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Bhelliom

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    Vancouver, BC, Canada

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  1. Bhelliom

    BC Balance Package - Playtesting

    3x1 is certainly the most problematic, which is why I've focused my attention there. In addition to high damage it gets protected, niche mortal strike power, and amazing positional flexibility with marching cornicen. I think the 2x1 could probably use a boost of some sort, but that's a problem for much later. As for Ankaur's champion uprade version, the change would probably be fine and low-impact, but it doesn't register as important right now. I think lots of heroes in units could use tweaking, so we'll do a pass later on once the high priority items are sorted out a bit.
  2. Bhelliom

    BC Balance Package - Playtesting

    I almost suspect you've fabricated this story to make me feel good about myself, because it is exactly what I was going for. Two points of bid is pretty cool but not game breaking, four points is kind of a big deal when you need to really think about whether you'd be better off with a tempered steel, etc. Golems I often find a similar thing, they amble around for positioning, blocking and threatening lanes, then get to attack once or twice. It feels really bad when they whiff one of those attacks, so boosting the lower end of their damage is just what I want. Thanks for the lovely feedback!
  3. Bhelliom

    BC Balance Package - Playtesting

    I do think she's too strong (or at least too polar), but not a high enough priority to worry about at this stage. Ultimately I'd like to make her more mobile to reflect her being a scout on foot (free reform after march or shift seems good) in exchange for power from her less interactive knife throwing (reduce range to 1-3 for a start). Shooting at I2 is such a uniquely powerful ability. Not everyone responded to every question. It says how many did below each question - 44 responded to Daqan overperforming, 45 to underperforming, etc. Oddly, no single question has 50 responses.
  4. Hello community! Pursuant to my balance survey, I've put together a package of suggested changes to improve the health of the game. Some are small, sensible, and crowd-sourced, others are larger and more controversial, reinforcing my perceptions of design intent and unit theme. This thread is meant to be a place to share playtest experience more than suggestions for ways to change units, but I'm not a cop, follow your heart. I am concerned that I'm trying for too many changes all at once, but I feel pretty strongly about them all. Outside of Latari, any given list is likely to encounter one or two of them, plus the blanket change to terrain, so I feel it should be manageable. Realistically, we need an impossible amount of feedback to get a real sense of certification for any changes, but I'll take whatever you feel like giving me! As a rough guideline, here's a format to help figure things out: Army List #1: Army List #2: Deployment and Scenario used: Something that really stood out by performing well: Something that really stood out by performing poorly: General impressions:
  5. Bhelliom

    Unit Balance Survey

    And we've hit 50! Check out the results here.
  6. Bhelliom

    The Land Endures

    It certainly does slow things, and in many cases the attrition rate is insurmountable, but there are a whole swath of boutique minis games out there, some whose parent companies are long dead, which continue to see regular play in many areas. Epic 40k, for example, for which official models have not been available for years, has an oddly thriving worldwide playerbase. Obviously that's partially due to its strong IP, but the fact remains that minis games exist in a weird intersection of game and hobby, so when people invest time and love into an army it can gain legs beyond its actual support. I'm not trying to argue that the end of official support won't hurt the playerbase, but existing metas will be able to weather it to some extent.
  7. Great stuff. Errata: Entering terrain when already in contact RRG 55.3 already provides a way to resolve a collision for cases like this, so technically this should be more of an FAQ item than an errata, but it being pointed out is definitely good. FAQ: Assigning accuracy to a one-rank unit I'd prefer to be able to target models without accuracy in these cases, simply because it works more like you'd expect. If it 1) is in the back rank and 2) wouldn't split the unit then you're good to go is the simple explanation, though I guess 2) is in a tray that, if removed, would split the unit isn't THAT much worse.
  8. Bhelliom

    Unit Balance Survey

    Let's just say that although your friend's perspective isn't quite unique, it's pretty close.
  9. Bhelliom

    Unit Balance Survey

    We're creeping up on 50 responses, so I figured I'd wait to hit that.
  10. Yeahhh the theme of it really doesn't appeal to me, but in terms of helping him survive in a world with a terrible dial, it's pretty good. I will continue deliberating, see if inspiration strikes.
  11. 22 points and 4 trays of archers, you mean. Getting access to the upgrades is nice, and being able to fit in smaller terrain can sometimes be a big deal, but the fact remains that you're spending points on Ardus instead of on boots. That 2x1 unit is 4 damage from dropping to threat 1 and virtual irrelevance, which most ranged units can manage quite handily, whereas the 2x2 can weather anything but a spike from a 3 threat unit with Tempered. This is more true of melee units than ranged since they'll be up fighting, but certainly the feeling locally has been that the points are better spent on trays than on Ardus (outside of niche builds like double deathcaller).
  12. Bhelliom

    The Land Endures

    A source of dials and trays (with slots for common industry bases) would be a big help in getting people to play. A conversion kit for other fantasy armies to work in Runewars.
  13. Bhelliom

    A few thoughts on Balance

    That's quite clever! In my mind, daqan, waiqar, and latari are pretty close in overall strength, with uthuk leading by a decent chunk. Waiqar has rough internal balance issues, but the rest are mostly alright. I'm working on a playtest package, might be too ambitious, but it's mostly fairly gentle.
  14. Greg at rebel light works is working on some kits to replace ffg op as well, I'm sure he could help!
  15. Bhelliom

    Rune golems

    Coiled Stance reminds me: how many points would you pay for Visored Helms? It's kinda perfect for Golems. 5? 4? Training would be nice, it just doesn't fit thematically very well. Similarly, Scout would really help Golems do what they want to do, but makes no sense.
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