July 12, 2013, 11:20:38 |
Quote (Troyle @ 12 July 2013 10:56)
Quote (AlejandroVent @ 11 July 2013 18:44)
Will the Dial have a LoS?
Yes it does require Line of Sight.
Quote (Gynrei @ 11 July 2013 16:26)
Can you let us know if the old Combo of Hand + Aging still exists, and what can a Xelor do to increase the Initiative loss?
The Dial does not grant bonuses to initiative losses. Aging doesn't even say it functions like this at all anymore.
Yes, Aging keeps its ability to damage the target if it loses Initiative on Tick turns or AP on Tock turns.
Quote (Rusoke @ 12 July 2013 08:45)
My question is about tempus fugit. So if I'm reading this correctly, a player, other than a xelor can step on the time twist and move from the starting to ending cell? And if so, will the start and end cell of the time twist be arbitrary or selectable? Because otherwise it doesn't seem that moving from one time twist to another will do much if the start and end cells are adjacent to each other.
Tempus Fugit has a range of 2-2. When casting it you will place a Time twist on your starting cell, and another one on the targeted destination. Anyone can then teleport from one cell to the other for one turn, providing that both of these are not already occupied by someone.
I suppose having LoS for dial is there to not make it easy for Xelor to backstab in first turn after it used Dial, though it will be still possible with the use of teleportation spell (tempust fugit). Guess it only stop Xelor from jumping like a sacrier (with lighting speed) behind target that blocked los. It might, however, make it impossible to place dial in some cases (near map edge). Still i feel it will be ok with the high initiative the Xelor have - it will just need to be careful when dial will loose last charge - where to place self to be able to make new dial in good spot.
About those Time Twist i think it will be more of a drawback then useful tool for allies. Why? Because it will make enemies able to use it to get to Xelor easier but it won't help much for allies if they are not standing somewhere near Xelor (and usually they don't as Xelor teleport a lot). It might be good at first turn... when getting closer to enemy i suppose but thats about it. It would be better if the Time Twist would create only 1 cell (at starting point) and none Time Twist in the place where Xelor landed. Like i already have suggested: make it last whole fight untill the 3rd Time Twist is placed (where 2nd Time Twist make it possible to teleport between first and 2nd and 3rd twime twist removes the first one, and 4th time twist removes the 2nd one, 5th time twist removes 3rd one, etc). This way you will keep having 2 cells at same time and it will be a cool tool to be used in any fight for tactical purpose. You can even add synergy between 2 xelors in team where each one places 1 time twist and it makes it possible to teleport between one and another. I bet a lot of people would love that mechanic so please implement this this way.