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Woe Alpha - Skill Feedback - Air https://elementscommunity.org/forum/index.php?topic=25349.msg322809#msg322809
« on: April 29, 2011, 06:52:01 pm »

Offline Nepycros

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Re: Woe Alpha - Skill Feedback - Air https://elementscommunity.org/forum/index.php?topic=25349.msg322917#msg322917
« Reply #1 on: April 29, 2011, 08:52:44 pm »
Ah, Air. Marvelous in mobility and creature control, as always. I particularly have interest in their Cloud Rider skill, because that means they can perform another action, no? Simply fantastic.

Rising Storm worries me though. The player gains a counter each time they fight a specific element, right? Well, does that mean a veteran player who has fought all element types at least 60 times can now use any number of upgraded cards he wishes for? I find that, although very pleasing to the ear, to be oddly OP for those who have the skill early on.

Sniper is decent enough, considering it's a Tier 2 skill. Since you can combine this with Cloud Rider to follow a person around and start shooting their creatures, it's a wonderful combo ability.
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Re: Woe Alpha - Skill Feedback - Air https://elementscommunity.org/forum/index.php?topic=25349.msg322924#msg322924
« Reply #2 on: April 29, 2011, 08:59:09 pm »
Rising Storm worries me though. The player gains a counter each time they fight a specific element, right? Well, does that mean a veteran player who has fought all element types at least 60 times can now use any number of upgraded cards he wishes for? I find that, although very pleasing to the ear, to be oddly OP for those who have the skill early on.
The skill description is incomplete because of lack of space.

Counters reset every time you:

A) Duel some other element
B) Die

So basically it's great for starting a war against one other element, but bad for fighting more than one element at the same time.

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Re: Woe Alpha - Skill Feedback - Air https://elementscommunity.org/forum/index.php?topic=25349.msg325915#msg325915
« Reply #3 on: May 03, 2011, 04:45:52 pm »
I see no problem with Air skills.. Cloud Rider would be fun. :)

It's the element of using upped cards, which is now even better with Damselflies being free upped.

Offline Nepycros

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Re: Woe Alpha - Skill Feedback - Air https://elementscommunity.org/forum/index.php?topic=25349.msg326158#msg326158
« Reply #4 on: May 03, 2011, 08:41:52 pm »
Typical combination for future players will be to focus on the duo Air/Time. Cloud Rider and Champion of Time allow players to finish quests insanely quickly.
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Re: Woe Alpha - Skill Feedback - Air https://elementscommunity.org/forum/index.php?topic=25349.msg338189#msg338189
« Reply #5 on: May 21, 2011, 08:51:07 pm »
Hmm, now we only have two action points each round, but moving isn't limited to one time use, what will happen to the Cloud Rider skill?
Keeping it this way basically means you can teleport freely to any place you want (because you can use move over and over again), and you even have two action points ;)
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Re: Woe Alpha - Skill Feedback - Air https://elementscommunity.org/forum/index.php?topic=25349.msg338265#msg338265
« Reply #6 on: May 21, 2011, 10:39:12 pm »
The skill spreadsheets in these feedback threads aren't the latest version. You can find the latest set in the Facts and Figures thread.

The new Cloud Rider permits a movement of two hexes per action point for a free four hexes of movement a round. It completely overshadows Assault Team, now, which may want to be looked into. Potential combo: Cloud Rider + Clockmaker will permit a full six hexes of movement a turn that can't be reduced because of Mobility, a pre-requisite for Cloud Rider... and all at no cost.
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Re: Woe Alpha - Skill Feedback - Air https://elementscommunity.org/forum/index.php?topic=25349.msg338459#msg338459
« Reply #7 on: May 22, 2011, 07:45:26 am »
I believe Cloud Rider should be reduced to 1 use/round only. That is still 1 hex more than anyone else.

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Re: Woe Alpha - Skill Feedback - Air https://elementscommunity.org/forum/index.php?topic=25349.msg338519#msg338519
« Reply #8 on: May 22, 2011, 12:36:39 pm »
Potential combo: Cloud Rider + Clockmaker will permit a full six hexes of movement a turn that can't be reduced because of Mobility, a pre-requisite for Cloud Rider... and all at no cost.
Actions are limited to a maximum of 2 per action type. So even if you had 10 AP's, you can only use two movement actions. This is a easy rule to enforce because it's impossible to submit more than 2 with our action submitting form.

I believe Cloud Rider should be reduced to 1 use/round only. That is still 1 hex more than anyone else.
Cannot be done. Otherwise would have a a weird special rule just for that skill.

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Re: Woe Alpha - Skill Feedback - Air https://elementscommunity.org/forum/index.php?topic=25349.msg338580#msg338580
« Reply #9 on: May 22, 2011, 03:38:18 pm »
Potential combo: Cloud Rider + Clockmaker will permit a full six hexes of movement a turn that can't be reduced because of Mobility, a pre-requisite for Cloud Rider... and all at no cost.
Actions are limited to a maximum of 2 per action type. So even if you had 10 AP's, you can only use two movement actions. This is a easy rule to enforce because it's impossible to submit more than 2 with our action submitting form.

I believe Cloud Rider should be reduced to 1 use/round only. That is still 1 hex more than anyone else.
Cannot be done. Otherwise would have a a weird special rule just for that skill.
Wouldn't be that hard to to, just add Cloud Rider under movement as if it is a free, but activated skill, but only at one of the two movement dropdowns. That would still allow only two movement actions, of which only one can be free. That would be good enough, because you could still run at more than normal speed that way, or run at normal speed while capturing (or something else) every second hex. You could even pass by in a town and do some trading
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Re: Woe Alpha - Skill Feedback - Air https://elementscommunity.org/forum/index.php?topic=25349.msg338600#msg338600
« Reply #10 on: May 22, 2011, 04:29:59 pm »
Potential combo: Cloud Rider + Clockmaker will permit a full six hexes of movement a turn that can't be reduced because of Mobility, a pre-requisite for Cloud Rider... and all at no cost.
Actions are limited to a maximum of 2 per action type. So even if you had 10 AP's, you can only use two movement actions. This is a easy rule to enforce because it's impossible to submit more than 2 with our action submitting form.

I believe Cloud Rider should be reduced to 1 use/round only. That is still 1 hex more than anyone else.
Cannot be done. Otherwise would have a a weird special rule just for that skill.
Wouldn't be that hard to to, just add Cloud Rider under movement as if it is a free, but activated skill, but only at one of the two movement dropdowns. That would still allow only two movement actions, of which only one can be free. That would be good enough, because you could still run at more than normal speed that way, or run at normal speed while capturing (or something else) every second hex. You could even pass by in a town and do some trading
If the drop-down menus are different, it might get complex. Do we really need to change the whole action submitting process because of one skill? There are other, more simple, ways to nerf that skill. If nerfing is needed that is.

But whatever happens, some changes are needed. My basic rule of all skills is: No skill should become obsolete after you take some other skill. Currently some skills, like Cloud Rider, have this problem.

Offline the dictator

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Re: Woe Alpha - Skill Feedback - Air https://elementscommunity.org/forum/index.php?topic=25349.msg338685#msg338685
« Reply #11 on: May 22, 2011, 07:36:50 pm »
Potential combo: Cloud Rider + Clockmaker will permit a full six hexes of movement a turn that can't be reduced because of Mobility, a pre-requisite for Cloud Rider... and all at no cost.
Actions are limited to a maximum of 2 per action type. So even if you had 10 AP's, you can only use two movement actions. This is a easy rule to enforce because it's impossible to submit more than 2 with our action submitting form.

I believe Cloud Rider should be reduced to 1 use/round only. That is still 1 hex more than anyone else.
Cannot be done. Otherwise would have a a weird special rule just for that skill.
Wouldn't be that hard to to, just add Cloud Rider under movement as if it is a free, but activated skill, but only at one of the two movement dropdowns. That would still allow only two movement actions, of which only one can be free. That would be good enough, because you could still run at more than normal speed that way, or run at normal speed while capturing (or something else) every second hex. You could even pass by in a town and do some trading
If the drop-down menus are different, it might get complex. Do we really need to change the whole action submitting process because of one skill? There are other, more simple, ways to nerf that skill. If nerfing is needed that is.

But whatever happens, some changes are needed. My basic rule of all skills is: No skill should become obsolete after you take some other skill. Currently some skills, like Cloud Rider, have this problem.
Different drop down menu's? Is it that hard to add another option into a dropdown menu for everyone. My idea was almost the same as you renaming agressive attack into charge, just add one into the action form, that everyone can see, but only people with that skill could use it.

About the nerving, it might need testing, but being able to use it two times seems a bit too much.
On the other hand, it is a tier three skill, and so far the fast travel looks to be: tier one: limited but fast
tier two: open, little faster than normal
so tier three needs to be faster than tier two, as it is open too, meaning it would have to equal 4 moves a turn.

Maybe make it instead of 2 hexes for 1 action point 4 hexes for two, that equals the same if you want to travel fast, but it means you will have to slow down if you want to do something.

My point is, you either need to be able to travel really fast (so when putting all points in movement), with a good if you want to use other skills, or, when the drawback is less, the speed should be lower.
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