Cerous Mutor wrote:
ORA is a damage reduction as well as heal, at the cost of being able to totally own him if you use lightening on him.
The problem with trying to balance one ability with one another character has is that not every character has it. It would be like me giving grievous DR 20 because he is part armored droid but making him vulnerable to ion by making it do double damage, sounds good on paper, but in cost the dr 20 is worth 15-30 while vun to ion makes it -3 ish.
Bane dr 10, regen 20 is around the +15 mark. Lightning own is only maybe a -5 at most. Its bad, its just not the most common thing to happen.
Cerous Mutor wrote:
If ORA still seems to much then I can add 'and loses Orballisk Armour until his next turn.' meaning he loses all damage reduction and healing abilities, which is actually closer to what happens in the book! I like it!
I like the flavor of that too ^^
Cerous Mutor wrote:
OSR cost 5 Force points. He can do it once on his first turn, and then he is spent. Or you wait to build his force powers.
The easiest solution is to give him less force points
Force Points 2; Renewal 1
It is still a beast of an ability. Think about it, turn 2 I can move bane 30 squares through any terrain, attack at 40 then 30, then use assault for 4 more 30 damage attacks. 190 damage against anything on the map bane can see, that is a lot over powered, even with the
possibility of taking damage and gaining savage.
A good fix for that would be to make it like charging attack. Replaces turn, move 12 squares, +4 attack, +10 damage. Then you can still make it 14 squares (extra force point) and still deal 70 damage. Then remove the damage half, leave the savage if you want, and cost it at 2-3 force. More function, less overpower.
Cerous Mutor wrote:
As for savage, the whole point of that is the player loses control of their character and he loses turn ‘remove 20 damage’ because he has to move! Making ORA just a damage reduction for 2 rounds! Again I’m not sure what you are looking at on this?
Here is my thought, if bane just teleported across the map, killed the opponents highest cost unit, and is likely next to another unit or two, how is savage going to do anything? He is already adjacent to something (most of the time) and if that something moves there is a 100% chance of death (twin off the aoo, then LS assault twin for 4 more, 6 attacks at 30 damage a pop.) It just seems redundant because, honestly, I am not going to give you a free 60 damage on me when I can hopefully damage you (though your djem so counter is going to be a pain in the butt).
Cerous Mutor wrote:
He is in no way worth over 100, you need to dial that one back and look at him again.
His damage out put is a lot less that you think. Where do you get 250 against Jedi from? Original Bane can hit 1 jedi for 200 damage in on go if played correctly! This one has no jedi bonuses.
He only has 5 Force Points on activation. Everything he has is expensive to use. Again, I'm not sure your seeing the pros against cons with this one.
Yeah, I thought he had JH, my fault. But here is the thing, as is bane can do the following.
Move across the map and deal 190 damage to ANYTHING. Original bane could move what, 10, and hit for 40 against a jedi, 30 against anything else or 8 and hit for 60, 80 against a jedi. Nowhere near as scary.
Old bane could do 80 to a based jedi, no retaliation when the jedi attacks him. This guy can do 60 on his attack, 70 on EACH opponents attack, and only takes 10 per attack (its not DR, its a minus, meaning not even lightsabers can bypass it.)
Regen and damage reduction...on a 200 HP character...even if there is a single way in a million to remove it...is still insane. It will take 20 hits from a 20 damage dealing character to drop him, assuming he moves every round. If he holds still even once, boom, 2 more attacks. So even the 100+ point luke would die to him without him taking even a scratch.
Lastly, this beast has twin, not double. Double means 2 attacks, no matter what, even with assault its just 2. Twin means with assault you have 4 attacks, 2 per target, for 120 total damage.
So yeah, long story short, would you use 82 point bane or pay 6 more for your bane? Yours every day of the year. Costing is hard but still, as is, he is well above the 100 point range do to his damage output and insane number of hitpoints. Compare him to the warmaster, remove the dr save, and give lah regen 20 and you should see what I mean by uber tank. Thing is, the warmaster can only do about 60 damage on a good day, this bane is in the 200 damage range.
If you chose the DR or regen, drop the power of the OSR as suggested, change twin to double
or remove LS assault and throw and djem so, he would be in the 80 point range again. As is, I think my 120-130 point was low. Try him as is against a 200 point squad and you will see what I mean.
And, by the way, very nice job on the sculpts.