|
Post by Amneiger on Oct 24, 2008 0:08:11 GMT -5
[glow=red,2,300]Yay bad wording. ^_^ No, it can still fall asleep again. ^_^; I'll re-word that. [/glow] So that means the status is actually permanent? Isn't that a bit like what paralysis does? It would make two different statuses have the same lingering effect that lasts until the character is cured or KO'd, the former of which is very impossible to do. Wouldn't it be appropriate that sleep gets cancelled when the character wakes up? It does in the Pokemon TCG, and for a reasonable effect. Or maybe make it so that sleep does not only prevent the Fighter from attacking, but also from retreating. That would work. I think Rider meant that while the sleep is canceled when you make the roll, another sleep attack can cause the Fighter to fall asleep again.
|
|
|
Post by Rider on Oct 24, 2008 12:27:12 GMT -5
So that means the status is actually permanent? Isn't that a bit like what paralysis does? It would make two different statuses have the same lingering effect that lasts until the character is cured or KO'd, the former of which is very impossible to do. Wouldn't it be appropriate that sleep gets cancelled when the character wakes up? It does in the Pokemon TCG, and for a reasonable effect. Or maybe make it so that sleep does not only prevent the Fighter from attacking, but also from retreating. That would work. I think Rider meant that while the sleep is canceled when you make the roll, another sleep attack can cause the Fighter to fall asleep again. [glow=red,2,300]Precisely. ^_^ [/glow]
|
|
|
Post by Omni on Oct 28, 2008 12:14:16 GMT -5
Okay, but what I'm really wondering about is whether or not a benched card would take poison damage.
|
|
|
Post by Vyt: Down, but Not Out on Oct 29, 2008 0:28:14 GMT -5
Okay, but what I'm really wondering about is whether or not a benched card would take poison damage. It doesn't sustain any poison damage if it's Benched. To quote Rider four months ago: A couple of questions: - If somebody is poisoned/paralysed/asleep, how does it affect retreating? [glow=red,2,300]Poison, paralysis and sleep don't affect retreating. Cards on the Bench keep thier status effects, but poisoned cards don't continue to take damage.[/glow]
|
|
|
Post by Omni on Oct 30, 2008 14:31:56 GMT -5
Okay, but what I'm really wondering about is whether or not a benched card would take poison damage. It doesn't sustain any poison damage if it's Benched. To quote Rider four months ago: [glow=red,2,300]Poison, paralysis and sleep don't affect retreating. Cards on the Bench keep thier status effects, but poisoned cards don't continue to take damage.[/glow] Oh yeah! Thanks Okay… I know that powered-up cards keep damage, but do they keep status effects?
|
|
|
Post by Rider on Oct 30, 2008 17:30:17 GMT -5
It doesn't sustain any poison damage if it's Benched. To quote Rider four months ago: Oh yeah! Thanks Okay… I know that powered-up cards keep damage, but do they keep status effects? [glow=red,2,300]Yessah, sorry.[/glow]
|
|
|
Post by Omni on Nov 12, 2008 20:56:33 GMT -5
What the…? Okay, I'm pretty sure there hasn't been an official statement on whether status effects stack, but last I checked, this was based on a card game where statuses didn't stack, so this caught me by surprise. I'd like a bit of clarification, since I'm not 100% certain the correction in the thread was by a game… Moderator? Organizer? Well, either way, I'd like a mention in the rules as to how multiple status effects are handled.
|
|
|
Post by Jina on Nov 12, 2008 21:06:21 GMT -5
What the…? Okay, I'm pretty sure there hasn't been an official statement on whether status effects stack, but last I checked, this was based on a card game where statuses didn't stack, so this caught me by surprise. I'd like a bit of clarification, since I'm not 100% certain the correction in the thread was by a game… Moderator? Organizer? Well, either way, I'd like a mention in the rules as to how multiple status effects are handled. Well, I believe that Scar himself has a card that both gives asleep and paralysis, so I would say that they do in fact stack.
|
|
|
Post by Vyt: Down, but Not Out on Nov 14, 2008 5:09:55 GMT -5
What the…? Okay, I'm pretty sure there hasn't been an official statement on whether status effects stack, but last I checked, this was based on a card game where statuses didn't stack, so this caught me by surprise. I'd like a bit of clarification, since I'm not 100% certain the correction in the thread was by a game… Moderator? Organizer? Well, either way, I'd like a mention in the rules as to how multiple status effects are handled. Well, I believe that Scar himself has a card that both gives asleep and paralysis, so I would say that they do in fact stack. I was the one who made that correction. The rule wasn't stated very clearly, but I implied the existence of this rule through the acceptance of Powered-up Scar's attack, which causes sleep and paralysis at the same time.
|
|
|
Post by Jina on Nov 29, 2008 19:27:14 GMT -5
Mmkay, question time:
Firstly, I would like to look at the matter of prevention. If you prevent, say, 3 damage, and then your opponent does one... can you still prevent another 2 damage? Also, if so, it doesn't stack right? Otherwise that would be way too powerful. What if you use two sources of prevention, do they add together? And if you use prevention, then retreat, does the prevention stick with the person that used it or the new Active Fighter? See, it might be good or bad depnding on how it works.
Secondly, when the second edition comes out, will there be a seperate 2nd edition booster pack, or do we just buy a booster pack and get a mix of first and second editions?
Oh, and you know how you introduced Chibi and Equips with the second edition? Will there be anything new in the third? Because I've started a list to post once it opens.
...
I have a feeling that second question may have been asked, but I couldn't find it anywhere, so.
|
|
|
Post by Omni on Nov 30, 2008 0:58:13 GMT -5
Mmkay, question time: Firstly, I would like to look at the matter of prevention. If you prevent, say, 3 damage, and then your opponent does one... can you still prevent another 2 damage? Also, if so, it doesn't stack right? Otherwise that would be way too powerful. What if you use two sources of prevention, do they add together? And if you use prevention, then retreat, does the prevention stick with the person that used it or the new Active Fighter? See, it might be good or bad depnding on how it works. Secondly, when the second edition comes out, will there be a seperate 2nd edition booster pack, or do we just buy a booster pack and get a mix of first and second editions? Oh, and you know how you introduced Chibi and Equips with the second edition? Will there be anything new in the third? Because I've started a list to post once it opens. ... I have a feeling that second question may have been asked, but I couldn't find it anywhere, so. I'm pretty sure that blocking only counts for that turn, so if your opponent only uses a one-damage attack, unless you use the same or a similar move again, no extra damage will be blocked the next time. I think there will be new stuff in the third edition, too. I don't know, but I think so. I don't think I can answer any of the other questions.
|
|
|
Post by Jina on Nov 30, 2008 4:57:26 GMT -5
Mmkay, question time: Firstly, I would like to look at the matter of prevention. If you prevent, say, 3 damage, and then your opponent does one... can you still prevent another 2 damage? Also, if so, it doesn't stack right? Otherwise that would be way too powerful. What if you use two sources of prevention, do they add together? And if you use prevention, then retreat, does the prevention stick with the person that used it or the new Active Fighter? See, it might be good or bad depnding on how it works. Secondly, when the second edition comes out, will there be a seperate 2nd edition booster pack, or do we just buy a booster pack and get a mix of first and second editions? Oh, and you know how you introduced Chibi and Equips with the second edition? Will there be anything new in the third? Because I've started a list to post once it opens. ... I have a feeling that second question may have been asked, but I couldn't find it anywhere, so. I'm pretty sure that blocking only counts for that turn, so if your opponent only uses a one-damage attack, unless you use the same or a similar move again, no extra damage will be blocked the next time. *doesn't like the idea of blocking for one turn only* See, the trouble is... it doesn't really have a point, you might as well heal. And if you're on high enough health not to have to heal, you might as well attack instead of block. But if it lasts over time, it can have some use. But stacking it would make it too powerful. Oh, and it would suit the wording, too. The wording on Strife's card is "Prevent the next 3 damage", which (to me) implies that it's the next 3 damage totalled up, not up to three damage next turn.
|
|
|
Post by Amneiger on Nov 30, 2008 12:57:09 GMT -5
I'm pretty sure that blocking only counts for that turn, so if your opponent only uses a one-damage attack, unless you use the same or a similar move again, no extra damage will be blocked the next time. *doesn't like the idea of blocking for one turn only* See, the trouble is... it doesn't really have a point, you might as well heal. And if you're on high enough health not to have to heal, you might as well attack instead of block. But if it lasts over time, it can have some use. But stacking it would make it too powerful. Oh, and it would suit the wording, too. The wording on Strife's card is "Prevent the next 3 damage", which (to me) implies that it's the next 3 damage totalled up, not up to three damage next turn. You can use blocking in its current form to stall an opponent if you need more time to come up with something good and you don't have access to easy healing. For example, you can use Spaceman Strife to block any fighter who deal 3 damage per turn indefinitely. A fighter who uses an attack that deals 4 damage will need 5 turns to KO Spaceman Strife if he blocks every turn, instead of 2 turns.
|
|
|
Post by Jina on Nov 30, 2008 16:51:34 GMT -5
*doesn't like the idea of blocking for one turn only* See, the trouble is... it doesn't really have a point, you might as well heal. And if you're on high enough health not to have to heal, you might as well attack instead of block. But if it lasts over time, it can have some use. But stacking it would make it too powerful. Oh, and it would suit the wording, too. The wording on Strife's card is "Prevent the next 3 damage", which (to me) implies that it's the next 3 damage totalled up, not up to three damage next turn. You can use blocking in its current form to stall an opponent if you need more time to come up with something good and you don't have access to easy healing. For example, you can use Spaceman Strife to block any fighter who deal 3 damage per turn indefinitely. A fighter who uses an attack that deals 4 damage will need 5 turns to KO Spaceman Strife if he blocks every turn, instead of 2 turns. As you say - if you don't have easy access to healing. Blocking and healing are so similar that there's no good reason to choose one over the other when making a card. The only difference is that one is slightly better in certain (rare) situations and the other is better in other (also rare) situations. There should be something a bit more than just blocking is before, healing after. Especially since most healing cards can heal other benched cards, and has long lasting effects. And in that situation, it's very unlikely that blocking would be useful. If they managed to get the upper hand before you needed to stall, then even if you come up with something good chances are they've come up with something better. I believe the term is "The rich get richer", and it'll only change if the person with Strife had the better deck but some unlucky draws. EDIT: And another thing. I'm a little confused about Crazy Fangirl =P I made the thing, but my versin just said that so long as it's on the bench your active fighter gets 2 HP. But now it's this newfangled 2 HP for one round o.o See, I don't see how that does... well, anything useful, since if they can do enough damage to kill you without CFg but not with CFg then they can do the damage and once the 2 HP runs out it'll die anyway. Does it count as a KO? And if it does, why did you nerf it? I could understand it for CFb, but the HP makes it kinda weird =P
|
|
|
Post by Rider on Dec 3, 2008 12:41:47 GMT -5
[glow=red,2,300]Sorry for taking so long to get back to you.
2 HP can actually do a lot of good. Plus, it balances with the Fanboy's ability. ^_^ It is still a Common card, after all.[/glow]
|
|