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Hotfix: Defender and Protector

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The hindering skills "Protector" and "Defender" have been updated and added to the Main Site. If you have either of these skills please update them. As always, if you do not like the changes to them you are free to remove them. If you are a CE participant and you have either of these you will need to contact a staff member to get it updated or changed. 

 

As to why? Well the previous iterations of these two skills were really simply on paper but really complex in actual practice. Most players when they read the old versions assumed that you took the attack even if it broke turn order. In addition, the old Defender required either all allies to know of the hindering beforehand and remember it when they would take a lethal attack or for the user to know the health of all allies and know to jump in before it happened.

 

As for the 'non-clone' portion. I felt it was a HUGE flavor miss that a player was required to take a lethal attack for a clone they had made. Not only would it mean this skill was basically un-takable by anyone who wanted to use clones, it also just didn't make sense. If they want to protect their allies, why would that extend to an inanimate object that they had created? So we removed clones but made it much more likely that this skill will trigger in a team battle.

 

 

Protector

A Protector's love for mankind drives him to save the lives of innocents and allies alike by doing anything possible to stop an attack against them. When they see their friends being attack they can't help but make themselves a living decoy.

Effect: Whenever a non-clone ally is the target of an attack that does not include this character as well, this character gains a stacking -10% total Evasion, stacking to a maximum of -50%. This Evasion negative lasts until the character is successfully hit with an enemy attack, at which point this Evasion negative is removed.

Cost: +2

 

Defender

A Defender's past experiences or loving nature will not allow other's to suffer in front of them. A Defender will do anything possible to save their allies from harm, throwing themselves between their allies and enemies to do so even if they know it could kill them.

Effect: During this character's turn, if a non-clone ally is the target of an unresolved attack that did not target the user as well, this character takes the attack instead. This character may only apply 50% of their total defensive modifiers. Only triggers once per battle per ally.

Cost: +2

 

 

Notes
- Originals can be seen here.
- Removed that they have to be revealed. If a player doesn't reveal their hindering when its relevant they are cheating and will result in relevant consequences. 
- Removed that they couldn't be taken with each other. Not sure why this was done, but it's gone now.
- Added in "non-clone" to the skills. Its really weird that you are compelled to defend the clones you created yourself. You know they aren't real.
- Defender kept the same basic flavor, but tried to make it more functional.
- Changed Protector drastically to basically be a different skill. I didn't see the need to have both of these skills when they are so similar. 

 

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