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Azus wrote:The "this isn't a conspiracy" line to which you take offence is directed at the people who have proposed conspiracy theories, and not the the people who have valid concerns.
We playtested a mutual annihilation battlegame with 15 people to a side. The teams were roughly equal with skill, rules familiarization and class composition.
Additionally we allowed the use of 4 Magic Scrolls. We found that allowing scroll of dispel gave too big of a power boost to Archers. They now had the ability to dispel buffs, ignore protective enchantments, and blast through armor with excessive repetition making them rule the field as a single class.
We ran 4 other battlegames with the same team/class competition and found that the Charge incant made it almost impossible to actually charge an ability. The length held players out of the engagement for too long, and really seemed like a win more button, not something to help turn the tides, or even as a basic utility.
In our playtests over the last 3 months, we feel like healers don't have the staying power, even with full team support they aren't able to defend themselves. In order to fix this, I recommend we add Superpower I win.
Superpower I win allows a healer to cast Greater Resurrection on themselves preemptively, with a delayed trigger so it will resurrect the healer when they die. This should be a 6th level metamagic, cost 3, max 1, use 1/life.
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