  It would also solve a common problem I have with him, which is having a huge hand and no way to play more than one card a turn (I still wouldn't be able to play more than 1 card, but at least I could turn all those cards into something). It would also provide a new functionality for Salvage Yard, and make Riveting Crane Stance more useful, since you could punch through DR when you really needed to, thus removing it for allies.

 

Realistically, for the next Expansion, I think Visionary is the most likely promo, though an earlier incarnation of Bunker could work too.

LU
lugaru
2012-10-15 17:59 UTC
#9

This is funny, I just stareted an "alternate cards" word file at work to entertain myself while bored. I'm really thrilled about doing villain cards since there is a lot more to sink your teeth into. Also hero cards that are not a power, but instead an ongoing or something... "Alloy Bunker: if a source would do 2 or less damage to bunker, prevent 1 point of damage".

 

Mecha-Bunker: Personally I'm leaning to a japanese-mecha version of Bunker that has a transform mechanic a la "power: destroy one of your ongoing or equipment cards, play a card". This should help transition from one mode to another but also have him (flavor wise) constantly sprout weapons and pull out what he needs in the moment.

El Technico: A hispanic mechanic wearing a luchador mask, imagine that Fixer is Stick, he would be Daredevil.. the apprentice. In spanish a Technico is a technician, but also the term for a "goodguy" wrestler who wins through technique rather than cheating. Discard a card, El Technico deals 2 melee damage. Unfortunately his cards really depend on him dealing damage so that limits options... but that would make him less reliant on tools and more on "mano a mano".   

SP
Spiff
2012-10-15 18:39 UTC
#10

I think Bunker needs a new base power, hopefully something a little more hard core.  For one thing, his power is called "Initialize" and yet you will probably use it multiple times throughout the game.  If you need to initialize your tech over and over during a fight, that's some busted tech (which is why I call the power "radar sweep" instead on my custom oversized Bunker hero card).

Secondly, he's supposed to be the "Indestructible Bunker" and yet I find he's often the "Highly Destructible Bunker".  I wouldn't mind seeing a power that makes him a little more armor-ey.  Or at least give the poor guy a gun to start with.

EV
EvanDan55
2012-10-15 19:02 UTC
#11

Yeah, actually, my friend pointed out that Bunker isn't quite as "Indestructable" as his name might imply. I feel like it'd be good for him to have a promo where he has something similar to Wraith's normal power, like "prevent the next 2-3 damage" or just a straight up "reduce damage taken by 1 for one turn"

If Mister Fixer ever gets a promo card, it'd probably be him as "Black Fist".

I'd love for AZ to get a new power, since I can't stand playing him due to the complexity of his base power. I've never been able to understand his usefulness. I know he can absorb and redirect his damage a lot, but I'm still not a fan.

I'd love for Tachyon to get a promo, but I have no idea what her new power could be.

LC
LCinn
2012-10-15 19:33 UTC
#12

Time Travel Tachyon: play the top card of your trash, then put it on the bottom of your deck!

PC
pcgamerpirate
2012-10-16 05:20 UTC
#13

Snack attack:

Return a burst card in the trash to the bottom of your deck to regain 2 HP.

AW
awmiller
2012-10-16 19:51 UTC
#14

 

Ok, this may be the greatest ability suggestion that I have seen for ANY hero. Love it!

LU
lugaru
2012-10-16 21:55 UTC
#15

lol we already have the art for a "snack attack" card.

 

Are we brain storming on alternate villains as well?

 

Voss, Mad Geneticist

HP 80

At the start of the game, put Grand Warlord Voss's Villain character card and this card into play, "Mad Geneticist" side up.
Shuffle the Villain deck and draw cards until H-1 Minions are revealed. Put them into play. Shuffle the Villain Deck.

If there is a minion at the top of the villain trash, Voss deals the same type of damage and has the same damage immunities.

At the end of the villain turn Voss deals H+1 damage to the Hero target with the most hp and Minion target with the lowest hp.  

At the start of Voss, Mad Geneticists turn turn flip him if he has 5 or more minions in his trash. 

/ Flip

Voss, Genbound Abomination

When Voss flips to this side destroy all minions in play and he regains (H) hp per each minion in his trash.

At the end of the villain turn Voss deals X damage to the hero with the highest HP, where X are the number of cards in Voss trash. Then put the top 4 cards from the villain trash on the bottom of the villain deck.

At the start of the villain turn, if there is no cards in the villain trash Flip Voss.

 

SP
Spiff
2012-10-16 22:17 UTC
#16

Genius.  Here's my $5.

EV
EvanDan55
2012-10-16 23:11 UTC
#17

Snack Attack is brilliant and I love it. As is promo Voss. I would love to be able to play a Tachyon where I can actually tell my friends "Okay, for my power phase, I'm gonna grab something to eat."

LM
logan_mann
2012-10-17 15:49 UTC
#18

 

I love this concept. I've been trying to develop a good alternate for the voss deck to be a Grand Warlord Dall'ton alternate reality villain.  This is on eof the few villain decks with no direct text reference to Voss so its doable.  But this is way better then anything I've come up with. Awesome!

 

What about his advanced mode?

Does he do no damage at all then if there is not a minion on top of the deck?

What type of damage does he do on the Genebound side? or should the minion on top text apply to both sides?

RO
robalan
2012-10-17 16:06 UTC
#19

Really? I almost always go through several modes if I can and one of my favorite Bunker moves is "Recharge Mode, Heavy Plating, Omnicannon" I very rarely spend much time in Turret Mode, between the usefulness of Omnicannon (which you need an Ammo Drop against a Minion-y Villain to make any use of in Turret Mode) and the utility you can get with Bunker, I don't play the Turret Mode Turn 3 game.

(Granted, I like playing Tanks, so my second favorite Bunker Set Up is Heavy Plating, Maintenance Unit, Maintenance Unit)

RA
Rabit
2012-10-17 18:25 UTC
#20

That's one thing I find interesting about this game: Everyone interprets how a specific hero plays just a little differently. :sunglasses: Our own preferences are obviously at play in this, but some of it is how we individually view the usefulness/effectiveness of the each card, and our views are going to be different if we're looking at them in different ways.

Personally, I love all the modes, but I'll use them differently depending on the specific situation. In a game against Mad Bomber Blade, we knew we needed to do as much damage as we could as quickly as possible, so I didn't even go into a mode; I skipped setting up altogether and just started hitting for damage every turn. In other games, Bunker can take time to build, so if he gets an appropriate mode I'll use it. If he doesn't… I work with what I get. :wink:

EV
EvanDan55
2012-10-17 20:00 UTC
#21

I can only remember one game where any of the modes besides Turret came into play. Any time I'm with someone playing as Bunker, the other modes do get left out. I think it's just because getting Bunker's guns out and putting him into Turret Mode is the dominant strategy for him, but I can see the benefit of the other modes. But it would require something like a promo power for most people I know to start actually using the other modes.

RA
Rabit
2012-10-17 20:17 UTC
#22

Next time we play together, evandan55, I'll play Bunker. :wink:

AW
awp832
2012-10-17 20:30 UTC
#23

 Yes, I'm certainly aware of the Recharge Mode/Omni Cannon strategy.   I have a few things to say about this.

 

Firstly, it can be very effective.  Omni Cannon does a lot of damage, for sure.  Against Villains with not a lot of Stuff destruction this can be very good,  but above all else you can not lose the Omni Cannon once you've spent time charging it.  So you either have to be against the right  Villain and make sure that doesn't happen, or rely on your team to have enough of a buffer to keep the Cannon alive.

 

Secondly, this relies on getting Omni Cannon very very quickly.   In your opening draw is best,  in your first couple its still viable.   There are only 2 Omni-Cannons in his deck, so while this occaisionally works out,   a lot of the time it doesn't.  Thirdly  I don't personally feel its especially fun.   You take damage, you sit in turtle mode and drop 3 cards under your cannon for your turn.  I'm not impressed.   What I guess I primarily meant is that it would be cool if bunker switched modes more.   Both the Recharge/Omni-Cannon and Turret Mode +any 2 powers strategy relies on basically one mode the whole game.   There is little incentive to jump from one mode to the next to the next.

 

Ammo Drop is not particularly critical to a Turret Mode strategy unless you are using Gatling or Omni-Cannon as one of your powers.  Otherwise you simply maintain your hand size.  Anyway, my point is while I acknowledge the viability (at least some of the time) of a recharge mode/omni-cannon strategy,  it doesn't seem to be Bunker's primary attack route.

PC
pcgamerpirate
2012-10-17 20:32 UTC
#24

I'm not sure where I heard this but

Bunker Mk II

Active Shielding: Make 1 non-character card indestructible until the start of your next turn.

SP
Spiff
2012-10-17 21:22 UTC
#25

Using Bunker's modes (except Turret Mode) means many repeated turns of basically doing nothing fun, in the hopes that eventually you'll be able to do a single big fun thing.  It's not the most entertaining thing in the world, IMO:

"Bunker's turn"

"I draw extra cards.  Pass"

or

"Bunker's turn"

"I play some cards that I will hopefully be able to use later.  Pass."

only to be followed by

"Villain's turn.  Destroy all equipment cards, including the Omni Cannon Bunker has been charging up and all the cards he's wasted his turns laying out.  Sorry, Bunker."

When I play, Mode cards are mostly just used to feed the Omni cannon.

BR
broccoli
2012-10-17 21:56 UTC
#26

I'll admit, the risk of losing it is why I commonly don't use the Omni-cannon, but on bosses with little to no equipment destruction, I use it frequently.

I tend to vacilate between ignoring modes and setting up for Turret Mode.  I will say, if I don't have a stellar draw, I'll common go into Recharge Mode early to try and alleviate that, but it kind of depends on what my team needs as to whether I'll then play cards slowly or actually try to use Upgrade Mode to get stuff out quicker.

What I'd really like to see for a Bunker Promo is for him to copy Expatriette.  Power: Play a card.  Then he could decide from turn to turn (without losing modes) whether to use an existing power or get more stuff out.  It would make Upgrade Mode useless, but that's largely true now.

AW
awp832
2012-10-17 23:11 UTC
#27

 Because it would make upgrade mode obselete, I am not in favor of this.   I'd rather do something to make Upgrade mode more attractive.  

The other thing that is a big problem with bunker is that changing his base power is tough; particularly where Modes are concerned, because the only Mode you can be in and still use powers is Turret Mode;  which probably is the one mode that doesnt need any improvement.

 

Unfortunately, doubling Xpatriettes power just improves Turret Mode at the expense of Recharge Mode and Upgrade Mode, allowing you to remain in turret mode indefinitely (provided you have card draw from ammo drop) and continue playing buffs, which is kind of exactly the opposite of what I'd like to see happen.

 

In fact ANY power pretty much does the same thing,  which again, is why its particularly difficult to encourage mode switching by changing the base power alone.

 

What might need to be done is to have a base power with the tag line:   "(does something)  -  You may use this power even if a mode card says you cannot."    This would make it like ammo drop in that respect.  If you combined this with Broccoli's suggestion, you could have a rather good base power.   If you wanted to make a little more mode oriented you could do something like:

 

Power:  Return a Mode card to your hand, play a mode card.   You may use this power even if a mode says you cannot.

BR
broccoli
2012-10-17 23:26 UTC
#28

Actually, my recommendation wouldn't improve Turret Mode, because it wouldn't be useable in Turret Mode (since Turret Mode doesn't let you play cards), much like his current base power.

That said, I like your idea.  The only problem with it is that it's useless if you don't have any modes in hand/play.  I still like it though.

EV
EvanDan55
2012-10-18 05:35 UTC
#29

Rabit, I'm sure we'll both have forgotten this conversation when we meet again many moons from now. But we'll try. :wink:

 Though I do wish Bunker could serve as a more "indestructible" hero as his name suggests, I think the more applicable promo power that could be given to him would be something to make him more mode-friendly. There's no doubt those are a big part of his deck, and like Awp said, he needs to be able to change out modes faster. Though it is true that dedicating his power to that would be conditional like Broccoli said. In the end, I think it'd be better to deal with the conditional power and have the "swap modes" power. Though, this would mostly only help Upgrade Mode, since the other two modes won't allow you to play cards while they are active. If you had one of those two active, you might as well just change modes during your play phase.

AX
ax0r
2012-10-18 06:55 UTC
#30

How about something like power: play a mode card and regain 2 hp. Or power: play a mode card, then restart your turn

The mode cards work in theory, but they simply take too many turns of not doing much to actually reach their potential. Some set up that encourages their use might be good.

BR
Braithwhite
2012-10-18 13:00 UTC
#31

You could also explore Bunker's tactical/leadership side by making him more group support oriented. Legacy has a lot of turns where his main function is to make everyone better, which makes up for the occasional turn of not being able to play much or do damage. 

It was suggested earlier for Haka, but I'd give Bunker a defensive group buff. Something like:

Covering Fire: reduce all damage to hero targets by 1

Or 

Flanking Maneuver: Prevent the next 2 damage to a hero

or

Tactics: Discard a card. All other heroes draw a card. 

EV
EvanDan55
2012-10-18 15:45 UTC
#32

True. Both are good options. Bunker essentially just needs to work better with his deck and function in the group. I know he's fully capable of being really good by using his equipment weapons, but as we've discussed, he should either be better at swapping modes or defending himself/the team. But both have problems.

If he gets a defensive power, he still can't swap powers efficiently.

If he gets a mode swapping power, a lot of people still won't like the fact that he can be beaten down too quickly for a hero like him (I mean, come on, he's in a giant metal robot suit).

However, there's something I completely overlooked this whole time. I don't know if anyone else thought of this, but if these are the options for a promo card, there's a second component: Bunker's new HP. I think that's our solution. To meet the middle ground, Bunker should have a power that allows him to swap modes better, and a new, higher HP around 32-34. The higher HP would compensate for a defensive aspect; then he'd be able to take more hits, and he'd be able to swap modes easier with the new power.

Would this work? Or am I not thinking about this enough?

LU
lugaru
2012-10-18 16:58 UTC
#33

Maybe he would have more control if he could play his trash...

 

Junkyard Bunker

Salvage: Search your trash for a card and put it on top of your deck.

 

Pros: bunker discards a lot of modes and has a lot of card draws, so he can maybe have more control if he plays with his trash.

 

Cons: it is an expensive power since it requires a draw to get any good out of it.

TH
TheJayMann
2012-10-18 22:08 UTC
#34

Hmm... well.... Play a card, use a power (putting a trash card on top of the deck), draw a card (that was chosen from the trash pile).  A little slow, but nice deck control.

BR
Braithwhite
2012-10-19 16:49 UTC
#35

 

For AZ, the biggest complaint that my friends and I have is that it can be incredibly frustrating to go turn after turn without getting his modules.

This is absolutely not to say that he is helpless or useless without them, since I generally have a good time playing him no matter what.  But without his modules, his base power is somewhat unhelpful. 

It might be fun to have a version of AZ who was more focused on cards.

Something like: 

Overload: Draw 3, discard 1, take 2 fire damage (making him more reliant on cards to regain HP)

PC
pcgamerpirate
2012-10-19 18:48 UTC
#36

OOH OOH!

What about:

Draw 3 cards and discard any number of cards. Do 3-x fire damage to AZ where x=number of cards discarded.

Kind of long for a base power but it does 3 things:

 

1) Keeps AZ weird and mathy.

2) Get the cards you need sooner

3) Creates more opportunity (like purposefully trashing equipment to bring it back using modular realignment)

MC
McBehrer
2012-10-19 21:27 UTC
#37

3-X? so, the more you discard, the less helpful it is? What about if you discard 4? that's -1; how would you do that?

RO
robalan
2012-10-19 23:17 UTC
#38

The problem I have with that is that it is just strictly significantly better than almost all other Base Powers that involve Draw (or Base Powers at all, imo)

Bunker: Draw 1 (Poor Bunker.)

Visionary: Someone Draw 2 and Discard 1

Nightmist: Draw 2, Take 2 Damage

Horus Raw: Draw 3, Discard 2

Drawing 3 with the option to keep them all and doing lots of damage on top of that?  That's kind of crazy.

AM
Ameena
2012-10-19 23:21 UTC
#39

On the subject of drawing and discarding, as it's come up, there's something I want to check. Just to make sure I'm doing it right. If a card says, for example, "Draw three cards. Then discard two cards.", it doesn't specify that the cards you discard must be among those you just drew - you can discard anything from your hand, right? I think I had a power like this on Tachyon or someone and took it to mean that I could disacrd whatever I wanted since it just generally says "Discard X cards".

SP
Spiff
2012-10-19 23:38 UTC
#40

Yep, any cards can be discarded, not just the ones you drew.

AM
Ameena
2012-10-20 10:17 UTC
#41

Okay, that's alright then :). I think the only time where you do stuff to only the cards you just drew is that one of the Adept's where you draw five and do a different thing to each one (discard, hand, top of deck, bottom of deck, play).

RA
Rabit
2012-10-20 12:26 UTC
#42

Which is why that one says "Reveal" instead of "Draw". :wink:

TH
TheAgreeableBrain
2012-10-20 12:46 UTC
#43

Couldn't you just throw in a line at the end saying "You may use this power even if you cannot use a power this turn."?

Or what about a promo hero that doesn't have a power printed on their card? What if it just said "At the start of your turn you may swap a mode card in play for one in your hand."

As for other promo card I'd like to see some more along the lines of Young Legacy where the card represents a different character related to the same character (commonly referred to in comic book circles as a legacy character (see what I did there?)) rather than just an upgrade like most of the others. 

TH
TheAgreeableBrain
2012-10-20 12:46 UTC
#44

Couldn't you just throw in a line at the end saying "You may use this power even if you cannot use a power this turn."?

Or what about a promo hero that doesn't have a power printed on their card? What if it just said "At the start of your turn you may swap a mode card in play for one in your hand."

As for other promo card I'd like to see some more along the lines of Young Legacy where the card represents a different character related to the same character (commonly referred to in comic book circles as a legacy character (see what I did there?)) rather than just an upgrade like most of the others. 

AW
awp832
2012-10-20 21:37 UTC
#45

 

…   next time read the whole post before you respond to it.

TH
TheAgreeableBrain
2012-10-20 22:17 UTC
#46

Nah…I'm more of an off-the-cuff type of guy…but I guess you can freely ignore me even though I really just agreed with you in my own round about way.

I'll try again. 

Dude that's an awesome idea, that is totally what I would do to resolve the issue. 

Or what about a promo hero that doesn't have a power printed on their card? What if it just said "At the start of your turn you may swap a mode card in play for one in your hand."

As for other promo card I'd like to see some more along the lines of Young Legacy where the card represents a different character related to the same character (commonly referred to in comic book circles as a legacy character (see what I did there?)) rather than just an upgrade like most of the others. 

LU
lugaru
2012-10-22 18:52 UTC
#47

I love the idea of alternates for Nightmist, since paying for mechanics by taking damage is part of her core character it makes it easy to balance crazy new powers. If the power is too good... up it from 2 self damage to 3 or from 3 to 4.

 

Nightmist

 

Scryer of the Unseen

Peer through the Mist: Nightmist takes 2 infernal damage. Look at the top two cards of the deck, put one at the top and one at the bottom of the deck.

 

Mischievous Magician

My Next Trick: Nightmist takes 3 infernal damage. Target player plays the top card of their deck.

AM
Ameena
2012-10-22 19:25 UTC
#48

How would that second power work if the top card of a player's deck is something they can't play at that time, for example a Limited card of which they already have a copy in play? Would they keep drawing till they got one they could use, like erm, I think it's an Environment card that lets players do the same thing?

RA
Rabit
2012-10-22 19:29 UTC
#49

One thing to be careful about: It has to fit. There isn't as much room as we'd like to think in that little box… :confused:

CZ
Cosmonaut_Zero
2012-10-22 19:58 UTC
#50

Nothing prevents you from playing a Limited card with the same name as a card in play. What happens is it goes into the trash instead of into play. So it's a waste, but it's still a legal play.

I think a Nightmist power that let her see what was on top of her deck for her next play phase would be cool. Maybe "Reveal the top 2 cards of your deck. Put them on top of your deck in either order." Additional card draw or deck manipulation would break it, but it would allow her to speed up the draw of important cards slightly while giving her more information and control over the variation in her spell effects.

AM
Ameena
2012-10-22 20:32 UTC
#51

So, a variation on "Look at the top card of your deck, then discard it if you wish" which one or two other heroes have, only instead of discarding you can decide whether it comes out next or later?

PC
pcgamerpirate
2012-10-22 20:46 UTC
#52

 

So we could do:

Draw 3 cards. Discard x cards. AZ does 2-x energy damage to himself.

 

OR

 

Draw 3 cards. Discard x cards. AZ does x-1 fire damage to himself.

CZ
Cosmonaut_Zero
2012-10-22 20:58 UTC
#53

The idea is you see the card that will be on top of your deck during your next play phase, and have some degree of control over it. It sets you up to make more informed plays. Maybe I want to Heedless Lash so I can chain into that card. Maybe I want to Oblivion becuase I know I've got a 1 and so I can guarantee I'm not murdering Unity's golems. Unlike other heroes, it's actually better for Nightmist to leave the cards she looks at on top of her deck, and that's what makes it an interesting power for her, in my opinion.

It might actually be better if it read; "Draw two cards. Put two cards from your hand on top of your deck." It gives her even more control over what the top of her deck is going to look like, and lets her keep both of the cards if she wants to feed something else from her hand to a card effect next turn. Again, the idea is Nightmist gets to control the top card of her deck for her next play phase to set up her next spell. This is just a stronger version of my previous idea.

EV
EvanDan55
2012-10-24 03:34 UTC
#54

I do like that. As fun as it is to have the random element of NM's deck, I do think it could use more control. You'd still be using your HP as a resource, but at least you'd get to determine how steep the cost is.

Also, side note, I think someone earlier may have said something about seeing a Mister Fixer promo with him as "Black Fist" (it could have even been me). In hindsight, I don't really care for that idea. Honestly, I'd rather there be just one Mister Fixer card. What makes him really interesting is that he only has one power: attack. If we changed that, he wouldn't be as interesting in my opinion. Also, his deck wouldn't even be able to work without a way of attacking. If you changed the base power to something that didn't involve an attack, he'd be impossible to use.

FL
flamethrower49
2012-10-24 05:16 UTC
#55

True, but that doesn't mean they can't come up with an idea that still involves an attack.  (Also, one that is named Strike.  Seems like that would be important.)

Personally, though, I doubt they'll revisit the deck.  He's an expansion hero, and they have plenty of other things to play with going forward.

LU
lugaru
2012-10-24 05:21 UTC
#56

On Nightmist I think you need to balance between control and cutting lose... having her control the top of her deck has to come at the expense of less drawing so I like the "look at the top two and put them back in any order" aproach. It makes her slower but more controlled.

On Mr. Fixer his problem is that a) he needs to do damage and b) his power has to be strike because a card references it.

I like the idea of a brash young Fixer protege.

Mr. Fixer (El Tecnico)    31 HP

Power: Strike (mano a mano) Mr. Fixer deals himself X melee damage and deals one target X+1 melee damage. X is a number between 0 and 2.

 

So this brash Mr. Fixer will more often than not take damage in order to deal damage, mano a mano style. Interactions become more complex though once he gets stuff like Driving Mantis, Dual Crowbars, Pipe Wrench, etc... kind of Absolute Zero levels of insanity.

 

KE
ketigid
2012-10-24 06:55 UTC
#57

Something similar to Staff of Ra will be cool.

Mr Fixer Promo: Fleeting Strike: Power: Destroy a tool. If you do, Mr Fixer deals 1 target 3 projectile damage. Counts as Strike.

CZ
Cosmonaut_Zero
2012-10-24 07:00 UTC
#58

The second version nets her zero cards, since two are added to her hand and two are put from her hand on top of the deck. What it allows you to do is put any card from your hand or the top two cards of your deck on top of your deck for your next play phase. Instead of having 2 options, you have 2 + [handsize] options. Maybe that's too strong, I dunno. It still seems like a big tradeoff given how much she likes discarding cards to effects, and you're losing all of the early game tempo boost that her normal power provides. I like the idea of giving her a tradeoff to gain finesse at the cost of tempo, but the trick is making the finesse valuable enough that it doesn't just get trumped by the tempo.

El Technico is an interesting idea. Seems like it would be really wonky with Riveting Crane, which I generally consider to be one of his better cards. Making damage against yourself irreducible is not great, but being able to spike it to get through and apply the debuff is really cool. Also, with damage boosts in play he's almost guaranteed to damage himself if he uses it, which makes it feel like a downgrade in precise the circumstances he requires to shine. I guess part of it is I'm looking for a straight-up buff from a Mr. Fixer promo, so an even tradeoff (which it might be) seems a little on the weak side.

GR
Greonhal
2012-10-24 07:58 UTC
#59

El Tecnico's balance shuts down when the Jack Handle comes out. He goes to hit himself, but the Jack Handle makes him hit all non-heroes instead, then he hits all non-heroes for one more damage than he just dealt them.

EV
EvanDan55
2012-10-24 13:22 UTC
#60

I meant he has one power I called "attack" as in Mister Fixer can't do anything but attack. I remembered the "Strike" name. That's important to his cards.

I'm still skeptical. I like that his power is simplistic, but his deck is what mixes it up and everything.

That said, El Tecnico does have an interesting power. I do like that one. I'd rather have that than anything that destroys his tools. Destroying his tools would make him less fun.

LC
LCinn
2012-10-24 13:59 UTC
#61

 

Jack Handle is a bit weird anyway, think that should have been restricted to triggering on non-hero targets. But El Tecnico also gets weird with that style that lets you redirect damage, doesn't it?

I actually quite liked the first one that was suggested, that did damage equal to the amount of cards you discarded.

 

The Nightmist power where you reorder your top two cards would be sweet too, though I'm not sure if it's good enough. Perhaps allow you to discard them as well, if you want?

 

It's nice to see all these ideas about what they might do with promo heroes in the future, if only because it makes you think about how much a hero is defined by their base power.

BR
Braithwhite
2012-10-24 14:18 UTC
#62

For a Black Fist promo, you could have a power that played up his self-buffs and helped him get cards, since his jack of all tradesiness benefits from having lots of options. 

I was thinking something like:

Torque Strike: Black Fist deals a target 0 Melee damage. Draw a card.

 

He has self damage buffs with tools, styles, bloody knuckles, and possibly teammates. A strike like this changes the play style slightly, gives you more cards as options, and keeps the new power from being "better" than the original.

 

EV
EvanDan55
2012-10-24 15:53 UTC
#63

Actually, that's a pretty good idea. I had never considered using 0 damage.

But wait, what if you wanted to use a tool and style combo that didn't involve any damage increase between them? Would you have to rely entirely on Harmony or Charge to do damage?

BR
Braithwhite
2012-10-24 16:19 UTC
#64

I'd say that the 0 damage part means that Black Fist would require a lot more thought about team benefit as opposed to self benefit. He's got 1 tool and 1 style that gives +1 damage, harmony, bloody knuckles, and charge. 

Thats a decent number of card combos to use to just do damage, and drawing extra increases the chances of getting them all. 

BUT, your point is valid. Without any of them, and no team or environment buffs, he's stuck at 0.  But at that point, the player needs to be thinking about how to maximize what he's got using the other tools and styles. Every choice of a tool or style other than the +1 damage buffs becomes a careful consideration of "does this benefit the team more than +1 damage".  It makes you choose tools based even more on their properties, makes you very carefully consider changing styles, and makes the choice of when to play a bloody knuckles, overdrive, or charge a crucial one.  

It also seems like it makes him benefit even more from support/buff team members.  

I'm not saying that it couldn't suck.  In practice, it might be a horrible idea. But it seems to me to emphasize his flexibility.

EV
EvanDan55
2012-10-24 16:27 UTC
#65

Maybe. I'd rather keep him with at least a guaranteed attack ability. Doing 0 damage would force the player to make more careful choices, but I still think he's more fun when you can confidently switch out tools and styles. That's what makes him good to me; knowing that he's got some combination of tools and styles to match whatever situation you need him for. If you need to use Hoist Chain and Alternating Tiger Claw, even though you'd theoretically still be doing 1 damage, you still are using those for a specific application. That's what he needs to be able to do.

BR
Braithwhite
2012-10-24 16:38 UTC
#66

For Haka:

Haka, the Ever Vigilant

Protect: select a hero. Until the start of Haka's turn, redirect all damage from that hero to Haka.

(kind of like smoke bombs, but it plays to Haka's tankiness)

 

Expatriette (Wanted, the fugitive?, on target?)

Citizen Arsenal?  She's kind of like wraith, it's hard to give her a new name.  I kind of see it as Expattriette: subtitle

Run and Gun: deal a target 1 projectile damage.  Draw a card. (since running out of cards sucks for her)

Or

Target Lock: choose a Villain target.  Next turn, Expatriette's attacks deal +2 damage to that target.

which plays up the preparation and setup she needs before a fight.

BR
Braithwhite
2012-10-24 16:43 UTC
#67

Can't really argue your logic about a guaranteed damage power.

It's kind of a problem in thinking of new power for Mr Fixer. His whole point is the flexibility- which requires either enough cards to adapt to anything, or guaranteed damage to make sure that he can make do with whatever he's got available.  

LU
lugaru
2012-10-24 18:40 UTC
#68

I really love that idea, 0 damage and a draw is really clever and I could see that working well. If you have a bad start it might feel "useless" but the card drawing would compensate for that quickly.

AX
ax0r
2012-10-25 12:14 UTC
#69

Doing 0 damage and drawing a card is a good idea, but I wonder if it is still not good enough. Some of mr fixer's styles and tools require him to do damage to have their secondary useful effect. If you're not doing damage, those cards are just dead wight in your hand. Having him draw a second card if he dealt 0 damage would speed him up a bit, but that wouldn't fit on the card.

The player playing him would also run into the physical problem of eventually having his whole deck in his hand - he probably wouldn't be changing styles all that often and tools come back into his hand. You could have 30 cards in hand but not a single one do anything useful for you, and that feels a bit lame.

EV
EvanDan55
2012-10-25 14:35 UTC
#70

Mister Fixer's needs are pretty hard to get around. And he's not the only one. Think about Argent Adept and Unity. Is there even a way you could play as them without their base powers?

Sure, for Unity, you could rely on things like Construction Pylon and Modular Workbench, but there's only 3 Construction Pylons and 2 Modular Workbenches in her deck. Those numbers don't seem too reliable.

LU
lugaru
2012-10-25 16:48 UTC
#71

Well I already have an Argent Adept one but it is just too on the nose.

Power: Activate the Accompany text on a card.

I'm sure it would change the feel a lot for a Argent Adept Afficionado but for the average gamer it is a small change. Also I'm sure there are more interesting potential changes but that one does not necesarily require balancing.

 

As for Unity there are a lot of options and they would all require some serious balancing... playing cards from trash at a high cost for exmaple, or playing the top card of the deck not knowing what it is... it would be another 3 line power, no doubt.

LC
LCinn
2012-11-02 11:49 UTC
#72

So, we have a new batch of official promo heroes.

 

We guessed AZ, sort of! A base damage power it is. While I said earlier I would have preferred a power that aided his set up, I think I take that back. This just makes him immediately useful, and it's great. We guessed Bunker's power so far as that we guessed it would involve his mode cards, though this power doesn't really stimulate mode use. Well, maybe recharge mode is more useful without initialize. I must say I do prefer this one over his base power, if only because it's more interesting. Draw a card was so incredibly dull.

And Tachyon, oh man. I wouldn't even have dared to suggest something so awesome! She's the Legacy of card draw now! <3

LU
lugaru
2012-11-05 21:38 UTC
#73

Yeah, I'm glad to admit we got a little bit schooled, although I agree that everyone draws a card makes my "this is cheating" instincts go off.

 

That said I was able to access my Champions Online account (more than a year without logging in!) and I should have some cool "alternate" cards out soon, especially for villains.

PC
pcgamerpirate
2012-11-05 23:34 UTC
#74

I'm glad you mentioned alternate villains. While more difficult to make, these really add more variety to a game with so much.

 

Just off the top of my head I've thought of a Citizen Dawn that has special effects if the Citizen Seasons come out (since they don't have a combo on their own).

 

Also, my friend and I have talked about a beat-em-up style Voss where waves of minions come in every other turn or so, so you can spend time setting up for when the space ships arrive (and subsequently leave a lot of minions each turn) or constantly battle them back.

EV
EvanDan55
2012-11-09 17:21 UTC
#75

I like the idea of more promo villains. No, I LOVE it. The Baron Blade and Omnitron promos are really interesting and fun to play, especially Baron Blade. Since I've had this game since it's very first release, Baron Blade has always been the "tutorial" villain in my mind. Always really simple, never a challenge, and only a slight challenge on advanced. But when they came out with his promo cards, I was like "Whoa. Blade just got scarier." So I want more. MORE!

I don't know how we'll get them, but I want them. It doesn't look like we're getting any from this kickstarter. I'd rather have a couple more promo villains than the token pack we're about to receive. Not that I'm ungrateful for the extra tokens, but the EE box is already low on space, and we're going to need to account for five more villains, (likely) three environments, and (likely) three heroes. I'm not sure why tokens were chosen over something like the promo villains.

But really, I'm sure I'm not the only one who wants more of those. However, I'm gonna take a guess and say that we aren't getting any as of now because we're getting SEVEN promo heroes, so production costs on more promos might be the problem. But maybe we can hope for more in the future. Or if we make it a little further beyond $100K.

Though, on the twitter, I'm pretty sure I read that Shattered Timelines will be the last kickstarter GTG will be doing. Which is amazing and a big achievement that they won't need it anymore, but then how are we going to get rewards in the future?!

 

Anyways, back to the actual topic of promo cards (sorry this has become such a long post), I'm not too huge a fan of Unity's promo. Sure, it's a different and possible way of getting her golems out, but 4 HP is a steep hit for just one golem. And Unity doesn't exactly have a healing factor or defense (Stealth Bot isn't really a reliable defense), so using her new power is very costly. It's gonna require a lot of reliance on Construction Pylons and Modular Workbenches.

BR
broccoli
2012-11-09 17:33 UTC
#76

I'm a little torn on Golem Unity as well.  4 seems like too much, but 3 seems a little too cheap.  I've only played with her once, but getting to actually draw all 3 cards from Supply Crate actually helped make up for the 4 damage, making sure I got pylons and workbenches.  I'm not saying it might not still require some tuning, but 4 isn't quite as harsh as I expected.

EV
EvanDan55
2012-11-09 17:44 UTC
#77

I haven't used Golem Unity's rules yet, but whenever we've played with regular Unity, she seems to take a lot of damage fairly frequently, so I'm suspecting minimal use of this power. So I'm not a huge fan.

MC
McBehrer
2012-11-09 18:04 UTC
#78

Well, there are 2 ways they could make this more powerful.

 

Either give her more HP, rather than less, or make her count as a Golem (since she is, technically speaking) so inspired repair will heal her too.

LU
lugaru
2012-11-09 18:12 UTC
#79

If unity had a good healing option, yeah, but she will depend a lot on friends to survive.

 

Hopefully we will get some more promo villain cards but in the meantime I'm working on some of my own, using Champions Online for the art. I have good screen caps for the cannibalistic version of Voss I mentioned earlier, a "kinder gentler" Matriarch (more on that later) and possibly a very different version of Gloom Weaver (it involves possession) and Baron Blade (who has stolen the power of Legacy).

 

MC
McBehrer
2012-11-09 18:31 UTC
#80

Matriarch... more on that later? Try more on that NOW. I am officially interested.

LU
lugaru
2012-11-09 18:47 UTC
#81

 

Well I need to look at a couple of things to write it up so that it makes sense… but the (very general) idea is Matriarch as a herald of Akash'bhuta (a la Silver Surfer and Galactus) and her tying her deck into the enviroment a bit more… so that hopefully she is more of a 3 than a 4. Tough, epic, sky darknening horror, but no special team building required. As for art I built a version of her in Champions Online with pale skin with tuffs of gray feathers and gray wings, and a big beaked mask… a little inspired by Black Swan (with Nataly Portman).

AN
AnachronismAxe
2012-11-09 19:34 UTC
#82

You know, I've played some games with Golem Unity, and I actually found that the damage she deals herself kind of keeps her safe, in a way. By hurting herself, she tends to slip into a major middle ground of HP levels. This puts her in a spot where a lot of attacks that would otherwise be aimed at her go for targets with higher or lower HP. Considering how she only has 25 HP to start with and that her Mechanical Golems have lower HP than most heroes, the only stuff that really hits her is attacks that target everyone.

AR
arenson9
2012-11-10 14:18 UTC
#83

 

I believe they will run future pre-orders from their own site, thus obviating the need to pay a cut to Kickstarter. The idea is apparently that the word has gotten out enough that the cost of promoting through Kickstarter is outweighing the benefit.

DA
Darthvegeta800
2012-11-10 22:54 UTC
#84

I'm in agreement with:

- Absolute Zero having a different/better power. Preferably something that helps speed up his 'setting up' of the combo

- Bunker having 1 armor or just far more HP. Or a HP recovery power. Something underlining his sturdyness.

AM
Ameena
2012-11-11 11:24 UTC
#85

He has the maintenance unit thingy, doesn't he? With the power of healing two hp.

DC
decker_cky
2012-11-11 17:00 UTC
#86

Bunker with a damage reduction power could be really great as a tank, with him able to have -2 damage taken and still shoot something with turret mode on. 

AM
Ameena
2012-11-11 18:46 UTC
#87

His armour plating gives -1 damage. Recharge Mode does as well, but then of course you can't do anything except draw cards.

DC
decker_cky
2012-11-11 20:56 UTC
#88

Yeah, but if he had an additional power giving him -1 damage for the turn, he could tank while outside recharge mode (and it wouldn't create a -3 damage issue since recharge can't overlap with a problem). It'd make for a much slower setup, but with resilience to compensate for that. 

KE
ketigid
2012-11-12 03:57 UTC
#89

I support making Golem Unity a Mechanical Golem too. It will be interesting. And she'll need lower HP to balance it out.

AW
awp832
2012-11-12 06:30 UTC
#90

 I've played only 1 game with golem unity,  it wasn't great.    Legacy was in the game and his damage buff made it really too painful to consider.    Would have rather had regular Unity's power.  But that was only one game.  Otoh I kind of like it because I think Unity could use a bit of a nerfing,  so I might play with it a lot anyway.

 

 As far as making her a golem,  I dunno.  You have to think of what that actually does in her deck.  She could Inspired Repair herself, for example.   She would count towards powered shockwave and more importantly, towards raptor bot.  And giving a character card a type tag would be unprecedented for heroes (though many villians have it.  Dawn is a Citizen, Voss is a Thortian, etc). 

RE
Reckless
2012-11-12 06:46 UTC
#91

Also, I would like to think that there is a reason she doesn't have the Mechanical Golem tag.  There's an awful lot of fleshyness on that Unity Golem to straight up group her in with Raptor Bots and the Freedom Golems.  Perhaps she is something else entirely.

KE
ketigid
2012-11-12 07:29 UTC
#92

I would argue that such interactions are what Awesome promos are about. They change the way a deck is played simply by changing the innate power. And doing the unprecedented is what GtG does best! Go for it!

(And maybe give her like 19 HP. :P)

TH
TheSoundOfTrees
2012-11-12 10:29 UTC
#93

The Scraped Metal card could be a problem.

CZ
Cosmonaut_Zero
2012-11-12 19:48 UTC
#94

I think playing Legacy and Golem Unity together would be interesting. You could have the two of them coordinate when to Galvanize and when he should use a different power instead. Like, Unity knows she wants to use her base power this turn so Legacy goes into tank mode, and then next turn he can give the +1 again (boosting her fresh golem) and everybody goes into full offense mode. I like having reasons to play with that level of crosstalk and collaboration. I end up doing a similar thing when I play Nightmist with Legacy or vice versa.

EV
EvanDan55
2012-11-13 16:00 UTC
#95

I like Braithwhite's idea from earlier about Expatriette's promo power, and I've been trying to think of one for her as well. The "Target Lock" power is a pretty good idea, but I'm afraid that might make her a little too strong. Honestly, the problem I'd like to be a little more addressed is her using her ammo cards. I don't know if it's just me, but I seem to hardly ever use Expatriette's ammo cards. And I know there's plenty of ways the deck allows you to use them effectively, like Reload or Speed Loading, but I still hardly ever seem to use ammo with the guns. Maybe I just haven't gotten those cards in a timely fashion and been able to use them to their fullest potential. This might all just be my poor luck or poor play style of her deck. So I thought maybe she could use a power like...

Conserving Ammo: Destroy a gun card. If you do, you may put up to two ammo cards into play.

If that were the power, I could see this play style more or less relvoving around loading up Pride & Prejudice and using them as your main weapons, sacrificing the other guns she has. But again, I know that she's got Speed Loading and Reload to make her use her ammo quicker and more effectively. So, maybe something like this instead:

Conserving Resources: Discard a gun card. If you do, draw 2 cards.

That way, it just gets her to move a little faster through her deck, and hopefully closer to Reload, Speed Loading, and all the other ammo cards. In that process, you'll come across more guns to sacrifice.

Any problems with this? Any implications I might have missed?

FL
flamethrower49
2012-11-13 17:20 UTC
#96

That second power would be great.  Expatriette sorely needs more cards.  I don't think the first power would be very useful, because there are only 8 Ammo cards in her deck.  I probably would not get them together like that.

EV
EvanDan55
2012-11-13 18:29 UTC
#97

Yeah, that's true. After I thought of that power, I realized you'd have to actually have a decent amount of ammo in hand, and you'd burn through them faster, eventually just relying on Speed Loading to slowly get them back. I think letting her draw cards faster would help. She'd lose the advantage of being able to play quickly, but at least you'd use your excess guns to get some serious ammo and those other cards that let you get ammo back faster.

How about this for a promo Argent Adept power:

[INSERT NAME HERE]: Put a Rhythm, Harmony, or Melody card into play. You may draw a card.

Theoretically, you could play about two cards per turn, getting his songs out quickly, but forcing you to rely on using just his instruments. But with the addition of drawing an extra card, he can get the instruments easier or one of the cards that lets him get an instrument easier.

So, just a concern: if we put forth these ideas for promo powers we'd like to see on here, and >G wants to make promo cards of these heroes, are they less likely/not allowed to use these ideas? Or if someone comes up with a good promo power that they like a lot and want to use, can they just grab it from here? Though I'm sure they spend hours coming up with the best possible ideas for promos, mentally run scenarios as to if they'd work or not, etc.

LU
lugaru
2012-11-13 20:32 UTC
#98

Well they have established that drawing a card is not equivalent to a power so I'm thinking expatriette could do something small and draw a card, such as dealing 1 ranged and draw a card or put an ammo on top of the deck and draw a card.

As for proposing cards, I dont see posting here so they might be avoiding our comments. If they are looking at them, they own my ideas, I'm working on my OWN games but let off steam by posting random champions related thoughts here.

I hope this thread is like a petri dish... dozens of crazy ideas with some good ones bubbling to the surface.

That said none of us are bold enough to have an "everyone draws" power, lol.
 

TH
TheJayMann
2012-11-13 20:48 UTC
#99

Hmm… I wonder what card I'll draw.

EV
EvanDan55
2012-11-13 22:40 UTC
#100

How's this for a bold power for a hero:

Legacy: "I'm Evil Now" - Destroy all hero character cards.

If someone plays with that promo Legacy, you have to spend most of the game convincing them to not be a troll and kill all the heroes.

LU
lugaru
2012-11-13 23:12 UTC
#101

 

lol, that is what I get for posting while I'm on a phone call.

LY
lynkfox
2012-11-14 04:43 UTC
#102

what Id like to see for Expatriate?

 

Backup Clip
Activate a Weapon card. Gain the effects of the ammo, but do not discard the ammo card.

 

This would be an interesting power, allowing her not to worry about having to play an ammo card again - I find so often with Expatriate that I end up just reloading and drawing into the same 2 ammos cards.Even with Speed Loader in play. Something to keep cards on the table would be kinda nice, and wouldnt be OP with her gain multiple power uses card, given that you can only use each power once.

EV
EvanDan55
2012-11-16 18:04 UTC
#103

So, besides the recent huge reveal about Vengeance, that other stretch reward is a promo card.

I wonder what that could possibly be... But I think we all know what that really is.

It's gonna be another Wraith promo.

PA
Paul
2012-11-16 18:07 UTC
#104

It is actually 12 different, new Wraith promos - one for each month of the year!

(Note: I am full of lies.)

EV
EvanDan55
2012-11-16 18:14 UTC
#105

Oh, come on!

Only twelve Wraith promos?

I was expecting more than that!

PA
Paul
2012-11-16 18:27 UTC
#106

You will have to wait until $200K for our ultimate stretch reward: 365 days of the Wraith!

PC
pcgamerpirate
2012-11-16 18:41 UTC
#107

![](upload://4EqA694CPx3XNlUwFLiMmzO3jjI.jpeg)

So we need Wraith Beyond, The Dark Wraith, Armored Wraith, Golden-Age Wraith, Wraith: The animated series, and Wraith: The Block.

 

At least.

EV
EvanDan55
2012-11-16 18:51 UTC
#108

Aw, darn! $200K? It seems our dreams of unlimited Wraith is too far away.

TH
TheSoundOfTrees
2012-11-16 18:55 UTC
#109

I suppose $300K will be "Wraith : the management game" where the players have to manage the life and adventures of Maia, juggle with their CEO and crime fighting responsabilities, work on improving equipment in the laboratory and train on new techniques?

AD
Adam
2012-11-16 19:04 UTC
#110

It’s largely worker placement. Our bold new direction.

 

EV
EvanDan55
2012-11-16 19:07 UTC
#111

Nah, I think for SotM, we're only gonna see Wraith's crime-fighting side.

However, Project Tungsten is coming up...

I suspect Tungsten, their new game, will be Maia Montgomery: CEO.

CH
Christopher
2012-11-16 19:41 UTC
#112

SimWraith.

PA
Paul
2012-11-16 19:44 UTC
#113

The principle game components of Maia Montgomery: CEO are small wooden cubes.

TH
TheSoundOfTrees
2012-11-16 20:01 UTC
#114

Well, you know, I would be interested :slight_smile: But wooden cubes are not needed.

There is so much interesting things to do with heroes (and villains !) having long term plans and evolving through their "career" that a game designed to let you play a hero/villain or team from their origin story to "issue number 100 !" would have me bouncing around happily like a Bunny Golem.

 

CZ
Cosmonaut_Zero
2012-11-16 20:10 UTC
#115

Maia Montgomery: CEO should have a hidden traitor variant where one player is actually THE CHAIRMAN, and if he completes a certain goal Maia has to suit up and stop him. This, of course triggers a game of SotM with up to four Wraiths against The Chairman.

 

EV
EvanDan55
2012-11-17 05:21 UTC
#116

A business competition game for two players, with one as Maia and the other as Chairman? Brilliant.

The game is even played in real time! You have to actually wait a number of days for business transactions to go through!

DR
drstein
2012-11-17 09:00 UTC
#117

That seems a bit too powerful, since we would never trigger regular weapons…and you could have her doing 6 damage to one target with just a couple of cards. 

 

Instead you about "Reload: Play 2 ammo cards from your hand, or pick one from your discard and put it into play"

 

LC
LCinn
2012-11-17 11:12 UTC
#118

With mandatory spelling error! (the Freedom Six one is going to be `Lastl Stand')

But I do hope for promo Haka. Haka is the best!

LY
lynkfox
2012-11-17 13:54 UTC
#119

 

I understand where your going witht hat, but that slows her down even farther - now shes using a power to reset her ammo instead of a Played card, meaning shes doing no damage that turn to reset. She already is forced to pretty much use her played card every turn to reset rather than something utility wise ( 1 damage to all incoming targts, or Flak Jaket, or getting another weapon out there for the shoot all yer guns card)

 

as it stands with Exp she can be doing that 6 damage with just a couple cards. You would just need speed loading in play and 2 copies of the same ammo in your hand. You start cycling through them onto the single gun and bam, you got infinate ammo as it were. Only now thats all you can do to maintain that adamage. - Off coures that kind of damage is the trade off isnt it, for suddenly no other utility. 

 

Maybe something more like…

 

Power: Doubletap -  Draw a card and you may use one more power this turn

 

 

That would not gauranteethat she is dishing out the incidiarry ammo on the combat shotgun every single turn, but still allow her to see her deck if you are using Speed Loading, and continue to do damage.

 

id also -love- for her to have the option //NOT// to use her ammo when she fires a gun. If you want to set up for the big hit with the fire all de guns card, you need several turns but if your gun situation is semi light and youd like to continue firing Pride and Predj while still getting 2 ammo onto them, that be nice.

TH
TheJayMann
2012-11-17 14:17 UTC
#120

Maybe instead of playing four Ras, I could play four Wraiths.  Too bad somebody stole my thunder earlier.

EV
EvanDan55
2012-11-17 16:44 UTC
#121

I was thinking of what it would be like playing a game with four Legacies (all Finest) and one Ra. Galvanizing every turn, and all the Legacies playing Inspiring Presence. Oh, what a powerhouse that would be.

DR
drstein
2012-11-17 16:46 UTC
#122

Compare your alternative power with the current one. She can do 6 damage per round by using 4 cards (gun+ 2 copies of the rounds + speed loading). Moreover, in order to do so she is fully commiting her turn to do so (must use her card, power and draw to make the combo work), and needs 4 cards. Instead, with your alternative power she only needs 2 cards and one power (allowing her to play and draw a card per turn).

You second alternative power is pretty much equivalent to "draw 2 cards at the end of your draw phase", which is a bit OP. Compare it to Bunker's classic power.

The power I suggested allows her to get 1 bullet from the discard directly into pla y (hence faster than speed loading), OR play two cards (if they are ammo ones). In either case it speeds her up, but not to a ridiculously fast speed. I think it is better than her current power, but not as OP as your options. Also, it often happens that she runs out of cards. Allowing her to play from discard helps her to (virtually) increase her hand

As for not using a loaded ammo…indeed several times I wish I hadn't loaded it, but I think that it fits the theme perfectly. Imagine her spending time unloading the special bullets? The answer is to have several weapons, and think before loading :slight_smile: It makes playing her correctly a more intersting challenge…and makes sense to have a lot of weapons (and not only useful for unload)

 

Expatriette feels a bit weak when compared to other "gadget" heroes (like wrath). However, with the right support (+damage, heroes that allow other heroes to draw cards) she becomes VERY good. Giving her a boost might be nice, but I feel that a power on the lines you suggest would make her too strong

LY
lynkfox
2012-11-17 21:57 UTC
#123

Good point - the power is effecitlvely drawing 2 cards everyturn. That is a bit Op. No choice in that, you would use it.

 

Don't get me wrong, i love expatriette and have used her and seen her used to great effect. Shotgun, Assault rifle, Pride and Predjucie and a couple of incendiaryammos and the fire all guns card and you got yourself a hell of a lot of damage.

 

Still, i feel that your alternate power is not helping her out too much - maybe its just my experience with her deck but I rarely ever don't have ammo to play, even rarely have ammo that doesnt fit the situation (Cryo isnt always a good ammo to use for instance) or alternatively i have Speedloading and a couple of ammo cards im cycling through for constant damage upkeep.

EV
EvanDan55
2012-11-19 20:37 UTC
#124

I'd still like for promo Unity's power to be changed. I played a game using her promo power and HP, and her base power is just too costly to even consider. After first villain turn hits, I was down to 20 HP, and using that power was just not an option I'd ever consider. I already had a Construction Pylon and managed to search for a Modular Workbench pretty early on, so I never had a problem getting her golems out like that. Honestly, Golem Unity just seems like a harder version of Unity to play as with a slightly lower HP. Even if the situation arose where I had her but couldn't get Pylons or a Workbench, I'd never even consider doing myself 4 damage to just get one golem out.

LM
logan_mann
2012-11-19 20:44 UTC
#125

My wife and I played a game the other day (2 heroes each) and one of hers was Unity.  For about six rounds all she drew was straight bots.  Luckily I had AA and was able to get some of them in play for her otherwise she could have done nothing.  What I like about the new power is that it is always useable.  Almost all base powers are at least an option of something to do...but regular Unity's is not.  Not sure how many others are dependent on other conditions or having other cards but none come to mine. If she'd had the new Unity I don't know how she would have felt about the power, but she at least would have had options.

PW
pwatson1974
2012-11-19 21:01 UTC
#126

Logan,

Absolute Zero's. Without his modules, it just hurts for no purpose.

LM
logan_mann
2012-11-19 21:05 UTC
#127

Ah true. AZ's is playable but foolish to do so.

CZ
Cosmonaut_Zero
2012-11-20 17:45 UTC
#128

I still think she should count as a Mechanical Golem. Being a valid target for her heal would help offset the HP cost on her base power, and thematically it's super cool.

TH
TheJayMann
2012-11-20 18:22 UTC
#129

I say, try it out, and, if it seems to work out fun, make that your own personal ruling.  After all, games are meant to be fun, yes?

EV
EvanDan55
2012-11-21 21:00 UTC
#130

You ever play "Mercy" as a kid?

KE
ketigid
2012-11-22 02:13 UTC
#131

I fully support this idea. but as mentioned before, scrapped metal? will be a problem without errata or houserule.

TH
TheJayMann
2012-11-22 05:42 UTC
#132

I don't see the problem.  Scrap Metal gives you the choice of taking a Mechanical Golem back into hand or destroying itself.  But, a character card cannot be in a hand, deck, or trash, and the card itself does not explicitly allow a character card be placed in hand.  It would be similar to not being able to redirect damage to an incapacitated infected hero, as the definition for redirection specifies another target, and an incapacitated hero is no longer a target.

KE
ketigid
2012-11-22 06:51 UTC
#133

that's a valid way of looking at it. any discussion of the golem keyword in the playtest forums?

RE
Reckless
2012-11-22 07:23 UTC
#134

Not as far as I can tell.  In my opinion giving her the Mechanical Golem keyword kind of cheapens her.  She's a Hero character and I find the fact that she is a Golem more of a thematical aspect rather than a mechanical one.  Maybe she's something else entirely (there is an awful lot of "flesh" on this Golem, and that isn't her normal design aesthetic).  Tempest is a Maerynian, Ra is a god, Fanatic is…something.  But they don't have those on their cards.  Keywords have traditionally been associated with villain character cards rather than hero cards.  I think that if anyone wants to have the Mechanical Golem keyword apply to G-Unity, go for it as a house rule.  But keywords aren't really a hero character card thing.  I think it sets up a weird precedent, ESPECIALLY since >G just reprinted their core set.  I'm generally opposed to changes that may require extensive revisions to previous sets (and I am WAY too satisfied with EE to start clammoring for a 3rd Edition).  Keywording hero character cards just seems to be the start of one big headache for everyone to me.

AN
AnachronismAxe
2012-11-22 07:51 UTC
#135

Also keep in mind that the description in the Freedom Six update says that this Unity is a Mechanical Golem that thinks it's her. Therefore Inspired Repair and other effects that apply to Mechanical Golems wouldn't necessarily work... Golem Unity thinks it's Unity and thus would not attempt to repair itself, as it believes it's a flesh-and-blood human.

RE
Reckless
2012-11-22 08:18 UTC
#136

Wow.  I totally missed that!

Best.  Argument.  Ever.

CZ
Cosmonaut_Zero
2012-11-22 08:48 UTC
#137

Good point. On the other hand, the image of another hero walking in on Golem Unity with like a leg detached repairing it, and procuring some sort of delusional rationalization, is kind of hilarious.

Tachyon: "See! Will you finally admit that you're a mechanical creation?"

G-Unity: "What? Giving yourself stitches with a soldering iron is totally normal. You need to get out more, Tachy." [the speech bubble's bright green on dark green and kind of pixely]

TH
TheJayMann
2012-11-22 13:37 UTC
#138

Well, thematically, her power more or less requires her to know she is a mechanical golem, unless she is really that oblivious.  Her losing HP in order to play a mechanical golem is akin to her taking a piece of her own body and forming a mechanical golem out of it.

UX
UXM266
2012-11-22 16:33 UTC
#139

Just like that Futurama Episode where Fry thought he was a Robot! But instead of being a tragic story about a dystopian future, it's a comedy in a dystopian future.

JA
jagarciao
2012-11-22 17:58 UTC
#140

I kind of see her backstory as a little ambiguous as to her real nature. Maybe she IS Unity still, but everyone THINKS the real Unity is actually dead… kind of an existential question of what the self really is. 

I imagine it went down something like this: Unity received major injuries in battle and, say, lost her arm… so she replaced it with a mechanical arm. Later on she lost a leg and replaced it as well… then maybe part of her torso along with a lung or her liver and she replaced it… then part of head, ear, eye, portions of her brain stem.  All replaced. 

These parts became a part of her to the point where one day when her injuries were severe enough to make vital organs stop, like her heart… but her mechanical parts still had some juice stored and were still connected to her brain, so she was able to replace her vital organs as well, possibly after her teammates had pronounced her dead already. 

So in the end she might actually be the real and one and only Unity… it all depends on how you define your existence.  To her flesh-and-blood teammates, she died and this Golem Unity is but a copy. To her own consciousness, she is still the same since she never experienced a complete disruption in being. 

Thematically she can still use her powers and believe she is Unity, since as a technomancer she can use her own mechanical parts to build other golems. I also believe Inspired Repairs would be able help her regain some HP thematically in this situation since she'd simply be fixing her broken mechanical parts. 

I think I'm gonna house rule the Mechanical Golem type into her card and would actually like to see it placed there officially. I disagree that this would create any need to have to revise any existing hero character cards. Not all villains have a type on their character card, only the ones where this type can be affected by their deck.  It would be the same for heroes and right now this would only apply to Golem Unity's card. Tempest would have no need to mention his Maerynian-ness, nor Ra his godness, since there are no cards on their deck that affect those types. 

OK, that was a long rant. 

UX
UXM266
2012-11-22 18:24 UTC
#141

I apologize for omitting the text, didn't want to have a string of long posts :P.

Your idea makes sense, not very happy, optimistic or cheerful, but wonderfully done. I might begin to do the same when I play with her that way. 

Thanks for some insight!

GR
Greonhal
2012-11-22 20:55 UTC
#142

Eh, that'd be easy enough to explain away. Golem Unity just thinks she's Unity with a couple mechanical prosthetics. That would also allow for her power without her knowing she's really a golem herself. When she's making a bot from her base power, that's just her sacrificing part of one of those prosthetics.

RE
Reckless
2012-11-22 23:24 UTC
#143

Does that mean that she should heal Chrono-Ranger's robot arm?  Should he be a Mechanical Golem?  What about Omnitron-X?  He's a robot, so what's to stop her from healing him?  I can understand the logic behind this claim, but my question is "where does it end?"

If Unity is a Mechanical Golem that delusionally believes she is Unity, why would she come to any sane conclusion about herself?  Are we saying that insane beings should come to sane conclusions because it makes sense to?  We're playing (as presented in the write up) a Golem with delusions of humanity.  That isn't a bonus or a perk.  That is incredibly sad and a complete nightmare for someone or something to go through.  It's a severe limitation and the card's very damaging power and reduced HP represent that.  She doesn't get to be selectively sane, folks.  G-Unity is Unity as far as she is concerned, and she doesn't deal in mechanical prosthetics.  She's a Golem gal through and through.

I don't even know how the Energy damage she deals herself represents her process.  Maybe she spawns one from herself and rationalizes it like…I dunno…someone who is not all there?  Maybe she thinks she pulled a little mechanical bundle out of nowhere that cut her arm something good.  Maybe she thinks that the F.I.L.T.E.R. Agent that lives in her eye popped out and built the thing out of scraps of wood that spontaneously bubbled into metal and electricity.  I doubt that she would say "Oh wait…I'm obviously not Unity.  I'm an insane Golem-thing that has delusions of humanity.  Whelp, time to be an automaton wearing my former creator's face.  Yay!"

Or maybe she would…yikes!  But ask yourself this:  Does that make her any more inclined to accept her condition and make repairs on herself like she was a busted Construction Pylon on her Workbench?  And if she does, is she at that stage in the metaplot as presented?  From what I can tell from the Kickstarter, this is not the case.

GR
Greonhal
2012-11-22 23:54 UTC
#144

According to how Unity's powers work, yes.

[quote="Reckless"] Should he be a Mechanical Golem? [/quote]

No, because there's a sizeable amount him that isn't mechanical arm.

More than likely, Omnitron-X is what's to stop her. Regular Omnitron has some means of preventing her from making golems out of him, so future Omnitron would logically have some built in anti-Unity countermeasures.

Yes she does. Having one delusion does not give a person all delusions. Just because she believes she's human doesn't mean she believes the earth is flat. And hollow.

Incidentally, I'm not entirely sure why you picked out my comment to argue with. I'm not arguing for giving her a keyword, I was just pointing out a possible rationalization, since if she didn't rationalize her delusions somehow, she'd realize she was a robot almost immediately. You did the same thing just there.

RE
Reckless
2012-11-23 00:21 UTC
#145

My apologies.  I misunderstood your example.  I'll try to be a little more observant next time.

JA
jagarciao
2012-11-23 00:41 UTC
#146

I did make the argument for having her be a mechanical golem and my rationalization was explained in the scenario I set a few comments above where she was completely aware of her "golemization" but still held fast to the idea that she was indeed still Unity... but it was her teammates who failed to see her as such. 

In that scenario, her inability to use her powers on Chrono-Ranger and Omnitron and any other such robot could be explained y saying that perhaps she can only affect creations that she herself made from inanimate scraps using her powers (which would also explain why she can't affect drones or devices in the current game) or perhaps she cannot exert her powers on machinery controlled by a different consciousness (her golems could be seen as programmed by her and therefore controlled by her conscience). 

I was simply putting forth an alternate take on Golem Unity where her being a mechanical golem would make sense mechanically and thematically and not violate any of the back story established already by GTG in their description or have an impact in the way the current game plays. 

AK
Ax_kidson
2013-03-18 04:17 UTC
#147

I would personally like to see a future Legacy from a story stand point

I think it would make an awesome closer to the shattered timeline story (Legacy one anyway) have a Legacy from the future come back and save young legacy from baron blade wiping out Iron Legacy from ever existing

that said I'm going to go off and proxy a whole bunch of cards and have a 3 player game with all legacy game against Iron legacy (yes playing the house rule that limited only applies to your play area story justification they are bringing their own legacy rings from there time period) because that sounds awesome :)

RE
Reckless
2013-03-18 17:49 UTC
#148

Best of luck.  With no Ongoing destruction between the three of them, it makes for a long, hard, nigh-unwinnable fight.

IH
ian.hankin
2013-03-19 21:08 UTC
#149

A ways back, someone suggested a alternate power for mister fixer that involved dealing X damage to himself and then X+1 to a target of his choice, and some people pointed out how this coudl cause problems with things like Jack Handle and other tools. Could this not be resolved by having the Villain deal X damage to him and then dealing X+1 damage to a target? It wouldn't be the first time a hero card causes a villain to deal damage (see Take Down), and it would be interesting to see in action, as it would give Mr. Fixer some more damage dealing potential. The only thing I don't like is letting the player choose what X is, and letting X be 0, since that is just the original Mr. Fixer but better.

SE
Sefirit
2013-03-19 23:25 UTC
#150

 

How would this work with mantis stance if X was 2?  Could he redirect and do 3 damage himself?

IH
ian.hankin
2013-03-19 23:31 UTC
#151

I suppose so, which is why I'd set X as 1, so the damage is annoying if you don't have mantis stance, but not to OP if you do.