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 Post subject: New force abilities (Not a specific character in mind)
PostPosted: Sun Oct 11, 2009 10:59 pm 
Unnamed Stormtrooper
Unnamed Stormtrooper

Joined: Thu Oct 08, 2009 6:32 am
Posts: 3
So, in my frustration with some of the characters with the twin attack/flight combination and their general ability to walk over melee characters, I devised this.

Force Grounding
(Force 2: Cancel movement of an enemy within 6 squares of this character)

This one would be like force defense, and used practically the same way except used to prevent a character from moving away or towards them if need be, but it doesn't take away their turn or anything.. They could still use special abilities, force powers, and attacks so long as they didn't move.

Force Acrobatics
(Force 1: This character ignores terrain and enemy characters when moving on this turn.)

Pretty much gives the force user flight for the duration of the turn. Could be used with master speed, or offer a strategical choice over master speed given the terrain.

Force Pull
(Force 2: Useable only on this character's turn. This character can not move and use this ability. Range of 6, move one enemy adjacent to this character, this move does not provoke attacks of opportunity.)

Another means to deal with those shoot and move back six shooters, just pull em back in and then double/triple/whatever attack, or you could pull some fodder in to act as cover or whatever you wanted to do. Just another means of control.

Force Barrier
(Force 3: Useable only on this character's turn. For the rest of this round, all damage done to this character is reduced by 10.)

Just a means to put life back into the jedi because for them to have to run all the way in, they pretty much get killed in one or two activations with the way characters do damage now. I think this could atleast slow it down a little. :P

Force Tremor
(Force 3: Useable only on this character's turn. For the rest of the round or until this character is defeated, commander effects are disabled.)

Good way to cripple commander effects for atleast one round in the heat of combat. It takes away your own as well, but I think it would introduce a new means to counter stacked commander effect teams.



If anyone reads this, lemme know whatcha think. Granted these are just powers, I really don't think that they're overpowered, but then again I guess it really just depends on the mini that they were placed on.


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 Post subject: Re: New force abilities (Not a specific character in mind)
PostPosted: Sat Oct 31, 2009 9:40 am 
Warmaster
Warmaster

Joined: Sat Oct 13, 2007 11:55 am
Posts: 691
Interesting ideas.

Glok256 wrote:
Force Grounding
(Force 2: Cancel movement of an enemy within 6 squares of this character)

This one would be like force defense, and used practically the same way except used to prevent a character from moving away or towards them if need be, but it doesn't take away their turn or anything.. They could still use special abilities, force powers, and attacks so long as they didn't move.


Would certainly come in handy. Perhaps call it Force Root?

Quote:
Force Acrobatics
(Force 1: This character ignores terrain and enemy characters when moving on this turn.)

Pretty much gives the force user flight for the duration of the turn. Could be used with master speed, or offer a strategical choice over master speed given the terrain.


This is just an upgraded Force Leap. To be honest, this is how Force Leap should have been from the start.

Quote:
Force Pull
(Force 2: Useable only on this character's turn. This character can not move and use this ability. Range of 6, move one enemy adjacent to this character, this move does not provoke attacks of opportunity.)

Another means to deal with those shoot and move back six shooters, just pull em back in and then double/triple/whatever attack, or you could pull some fodder in to act as cover or whatever you wanted to do. Just another means of control.

Interesting take on it. Could be powerful. Might be balanced enough as well.

Quote:
Force Barrier
(Force 3: Useable only on this character's turn. For the rest of this round, all damage done to this character is reduced by 10.)

Just a means to put life back into the jedi because for them to have to run all the way in, they pretty much get killed in one or two activations with the way characters do damage now. I think this could atleast slow it down a little. :P


I like this one a lot.

Quote:
Force Tremor
(Force 3: Useable only on this character's turn. For the rest of the round or until this character is defeated, commander effects are disabled.)

Good way to cripple commander effects for atleast one round in the heat of combat. It takes away your own as well, but I think it would introduce a new means to counter stacked commander effect teams.


...this one might be a bit much. CE's generally only start getting out of hand at 200 or higher, and with all the high cost pieces coming into the game, I don't actually think it's as much a problem as it once was.


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 Post subject: Re: New force abilities (Not a specific character in mind)
PostPosted: Tue Nov 17, 2009 3:00 pm 
Third Jedi from the Left
Third Jedi from the Left
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Joined: Fri May 22, 2009 9:03 am
Posts: 135
anything with fore-mentioned tremor would be a staple and CE's would be rendered effectiveless, not to mention make the entire game the slugging fest it was early on

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