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Carcosa

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Everything posted by Carcosa

  1. You forgot that he is so overpowered in his abilities that he cannot affect those truly broken Austringers with his commanding presence
  2. Mummerettes......... I need a partner is listed as a CA 5 , with a TN of 10 . Is this a mistype? Also, I wonder if this ability would be better if it had a lower range, and placed the -other- model in base to base with them in order to get the most out of "this is a double act"?
  3. I see, then I would reconsider dropping your TN's by 1. (look, for once I am saying power up!! )
  4. -reads week 6 cards- OH, hmmm, ok, you have changed WTMN slightly to focus on poison already. Hmmmm needs rethinking. Oh, and I mentioned this directly to da git, but Cooper now reads like there is no cap to the haze anymore, is this the right intent?
  5. Has anyone here downloaded windows 10 and regretted it?
  6. the malifaux specific things are in the "smiley" tab in your response editor. (the goofy yellow face). If you click on it, a little taskbar will appear below the response box and you can add them in. :ranged :blast
  7. Oh, on the subject of poison with Cooper, I have a few idea's rattling around in my skull for upgrades, but they are yet to coalesce into anything solid as yet. At the moment , the notion is to have WTMN as the hazy booster type of limited upgrade, and either replacing NMMNG with a poison themed limited upgrade, or as additional stream of limited upgrades to give him a different playstyle.
  8. I was wondering why the keyboard was sticking to my fingers..................................
  9. Just as a generic FYI for the staff: While you could not log into forums via the Wyrd main page on those days, you -could- get into them if you went straight to the "what's new" menu. Not of much use now as the rollback as happened, but it might help you identify where the problem in your software was
  10. Welcome Home Turelio!! Hope to be there at the tournament as well!
  11. Git. When you get a chance, could you email me the new stuff please? Cheers!
  12. A post that got eaten: I was watching some Alice film clips yesterday, specifically WTMN, I noticed a lot of puppet imagery in the clip. Perhaps an ability to allow him to hire puppets would be in theme as well?
  13. Dropping the TN's is something I suggested before, or limiting it to +1 if you have the condition (see sensei Yu for precedent with focus). Given the changes suggested to Hazy however, there is no way he can gain more than Hazy 4 in one turn, and only if he is really in the thick of things enough to hit 3 other enemy models in one turn, and while he is pretty survivable with your defensive trigger, upgrade, and cache, it's still not a place I would want a support master. Perhaps look at making gaining the haze a (0) action to gain 2 haze, and also a (0) action to spend it for fast?
  14. There is the 10% I was unsure of.
  15. Sure, try all options out! As you say, this is play testing, and it is up to the people doing the play testing to try whatever they want. I'm sitting here in the peanut gallery basicly as I have no chance to try these things out due to my own circumstances. If the wording change works, awesome . On the haze. I just can't see -any- existing ability in Malifaux that is so powerful, and I know I keep harping on it, but it -really- bugs me. Yes, sure, you want to expand the rules and have new ways to do stuff, I get it, I really do, but it simply has no comparison to anything. It's not like Chi, which only affects Yan Lo, and costs a card to raise "naturally" It's not like Adrenaline, which also only affects Ironsides as well. It is a build up resource, that builds natively every turn at no cost or restriction, can be gained by attack actions, has a passive effect on both Cooper and friendlies in his bubble (and one no matter where she is), and can be spent to hand out conditional AP's by way of fast (on up to 3 -models- as a (1) action mind you )! I don't think it is bad as a new mechanic, but I really feel it is just -way- beyond any existing mechanic as it stands. Having said that, you idea of making it a use it or loose it resource is quite possibly too harsh as a balancing tool. In addition you would create an additional layer of "bookwork" required to track it. (Which did I spend for fast, the one I gained this turn, or the one I gained last turn). At the end of the day however, You folks need to test all this out for yourselves, I could very well be over-reacting to it.
  16. Focus only adds to your Attack and damage flips. As for Paralyse, the best way to think of it is adding a "token" to your model that goes the -next- time you activate. If you had a way to re-activate in the same turn, then that would remove the "token" and you would be fine for the next turn. Paralyse is -really- strong. I'm 90% sure that is right.
  17. You mean the perfume trigger Kalkris? Given the suggested change by Da Git, that -could- work, but I would still see it as a "band aid" solution to the actual issue of Haze being too powerful given the current TN's. By turn three, Mr Cooper has his +3, which lola will always be able to take advantage of, but if he wants to keep it and take advantage of your give out the fast condition (which I think is actually really cool). Let me suggest a work around that -might- be of interest to you. Silk scarf trigger: : Target model gains the hazy 1 condition. Friendly models with the Hazy condition add 1 to the TN of all simple WP duels they generate and enemy models remove 1 from the TN of all simple WP duels that they generate. Rewording of The Haze Dissipates: (1) CA: 6 TN: 10 Rst: WP. Rng: 12 Reduce the Hazy condition on the target model by exactly one. If this model is friendly, it gains the fast condition, if it is an enemy model, it gains the slow condition. :mask: After resolving this action, take this action again. This action may not declare triggers. How does this sound?
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