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Anonymous /tg/95970490#95973098
6/28/2025, 9:50:15 PM
>>95970490
Thank you very much for baking.
Been going over the proposed rules for the Whalur Kayak and the Artist.
For the Kayak I rather think its going to be too easy to set up, at least if you do bring the Artist. If you don't then they become a bit harder to use, sure, but GGG Blast 3 is by far the best Blast in the game, even GG Blast 2 is better than almost all artillery profiles. I would suggest switching it to a charge bonus or something, knockback, not sure. And thematically its pretty weird, suicide-bomber kayakist that are more lethal than the Sky-Ship blowing above your head...
For the Scrimshaw Artist v1 is broken af, why do you hate Morlocks this much man? V2 at least requires you to commit your Sailors to deal damage to the enemy, but you could also just set up to summon UR-CA or the Killur Kayak (might not be an issue after we change that however) turn 2, without any chance of it not happening or being delayed, you are entirely in control, its just based on how you deploy.
>>95968815
> they should fill different niches.
Both Evasion and Armour serve the same purpose, preventing Wounds. Both have a slightly different range of mechanics and effect, unless we are speaking Amazons, Evasion always either lowers by 1 (success), cancels (crit), or does nothing (and potentially triggers a whole bunch of bad stuff like Deadly). You can completely remove Evasion from the attack process by hitting the enemy in his back.
Armour has more variety coming from both the Locations having various ratings and any Armour rule such as Orichalcum, Titanium, Amazon, etc. Armour is more often affected negatively than Evasion, but it is rarely altogether cancelled (shitty ratings can be cancelled however, usually armour 2~3 are for show more than anything), and can be boosted significantly by getting access to Bucklers and Shields.
Having both is better than having a single one of them.