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Post by Gazmer on Jul 1, 2016 2:23:50 GMT
Thread for things we might find a bit overpowered.
My example is Pack Tatics. Whenever this Digimon is either within 5 Meters of an ally, or it and an ally Flank an enemy, the Digimon gains a +2 bonus to its Accuracy Stat per Rank in this Quality.
I think this should be nerfed to just be active while flanking the Opponent. The 5 Meters is larger than most bursts and someone is almost always in that area. Its a bit ridculous. In the campain I am in we have a person almost doubling their Accuracy every turn with this.
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Post by TM93 on Jul 1, 2016 3:03:36 GMT
Doubling their Accuracy? That would mean they only have 6 to 10 Accuracy to begin with, even after Bonus DP, would it not? That's fairly low honestly unless they're not an offense-based Digimon. The inverse of Pack Tactics being larger than most Bursts is that it can never scale, but I may change that one to just Burst Radius TBH.
Edit: Inversely I would like to make a note to GM's: Do not underestimate the power of a raw Armor based Digimon against Accuracy heavy opponents. On average, a Digimon will only succeed with 1/3 of its Accuracy Stat, or 7/18 if they use Huge Power. Having purely Leftover Accuracy based Damage or even a mix of Leftover Accuracy with a smidge of Damage stat, will have a hard time standing up to a massive block of Armor and Wound Boxes. This strategy falls apart if the Accuracy heavy Digimon uses a [Effect] Attack without a [Damage] Tag (as you presumably have a lower Dodge stat), but this can make players think a bit.
While the Quality is probably going to get the Radius nerfed, keep in mind that a GM has more than enough potential to custom-tailor Encounters to counteract the player's builds as best they can.
Edit 2: the other thing with Pack Tactics is that I wanted it to also work to boost Ranged assaults. I figured 2 DP was simply too steep of an investment to simply not be worth it over 2 points of Accuracy.
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Post by Yuko Sayre on Jul 1, 2016 3:42:49 GMT
keep in mind that a GM has more than enough potential to custom-tailor Encounters to counteract the player's builds as best they can. Be careful with this one. You don't want your players feeling like they've wasted their time investing either. Theres a balance in there somewhere.
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Post by TM93 on Jul 1, 2016 4:27:46 GMT
Yeah no, make sure your players feel like what they've built matters, that's a good thing, but I want people to keep in mind that in any encounter, as the GM you have more power than they do to suddenly change the tactics from previous fights to suit new needs, more so in DDA than a lot of other systems due to how in-depth the customization can get.
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Post by TM93 on Jul 21, 2016 23:52:06 GMT
I'm just going to come out and say that this needs rebalancing: the Booster Quality "Combo" is really potent, I may have to up it to +2 or +3 Rarity and add other restrictions. The ability to play 5 Boosters in a row is really potent, but I was more focused on getting the packet out.
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