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Post subject: Armor is overpowered Posted: Thu Dec 18, 2008 10:41 pm |
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Joined: Fri Oct 31, 2008 4:21 pm Posts: 265 Location: California
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I enjoy it when I had armored creatures. However, the ability is over powered.
Armor should be changed so that it is an ability to soak a fixed amount of damage per round, rather than per attack
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MistStlkr
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Post subject: Re: Armor is overpowered Posted: Thu Dec 18, 2008 11:04 pm |
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Joined: Tue Nov 04, 2008 12:05 am Posts: 385 Location: South of Sanity
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Jed and I have discussed that already also. I think perhaps Armour(2) should perhaps negate the first two points in a round. It's just too overpowering I think.. That godforsaken cricket is virtually a game breaker.
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mindstheatre
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Post subject: Re: Armor is overpowered Posted: Fri Dec 19, 2008 12:05 am |
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Joined: Sat Nov 01, 2008 4:29 pm Posts: 254
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Please, you can deal with it like any other tough creature. Or, if all else fails, sunburst the bastard.
I do think, however, that armor should only negate phyiscal damage. Not from spells, or black plague, or things like that.
_________________ -Minds
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Tryste
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Post subject: Re: Armor is overpowered Posted: Fri Dec 19, 2008 2:55 am |
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Joined: Sat Nov 01, 2008 7:14 am Posts: 89 Location: Victoria, BC
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In limited games the options for creature negation are not always available. I've lost one limited game that I was clearly winning simply because they got a cricket out and I had no means at my disposal.
I wouldn't say armor period is overpowered though. Just anything more than armor (1) potentially. As discussed in a previous thread, armor can be taken to mean more than just physical toughness. There's no need to make the mechanic complicated for some supposed logical incongruity.
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MistStlkr
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Post subject: Re: Armor is overpowered Posted: Fri Dec 19, 2008 3:40 am |
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Joined: Tue Nov 04, 2008 12:05 am Posts: 385 Location: South of Sanity
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I suggested that armour should act simply to negate the first X points of damage every round. That still makes that one very tough cricket, but not insanely so. I had a cricket sitting within range of three earthworks units and watched as it plinked away at me at will because I still couldn't touch it? That's just wrong...
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Zycomancer
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Post subject: Re: Armor is overpowered Posted: Fri Dec 19, 2008 5:25 am |
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Joined: Sat Nov 01, 2008 4:05 am Posts: 137 Location: Cincinnati OH
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I think theres too many creatures with 1 atk power is the bigger problem, theres hardly anything above 2 and next to nothing as far as 1 domain creatures above 1 atk. Having Armor (amount) (condition) might be an improvement, armor vs magic, armor vs dwarves armor vs dark ones. While i agree it is a powerfull defense I don't think it warrents all out restructuring. Armor 2 can be killed in combat i don't think armor should exceed 2. Though if anyone played the turtle right he'd be much harder to kill. The damage per round is a novel idea, and one that would work well though i don't think it's a needed change. I would open armor up to be able to be more versitle and not neccissarily all-inclusive. But yeah GD that cricket can be a nuesance.
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ivandubina
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Post subject: Re: Armor is overpowered Posted: Fri Dec 19, 2008 8:00 am |
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Joined: Fri Nov 21, 2008 10:05 am Posts: 55 Location: Ukraine
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I, personally, think that armor fine as it is. Yeah, cricket surely is nice 2d 5f rare, which hardly can be stopped with common lil creatures. But hey, every domain got his means to get rid of that insect, and they're often cheaper than cricket itself. Other armored creatures? Turtle, yeah you can dim and than monument it, great combo. Nether plasma, yeah, i agree, here armor might be overkill. Ice encasement...hmmm... But ability by himself ain't imbalanced. An it's cost, in most cases, is pretty appropriate.
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