WARMACHINE/HORDES > CID : Intégration continue de développement des profils

Prochain CID le 06/03/2019 : Infernals

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TheLazyHase:
On notera que Mordikaar peut rendre des gens soulless, ce qui est une interaction drole pour contrer les umbral guardians.

Conar le Barban:
Màj


--- Citer ---Replace the text of Sacrifice with the following:
To replenish its essence points during your Control Phase, this model must choose a friendly non-soulless model in its control range. Troopers that are out of formation cannot be chosen. Remove the chosen model from play and this model gains essence points so that it has a number equal to its current ESSENCE.

Infernal Masters can now replenish their essence points by sacrificing any friendly Faction non-soulless model. This is effectively not a change to how the Faction functions, but is necessary because Cultist Bands are no longer marked souls.


Replace the text of Summoning with the following:
Summoning allows an infernal master to expend essence points to summon a horror from beyond time and space to add to its battlegroup.

An infernal master can summon a horror during its activation by spending a number of essence points equal to the base ESSENCE stat of the horror summoned. An infernal master can summon up to one horror each turn.

When an infernal master summons a horror, choose a friendly marked soul currently in the master’s control range. Replace the chosen marked soul with the horror and remove the marked soul from play. The horror enters play with one essence point. The horror is part of the infernal master’s battlegroup. A horror must forfeit its Combat Action the turn it is summoned.

Adding free horrors to the Infernal player's army every turn is proving game breaking in its effectiveness. Additionally, we wanted to see impactful cost associated with summoning so players may be less incentivized to summon horrors every turn. Instead of being able to summon an endless tide of horrors for little or no cost, players now have more finite resources to draw upon and their choices have consequences.

We will also be maintaining the stipulation that horrors must forfeit their Combat Actions the turn they are summoned to maintain counter play in the game. It is our findings that being able to add horrors to an army is a solid enough advantage that for the sake of balance we cannot also allow those models to take a Combat Action.

To ensure that summoned horrors maintain some presence on the battlefield, we are also introducing some new passive effects to those that did not already have them.

---

Alright, there you have it. I'm also going to provide a quick overview of these changes for simple digestion as well. Please make sure you refer to these main rules for completion, this is only a brief description:

    Cultists and Dark Sentinels lose Marked Soul
    Replenishing Essence works the same, except you must sacrifice a non-Soulless model (aka, basically everything in the army that isn't actually an Infernal from outside time-and-space)
    You can Summon during your Master's activation, and the Summoned Horror loses it's Combat Action
    To Summon, you ALSO have sacrifice a model with Marked Soul (Roget, Regna, Valin, Mordecai, Faustus, Kezia, Gideon, the Wretches) along with paying the Essence cost
    Yes, Regna also needs to sacrifice to Summon
    When you Summon the Horror, it replaces the model you sacrificed (so don't put that model in a place where you can't place the Horrors base!)

This is just a brief run-down, so please make sure you refer to the actual rules Jason provided above.

Now, let's move onto other model changes.

Agathon
Change it's Feat to
Feat: Well of Sorrow
When an enemy model casts a spell while in Agathon’s control range, increase the COST of the spell by 1. Additionally, while in Agathon’s control range, models gain one additional dice on their magic attack rolls and magic attack damage rolls. For each of those attack rolls, you choose one of the dice rolled to be discarded. Well of Sorrow lasts for one round.

We wanted to take another direction for Agathon. We were looking for something that plays into Agathon's nature as a pinnacle of arcane might. We decided to go with a feat that 1) punishes your opponent for casting and then 2) amps up your own casting potential. Let us know how this feels in battle reports!

Omodamos
Remove Vengeful
Add Flashing Blade

Simple game play improvement. Vengeful just wasn't doing much. We don't necessarily need a high-impact, cast-this-every-turn spell in that spot, but we wanted to give him something he would consider casting in the right situation. We think Flashing Blade is that right spell, as it let's him get in and really turn things to mush.

---

So, we are making some changes to most of the horrors by adding what we are calling passive effects. In most cases, we simply gave them a rule, and the goal is to provide something for them to do, passively, on the turn they are summoned. Obviously, almost all of these effects persist throughout the entire duration of the game, but our primary goal was to make your positioning of how you summon them a bit more relevant. Of these, only the Desolator truly gained an effect that triggers off of summoning, but we think all of these go a long way to giving the Horrors a "job when summoned." We feel that the Foreboder as a Channeler and the Lamenter with it's Soul Parasites already have these elements.

Soul Stalker
Add Soul Ward
Soul Ward - Enemy models cannot gain soul tokens from models destroyed in this model’s command range.

Tormentor
Add Countercharge
Countercharge - When an enemy model advances and ends its movement within 6˝ of this model and in its LOS, this model can immediately charge it. This model can use Countercharge only once per round and not while engaged.

Desolator
Add Anathema
Anathema - When this model is summoned, center a 4˝ AOE cloud effect on it. Enemy models entering the AOE suffer one point of corrosion damage XICONX. The AOE remains in play for one round.

Lamenter
Change Essence to 3

Shrieker
Add Wailing
Wailing - While within 5˝ of this model, enemy models cannot give or receive orders and cannot cast spells.

---

Cultist Band and Dark Sentinel
Remove Dark Cult
Increase the RNG of Touch of Darkness (★Action) to 3.

As part of the change discussed by Jason at the top of this post, Cultists and Dark Sentinels are no longer Marked Souls. You can still sacrifice them to replenish Essence, but you can not use them to summon. We have increased the range of Touch of Darkness though, to make healing a bit easier.

Great Princess Regna Gravnoy
Add to Master Infernalist:
This model must have at one horror in its battlegroup at the start of the game.

Regna now must begin the game with a Horror in her battlegroup. She can still only summon and control lights and lessers. Remember, if she dies, her Horror is removed, because yes, she can in fact sacrifice herself to summon a Horror, which then immediately disappears. Value!

The Wretch
Change Point Cost from 3 to 4
Remove Mortal Fear

Add Entropic Force:
Entropic Force - While within 5˝ of this model, enemy models lose Tough XICONX and cannot have damage removed from them.

Gain Ancillary Attack (★Action) as a Magic Ability spell:
Ancillary Attack (★Action) - RNG 3. Target friendly Faction horror. If the horror is in range, it immediately makes one basic melee or ranged attack. A horror can be targeted by an Ancillary Attack special action only once per turn.

With the summoning changes, we wanted to give the Wretch a bit more of an identity, and to make it not be the model you automatically reach for to sacrifice for summoning. Ancillary Attack in particular leads to an interesting decision tree of "do I sacrifice this model, or do I sacrifice another model so that I can utilize ancillary on the model just summoned?" for example.

We also weren't super happy with mortal fear, and opted instead for Entropic Force to give it a kind of withering aura.

Mordecai, Master of Arms
Remove Sow Discord

Change the text of Shadow to:
Shadow - Choose an enemy model/unit in this model’s command range. If the enemy model/unit advances during its activation, one friendly warrior model in this model’s command range can immediately make a full advance. Shadow lasts for one round.

Add Valley of Woe:
Valley of Woe - Choose an enemy warrior model/unit in this model’s command range. The enemy model/unit loses Pathfinder XICONX and cannot gain it for one round.

Sow Discord has been removed. We have exchanged it for a Plan that removes Pathfinder. I think this gives us the disruption we're looking for without it being quite the Mobile Oppression Palace is was previously. His Plans are all back to being Choose and not Target, and not requiring LOS. Keep us in the loop on that one, let us know how that feels.

Infernal Gate
Remove Infernal Portal.

With the change to summoning, we decided to remove Infernal Portal.
--- Fin de citation ---

Tza:
Ce qui est bien dans ce CID c'est qu'à chaque mise à jour tu te dis que c'est encore plus de la merde que la mise à jour précédente, et qu'ils peuvent pas tomber plus bas... Et pourtant ils continuent de sortir des trucs de plus en plus nuls et pas réfléchis, c'est une forme d'art à ce niveau là.

schlaf:
c'est ce que je me disais aussi.

franchement, comment tu peux sortir une nouvelle faction comme ça, avec des règles tellement mal torchées que tu dois tout refaire chaque semaine ?

genre, on dirait qu'ils ont pas fait de playtest *du tout* avant de sortir la V1. le fait de pop des horrors à chaque tout sans compensation, c'est quand même le truc bateau qu'ils auraient forcément dû voir, non?

Ygemethor:
D'habitude j'essaye d'être du côté des devs, mais là je ne peux que être d'accord. On a vraiment l'impression qu'ils savent pas du tout ce qu'ils font, et qu'ils changent les trucs à la va-vite. C'est là que tu ressens le fait qu'en fait ils sont 3 et que c'est un projet trop gros pour eux à équilibrer en si peu de temps (et j'oserai même penser que le fait que Pagani soit plus là pour chapeauter le truc peut avoir son importance, mais je me risquerai pas à l'affirmer).
C'est dommage, ça avait l'air trop fort mais intéressant au début. Là, ça a juste l'air atrocement fade. On verra à la sortie ce qu'il en sera.

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