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fabioman3

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  • Birthday 11/21/2000

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  1. What exactly is the difference between the Assassination, Vendetta and Hunt And Eliminate schemes? I know that from a mechanics standpoint, Assassination is the most "open" of the 3, while Vendetta always finishes with a combat encounter and HAE is a single combat encounter without puzzles or skirmishes, and also allows you to choose based on character class I am talking more in a "lore" way, i guess, which is obviously open to interpretation and imagination, but i am wondering what sets them apart Is Assassination more like a covert plot to eliminate the target? Vendetta is a more direct "Will just go and kill them" way? While HAE is more like a mercenary hit of sorts?
  2. Another idea i got I noticed when setting up quests and schemes that you can target both characters's official and game names, but why not be able to target editor names? That could allow you to somewhat set "tags" in the editor as for who can be targetted, it would be very helpful if you want a specific group to be the target of that scheme or quest and would remove the need of adding multiple schemes/quests for each single member of that group
  3. The "Remove stun from self/ally" powers that were added recently gave me an idea: What about a similar power but to re-activate skills that were outsmarted during the enemy turn? Would probably be useless to do it for defensive skills (Since they would re-activate naturally by the next enemy turn), but it would be a very useful ability for strong attacks that can be outsmarted, or if someone outsmarts your teleportation or self-heal capabilities
  4. If a character is set to permanent (Or nearly permanent) travel type but also to follow someone who does wander around, which one takes priority? Also, same situation of permanent travel type but belongs to a faction that is set to travel together, again, which takes precedence?
  5. Maybe enable the Token Gain and Token Spend actions to be able to be set as duo attacks? Could enable for situations where a character lends another their energy, or for powerful team attacks that need to be prepared in advance Self-Boosting skills being able to be set as duo attacks would also be interesting, it could allow characters to power up if an important ally is on the field, for one reason or another Also, what if the vulnerabilities passives could activate on a roll like the damage resistance versions? Could simulate a weak spot being hit or allow for a +1 damage not be as crippling for low HP characters Lastly, would be helpful if the Token Spend attacks were able to stun or outsmart enemies like normal attacks can Thanks in advance if any of it gets considered
  6. Do honorary members count torwards a faction's minimum and maximum member criteria? Moreover, are they included when the faction is set to travel together?
  7. Currently, its pretty hard to make a "true" sacrifice attack, where the character uses their last of their power and puts themselves in danger to try to wipe out the enemy. Sure, you can just set an attack to have like 10 self-damage when activated, but the problem is that when a character knocks themselves out, they always suffer a minor injury, which could either make those sort of attacks easily abusable (Since it isnt a high price to pay) or in need of nerfing, but that would take away from the "Desperation final attack" idea behind it in the first place Of course, if those characters caused instant death, i doubt anyone would even use it, death is pretty rare in the game and does make the character unusable for a long time My idea is that if the self-damage passes a certain threshold (Like "higher than 3" or "higher than 4", dunno about the balance there), the character who used the sacrifice attack should have to take a consequence roll as normal, maybe a "standard default" one, or as if they had been knocked out by themselves In an ideal world, the consequence table would be harsher the more self-damage the attack costs (Like, if its 12 self-damage or something, there should be a considerable risk of death), but that may be asking too much
  8. Two questions First, how exactly does the game calculate the star caps for fights and puzzles? Like, the "Heroic side may not spend more than 20 stars, no more than 5 stars on a single character" thing? I feel that knowledge would be very helpful in making a database Second, is there any difference between being deceased and being destroyed other than wording? Is it fully cosmetic?
  9. Are alignment and identity switches supposed to be very rare? I am currently 6 volumes in (With "Meanwhile" events enabled) and i have seen 2 alignment switches and 1 identity switch in total
  10. When a hero dies, all the other heroes on the field take a consequence roll to determine how the death impacted them I was wondering, is there any difference in the "consequence table" depending on the character's relationship with the hero who died? Such as positive relationships making it more likely for effects (positive or negative) to trigger?
  11. Maybe the character linker could have a feature to allow duo attacks to be shared among different versions of the same character? I mostly noticed this because City Sweeper changed his costume and now Dark Justice cant use her duo attack with him anymore
  12. I second this I always check the quest/scheme names, they give personality and context to what the hero or villain is attempting to achieve
  13. I know this is a very old post, but i need to ask about this You said you checked the ranges for the sake of balance, so... Is there any character in the default database with a 3 in resistance to bodily damage? The way you phrased it makes it sound like there is, but i am pretty sure no such character exists
  14. The handbook says its sometimes possible to have villains on the heroic side or heroes on the villainous side during a clash. I have been wondering, when exactly can that happen? Like, a villain who is the nemesis of another villain offering to side with you to bring them down? Or is it reliant on a specific type of scheme or quest? Makes sense these situations would be rare, but i am curious since i played for 3 volumes and still didnt see it once
  15. What exactly does each killing stance mean? Never is pretty self-explanatory, but i wonder about the other 4 When do Last Resort and If Necessary trigger? Is it a random chance? Depends on the villain's star rating? How many balance of power points are at stake? What exactly is the criteria? And i noticed No Problem and Where Possible both always get the kill option, is the difference in name more of a cosmetic thing to showcase if the character goes out of their way to kill or if its just an indifference? I feel the handbook explains everything in a lot of detail but this is probably one of the only things about the game i still dont fully get how its calculated
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