#Prototype Pattern Groups
1 messages · Page 17 of 1
I don’t think it’s worth 1/scene
W/o 1 stress for all it would inherently require you to burn repairs on stress, tru
Like I’m not convinced it’s a problem
Yeah fair fair
It just reduces risk, it doesn’t give extra action economy like the rest of Sherman’s license
W/ Valk house rules stuff like Overcharge got knocked down sufficient enough pegs to keep it from getting broken, and w/o Valk House Rules you’re still gonna be rolling stress checks and hemorrhaging repairs
So overkill is actually many packets of heat 1
Not under my house rules
Ah just ctrl f-ed overkill and didn't see it
It’s in PPG

I know there’s a weird welding here yeah sorry lol
"Theres not that many house rules"
looks inside
Overkill is opt in and all the heat is consolidated
It’s honestly probably one tier below Deep Well Heat Sink, new Reactor Stabilizer
I dunno what the end to this bit is but
Opt in is cool but why consolidate? So resistance works?
Yes
Also any player side stuff I should push on?
Zheng got changed
Goblin is facing serious changes
Uhhh not sure what else
Jäger Kunsts
The Jagers Kunst. Its like attorneys general /s
Maria’s GMS mods and CBs that I imported
Those are funny because I went from "intrusion bad, coodination almost good" to "intrusion good, coordination pretty meh" in like 10 minutes
I'll be honest, to me it's more a "surprised you haven't gunned for the Drill already" angle
when you say "intrusion" and "coordination" what do you mean? Like the invade vs team combos?
i think he means Maria's GMS core bonuses, Intrusion Package and Autonomous Coordination
ah okay
I'm rusty on those I need to reread them
... actually I don't know where to find those, I don't think I've read them before actually
https://docs.google.com/document/d/1ModxKO46FcsswE3ZNie_jTSewhlfD5DGZZhaRsfITp8/edit?tab=t.0#heading=h.vq8i8gzatxqf all the way at the bottom here
Core and More Lancer revisions, a set of personal House rules by Maria Lopez If you like these, try the Alternative Structure and Stress Rules table! PLAYER REVISIONS General: -The Prepare action can only be used to Skirmish. GMS Thermal Rifle Main Rifle, AP [8 Range] [1d3+2 Energy] Heavy...
(also in Valk's homebrew github thingy)
Ah I was checking crisis catalog lol
I mean Coordination is basically extra actions, and that's never not good. Free Mine Deployment especially, like those are budgeted high for a reason.
INtrusion is extremely good tho
Hmmm.
Looking at !V!-JK1 feeling underwhelming to me with it being 2SP and 1 heat and conditional on terrain, and had this idea :
Maybe giving it some sort of terrain or climbing penalty ignore could help with the Titanfall pilot/parkour fantasy while still not being such a pain ?
I don't think it would qualify as stepping on other system's toes between its having a cost and conditional nature, bulwark and mag clamps still have a use-case even on JK1 havers.
you want the protocol that lets you disengage as a free action to do more?
Well, not all the time. If you don't start your turn next to the terrain, you still eat shit.
Maybe skill issue, maybe a controller doing its job.
Maybe it's fine in-game, but I wanted to get this out my brain if only to know where to find it again if I'm looking for it sometime
Actually yeah, did the !V!Atlas you had bring this too ?
Once again going to suggest, from the peanut gallery, that Jaeger Kunst 1 should be an Atlas trait, not a system
you'd get SO much more budget mileage out of that, AND a complete end-run around people dipping it
they did not
as much as I truly love all the Kutuzov/Jaeger Kunst 1 builds people have done, I think that does sort of exemplify the issue with it as a system
Kutuzov/Jaeger Kunst 1 builds?
yeah it's called the Ras Shamra Samurai
Colour me intrigued
Yeah. You know. Like Long Arms, PPG playtest regular.
(Also known as The Power Of Friendship and This Gun I Found Along The Way in the dedicated Custom Werks episode)
Right, so neither of us know if needs buffs or if it's good.
Reactor stab Combat drill, Atlas and JK1, I'm starting to have more stuff to test than games to test them in ! That was always the case.
It's nice having reactor stabiliser being actually useful
Happily willing to test this one as-is though, for once I won't annoy you with wanting to do the change before the test
Even if wringing all it's usefulness out is reduced to less serious builds, even baseline it at least helps if you have any amount of self-heat (or if your GM likes dark cloud witches)
I can see it being useful but it's in a HA licence and you're still vulnerable af afterwards
I mean yeah, that's how it's not entirely broken
and it also, conveniently, gives some utility to Stasis shielding.
I personally subscribe to that idea, but when it comes to the Valk Houserule Mission Statement of “reducing quantity of microdecisions”, you’d just end up with another Xiaoli’s Ingenuity, which Valk specifically reworked alongside tenacity to avoid that. So in terms of design vision the idea doesn’t really match
I think it would be ridiculously OP with reggular overchargge
It works fine with overcharge reroll
With regular overcharge it can make any frame suffer no consequences from OCloopingg
I do think it should be considered how the JK1 rework synergizes with the revised Atlas so the frame + system should remain synergistic. The new Atlas is more Jockey focused and as such starting movements next to terrain is more unpredictable so it’s not as synergistic as it is with licenses like, idk, Kobold
It's better w/ 1 reactor stress 4 all but still good w/o it if you can afford the repair tax + pair with Stasis Shielding
It doesn't work without 1 stress for all
Unless you're talking about the CRB version?
I'm not touching any of these between now and Sunday, we ride
the only change I made is Jager Dodge is now minimum 1 space
yup saw that one
good btw, slowed and immob (and grapples) should have Atlases run like the frail little weaklings they are.
Oh of course, but my build's already locked in for then so.
What about overflow heat?
heat isn't damage
Okay so !V! Reactor Stabilizer doesn’t inherently work with CRB stress but I do think it’s easy to just reword it and have it negate overflow heat
Quick question on that is what does the system get replaced with and what trait would get replaced.. hm
beats me, not my pig, not my farm
Well maybe I want to start my own farm because this intrigues me and valks jockey atlas isn’t the place for this pig
Because Valk craves different kung fu
Maybe I’ll just think about it
yeah IDK I personally just want to make JK1 a "be more slippery" tool that I'm okay with being on several builds
I think my current Atlas Frame Rework is in a good spot to not need JK1 baked in, unless I tore out Final Hunt for it or something
Yeah that’s fair I’m just thinking
I sometimes post takes in here because this is the closest to a "talk about rebaking PC side stuff" thread
posting stuff like that out in general chat runs the risk of getting people wanting to issue even hotter takes and it's usually not worth it
Valk quicklythrow me out so I can say I’m going to make my own atlas with blackjack and hookers
and I don't have a better place for it lol
Doesn’t Valk have a thread thingie for the uhh…. The pc mech rebake thing
Loredude I exhort you to open up a new notebook page and start writing some ideas
I have Talentless Hack but that's for a specific thing
my personal houserules tend to bleed with PPG though
I shall do so
but I have zero desire to publish my personal house rules so they don't get their own thread 🤷
I swore you had a thread for like something like that
Maybe I was thinking of talentless hack thread
actually where is the valk github with house rules? I'm curious
Absolutely adore your fix to Kobold Forge Clamp.
Thank you! Hoping to push out a proper release tonight
oh new patch dropped? hell yeah
Not yet, but soon
And it’s for my house rules not PPG
PPG I’m still collecting feedback before putting pen to paper
I see I see
still, i do like what you've done with OSIRIS, can't wait to see how it plays
Same same, same for Goblin stuff
Still need to hammer out goblin frame changes but that may be its own beast
I may tweak its base stats slightly to take power out of Agility and into Repair Cap, and I’m definitely changing Reactive Code + Liturgicode
And moving some of that power into Symbiosis instead
I see why youd axe liturgicode but I actually really like rattlesnake effects like reactive code
Sure it doesnt go off much but it looms large
I'd just be careful about entirely axing both Liturgicode and reactive code, because that risks robbing the Goblin of its "absolute master of hacking" status in favor of the Chomolungma. The competition is rough is what I'm saying, it needs to still have an edge over the Chomo after this.
Liturgicode feels redundant tho due to the Goblin already being the only frame w/ +2 tech attack anyway
~~… okay hang on. This is probably a bad idea, but dumb idea: Put EPC as a Goblin hack.
Or make Goblin a Full Tech Attacker or smthn idk~~
Ignore these as I have now thought about them for more than 10 seconds
Smh Thinking I’m not gonna replace them with something potent
“I’m replacing liturgicode” is not “I’m removing liturgicode and then leaving the husk”
What were the current ideas for Goblin at the moment anyway?
Legit my thoughts for Goblin are:
- apply Lock on to hostiles who affect them with tech attacks (synergy with !V! Metahook)
- mirror tech: when someone uses a tech action, you can copy it 1/scene for the same action cost
- Symbiosis: I don’t know but using the host’s hardware to enhance your own hacking makes sense
Like Liturgy can be repetitive
So I figure “subsume their tech into the liturgy”
I’d personally be a fan of leaning into the Symbiosis, especially because it gives you a way to do point 2 and perhaps 1 too
However it could also be a case of “making the unique 1/scene less unique”, plus it has some complexity issues
That, and Metahook becomes even less viable with the licensed frame in comparison
I just strongly dislike stuff like this that presents a Problem but not a Dilemma. And then it never gets used, which feels sad
For the mirror tech btw I mean “you can use Witch Blind if you see them use it”
I feel like if you expanded Reactive Code to trigger off of all tech actions rather than just tech attacks it’d be fair, but that’s also a different direction of intent
Mainly because it yet again brings up ✨microdecisions ✨
I would have it trigger off of all tech actions in their sensors and line of sight , regardless of target
The Reactive Code effect is also narrowing down in terms of its effects to be fair
If you are tech attacking while the master is on the field, you have a target on your back
Kidd being a bigger tech action punisher than Goblin is kinda sad
The point of the Lock On is to dissuade rather than punish
Because if you punish too hard, the enemy will overwork to avoid the punishment
Expanding this “alt direction” idea, the fact that Symbiosis’d characters can’t benefit from the Goblin’s beneficial Frame Traits/count as the Goblin for the purposes of triggering reactive code also feels like a missed opportunity.
Would making the Liturgicode Replacement something like an adjacency bonus be something? Goblin doesn’t particularly want to be adjacent to Allies without Symbiosis (that’s why it has Metahook) but it doesn’t necessarily not want it
No? Like right now I’m thinking Liturgicode is “if I see you taking a tech action, I will be able to mimic it”
Gotcha gotcha, was just thinking about how to incorporate the Symbiosis themes into the base frame
You thinking about limiting the Mimicry to just hostile characters or Allies too?
(Either way Rebake Mirages are gonna sweat when a goblin is on the field)
Allies seems fine I guess
Show me where it becomes obscene and ill think again
Mind goes to Tesseract
Actually wait
Symbiosis
Goblin can use your systems
And vice versa
allies is less egregious than enemies if anything
You take 2 turns per round but can use anything between the two of them
like sure there's some powerful tech to copy but nothing you can't do with enough LL already
When it comes to hostiles I’m thinking of weird tech actions, particularly PPG ones like “Paradox State”, where how it interacts with a player frame becomes very questionable
yeah Blind, especially non rebake would be insanely strong imo
rebake blind is strong but it's still a full tech + save so
Fair- I guess if you limited the Mimicry to Symbiosis tho it wouldn’t matter
The bonus here is that the enemy gets to use it first
Before the gob can
And they may hold back!
It’s a dilemma
Use the toy and risk it reflected
Or don’t use it and be neutered
Dilemma!
If you tied it together with Reactive Code I’m assuming you store the last Tech Action you Reactive Code-ed until you use the reaction again
Play the mind game vs the goblin
That’s the easiest way to go about it in my mind
Maybe!
I like the idea of goblin wanting to get info from watching though
Hence metahook
Spread the vision
Making it separate would start making tracking a bit confusing since now you have 2 separate reactions to an enemies Tech Action as opposed to just one
Neither are reactions
Oh it just happens okay
These ideas do all sound really cool btw, interesting to see if any of it would be ridiculous
Thank you valk
I haven't fully read everything mentioned about the goblin
But I thought, what if the goblin could do a watered down symbiosis, then core power is buff it's symbiosis
Like... It just can share a targets space and gain hard cover. Give them systems and sensors. Then core power you share turns whilst mounted and maybe something else?
Like... Sharing sensors isn't too bad... Taraxacum can just do that
To be fair the difference between 15 and 20 sensors is somewhat significant
• Goblin Frame
○ Reduce Speed from 5 to 4
○ Reduce Evasion from 10 to 8
○ Increase repair cap from 2 to 4
○ Replace Liturgicode with:
§ Liturgicode - Reaction, 1/scene
§ Trigger: A hostile character in line of sight uses a Tech Action.
§ Effect: On your next turn, you may perform the same Tech Action, using the same actions and paying the same costs.
○ Replace Reactive Code with:
§ When the Goblin is affected by a hostile character’s tech action, that character gains Lock On.
○ Replace Symbiosis with:
You meld with an adjacent allied mech. While melded, you can only move with the melded ally and are otherwise immune to involuntary movement, gain hard cover, and gain Accuracy on all tech attacks as you leverage their systems. Both you and the allied character may Activate each other’s systems and Tech Actions, but the original owner is treated as taking the action. Both of you may use the other’s Sensors, Systems, Tech Attack, Save Target, and E-Defense or their own, whichever is higher. When one of you is affected by a tech action, the other receives the same effect. This melding lasts until the end of the scene or until you end it and move to an adjacent space as a quick action.
Rough chicken scratch thoughts
Basically going off my base stats spreadsheet, Goblin actually is in good shape on average. Of course, the average of 0 and 100 is 50, which is the actual issue with the Goblin’s base stats
So I lean into “this is just a guy in a suit” and dock the Agility stats to Human and Everest average, in return for a base 4 repair cap
The lock on response serves as a replacement for the innate tech accuracy and keys into Autopod + Hacker 1
And I’m enamored with the idea of “I can reverse engineer your tech” so that’s what Liturgicode is now
Symbiosis is up in the air
Fun fact: this makes Scan valuable because you know whether you should wait out for the Petrify or settle for the Tear Down
Another idea is doing a “counterspell capture” where you make a tech attack against the target’s tech attack and if you win their hack fizzles and you get to use it on your next turn
I highly doubt players will settle for anything less than Predatory Logic
Good for them then lol
I can simply not use it then
(Mind games!)
It’s like counterspell baiting in MTG
Goblin stealing Follower Count to make one specific guy’s life living hell
you wanna counter the good thing so I run you over with the not so good things until you cave and then I use the good thing
“Tapped out, blue player? Tsk tsk.”
Impale Systems also now replaces EPC in a very roundabout not actually replacing EPC kinda way
Yup yup
I think it's funn because like... It's only as OP as the enemies you face
You, you get it
Also like, if you get a rebake ultra with one of their cool tech actions you can just do it as well
Throw out a quick tech blast 2 jam on sys save/impaired on success
Legit the scariest thing I can imagine at the moment is grabbing a brigand or anomaly ability
actually what would be some good ones to steal with this
So a lot of brigand and anomaly stuff actually only really works if you have PC stats anyway
Reducing SP, having licenses, etc
That said: Bottom of the Well
And Blinkspace Expulsion
Maybe the overcharge one vs a cheeky vet
Dang none of the funny narrative ones are techs :/
Hostile sync from grunt controller
Commandeer: steal your drone back
Lockout works
As does forced obsolescence
Ooo
You could Reap the Chaff
If you’re a drone gobbo
that breaks your drones right?
Yup
world's most expensive jam
but it is aoe jam
i can see something really funny with Utility Drones from Gilgamesh since you can deploy multiple at once
It also depends on like, knowing who you’re fighting ahead of time
so... another reason to use faction rosters?
Not if it’s a Limited Drone
This. I like this.
Only two questions :
- In symbiosis, you take your turns seperately now, right ? Also means you can't move during your turn, which kinda sucks hard, but at least it's got power behind it to make it worth it now.
- Is it still strong enough that it needs Fragile ? Not saying it isn't, just asking if you took that into account (for the stats or generally the thing's power budget).
I think keeping fragile is fine here
Mostly hedging bets on free reactive lock ons and 1/scene tech copy
Really like how you can justify the "copying" aspect with the flavor of "this thing makes you percieve hacking as a physical assault with swords and shit (instead of the code that it is)" : just copy their moves, dumbass
- "Oh guys look at me ! When I swing my sword-code like this it does that !"
- "Bet ?"
Also just thought of a false idol goblin copying memetic magnetism. Heinous.
NARCISSUS too ig, could get mean with it
And then cast it from a metahook
Oh true !
You don't even have to get in there yourself
Actually, can you copy a tech through a metahook ?
God actually considering metahook feels so weird
Also, mind adding a way to turn it off while you're making changes ?
Other than having to break LoS to your ally I mean
Yeah maybe I could
tweaked Kobold Terraform a bit:
Your mech extrudes a massive amount of polymer, creating up to 10 SIZE 1 cubes in free spaces within Range 5. The cubes can be stacked up to 5 spaces high, but each cube must share a face with another cube, forming a contiguous surface that grants hard cover and blocks line of sight. Each cube has Evasion 5 and 20 HP.
I reduce the flexibility of Terraform but allow it to immediately harden to 20 HP and Hard Cover
make your wall of stone, but make it a wall instead of several rocks
The hardening part and increasing health just sounds like a hassle NGL
exactly
Same for kidd subaltern squad
plus like, who is really gonna bum rush the soft wall
that's 1 dude
and at T2 it can blow it up anyway
(or all the time, if using Kai's rebake)
Uuuuh, bunker buster bombard
Breacher again with a thermal charge this time
Your teammate with siege specialist 1
Oh no I wasn't arguing to decrease the HP
too late
I was arguing that increasing HP over time is silly
yeah no I agree with that
I'd rather keep it static and immediately grant Hard Cover benefits
20 off the bat is probably fine, especially as a 1/mission core power
I mean you've pointed out how it's weirdly inconsistent tbh
it's great T1 but falls off T2
I'd rather it be consistent
Well terrain destruction either sends it to the moon or does nothing lmao
plus almost everything else in the game is Size 1 = 10 HP
Well if the entire space is sharing walls, what if the whole construction has a singular pool of like, 50 or 100
In my mind that's just so it doesn't get trivialised by a breacher
each section is 10 hp
Your mech extrudes a massive amount of polymer, creating up to 5 SIZE 2 cubes in free spaces within Range 5. The cubes can be stacked up to 5 spaces high, but each cube must be placed adjacent to another cube, forming a contiguous surface that grants hard cover and blocks line of sight. Each cube has Evasion 5 and 20 HP.
okay hol up
@muted blaze think of it this way: 10 HP = Seismic Ripper combo
also I may add a little benefit of the extrusion landing on a character
Your mech extrudes a massive amount of polymer, creating up to 10 SIZE 1 cubes in spaces within Range 5. The cubes can be stacked up to 5 spaces high, but each cube must share a face with another cube, forming a contiguous surface that grants hard cover and blocks line of sight. Each cube has Evasion 5 and 10 HP. If a character occupies a space in which a cube is placed, they must make an Agility save or become trapped in the polymer, becoming Immobilized until they escape with a Hull check as a quick action.
this might be cooking
Gets some FLAW_minus value too
That's 👏 what 👏 I'm 👏 saying 👏
May wanna say if the cube is still placed or not in the immobilize case, and if so if it's destroyed when escaped
It's implied the cube is still placed; I'm not saying it's destroyed on a simple escape
you got your foot out, you didn't knock down the rest of it
that's my vision at least
Okay so then stating where the enemy goes because as is if you, say, fill all an enemy's spaces with cube they kinda just don't go anywhere and aren't immobilized but still trapped in cube. Saying they get placed in the nearest unoccupied space would probably be handy for less "now what?" kinda scenarios
"or until they escape to the nearest free space with a Hull check as a quick action. "
I guess that's the best way to go about it yeah
Tags
Add Opt-in overkill changes.
Talents
Remove range limit on Exemplar 2's trigger.
GMS
Add Chomolungma; restrict Wide-Area Code Pulse to a single Invade choice.
SSC Atlas
Make Jäger D...
Oh yeah that's fair
Oh wow, just, straight-up removing the range on Exemplar, damn.
I was thinking you were just gonna go
" 'when [an enemy character] attacks [an allied character] [within range 3]...' is correct as opposed to 'when [a hostile] attacks [an ally within range 3]' ",
this is even stronger
Also WACP being a single invade is such a logical/lore-accurate way to gently nerf the Chomo I'm almost mad I never thought of it.
I was until I realized “you already gotta be in range 3 to mark, what are you gonna do, Step?”
I pegged it as the simplest way to reduce decision making points without overhauling the CP
If they move, they trigger your overwatch anyways so
Only thing it really changes is now you can fall back a space or two if needed (let's be real, you don't have much more than 5 range on an exemplar build)
Hm. So reactive code is just everyone all the time bit only on tech attacks and not just actions ?
Eh. Fair I guess.
Just, no sensors restriction ? The LoS one is implicit at least.
Must’ve missed sensors
Ah, I see.
I was running fast and loose on this
Also, liturgicode interrupts too now ? Interesting, does mean your steal has a chance to fail though.
I guess soft buff to Lesson of Disbelief ftw ?
Or you could just steal a berserker's lock on to be extra spiteful.
Just, really fuck that guy in particular.
Yeah there’s cases where nobody on the opposing team has dedicated tech actions
And then at least it's still an interrupt
That’s why I added the utility of countering
I’m sure I missed something on Symbiosis so be gentle with it lol
Hold Goblin gentle like hamborger
It's just two turns now so if you want your buddy to move to get you los to some fuck, either they go first or puppet systems puppet systems puppet systems
I think I successfully avoided a “your Monarch can barrage twice per round” situation at least
Ig instead it's "your Chomo can full tech twice per round" but you're a goblin already so
That doesn't change much, you probably already have half your systems in common
If the current form proves too dumb I’ll just pull in the metahook changes and add tech accuracy to default Symbiosis
Sometimes the simple buffs are the best
I need to ask Reconus about the Balor in her games at some point, I wanna pick her brain about how to rein in the Regen while giving some HASE back to compensate
My current thought is “Gain Overshield equal to 1+Grit at the start of each turn” but I don’t know
Eh
I kinda like having a frame that actually can regen hp. It's a very different feel from just OS somehow.
Ig making it conditional is the only way in that case though, so ¯_(ツ)_/¯
Was thinking about lowering it but adding in-combat scaling to it
Tying to Hull was a thought, but what just came to me was “regain hit points equal to Grit each turn, +1 for each missing structure you have”
Huh
Seems kinda low to me but it depends on the rest of the changes too so I can't really say
Maybe it triggers an extra time if you destroy an enemy as you Consume ?
If there’s one thing I learned from spammable Overshield
It’s that “lancer is a small numbers game”
People would riot over that
True...
?
I don't know if I'm onto it as much as you think 'cause I have no clue what you mean by that
But sure I'll take credit anyways
Regain HP equal to damage dealt by Scouring Swarm
Oh yeah
As a quick action, destroy a wreck to regain HP
Then you aren’t beholden to “kill the guy”
As long as the other stats are properly adjusted, that could work maybe yeah
This would be justification for bumping its Agility stats, maybe Heat Cap
Bring Evasion to at least 8, speed to at least 4 if not 5
I think the people would collectively forgive you for the Talentless Hack in exchange for the 4 speed Balor
I’d give it at least 4 speed regardless let’s be real
Love the Balor
Like, conceptually
That's pretty obvious I'd say, you made a whole NPC about it /j
I do think bumping speed to 4/5 means it doesn't need the added "consume wrecks for heals" thing, with how much extra speed already helps having multiple folks next to you for scouring
“The Balor can use a quick action to destroy an adjacent wreckage and immediately Stabilize”
Sure, they're all Hydras anyways (funniest lore entry btw, Balors are just Hydra's kids)
Okay I feel like the Regen off Swarm was discussed at some point in the past but I like it because it encourages Striker gameplay and dissuades Artillery gameplay
Somehow gives it loading weapon synergy ??? I don't know how to feel about this ?
Just need to work out when the healing happens with scouring triggering on ennemies' turns.
Balor 2/tortuga 2 for Catalytic Hammer
Yeah I’d need to math this out
The base regen of Balor is 3 per turn when you get it, and it scales with half your Hull
But do you store the heals until your turn or just "fuck it, heal on ennemies' turns"
Protocol: Deal 2 AP damage to all adjacent enemies, regain that much HP
Naturally turns off when stunned or braced
Add a clause that you can’t use it if you’re exposed
So just changing scouring swarm itself huh ?
Ig then you really do need extra stabilizes...
You bring up a good point about reloading though; would it make Cannibal Balor (great unintended pun) obscene
Maybe just having it be "clear heat or spend 1 repair and heal to full" is the play then
It's not a gilg, saying no to conditions is already taken
Pffft
/j but also kinda not
Pffffffft
“Emperor has Overshield, therefore nothing else can” energy
Everyone knows that they should’ve stopped with Blackbeard
The perfect frame. Who needs more ?
But yeah I think saying "stabilize but no reloads" id probably annoying as hell to word. Or just. Super long.
You do you, whatever. At the end of the day, I'm not the one making the lcp.
The Humble Nelson w/ a Mortar
The balor "melt your own drones for HP" build
I think, in practice the balor is one of the frames for having to balance HASE. It wants hull because that makes it heal more, it wants agility so it can move faster, it wants systems because it's good at tech attacks and can improve that and it wants engineering so it can heal that. Unfortunately I think the balor is a bit on the extreme side however and it's stats could do with a bit of a bump but my mind is a bit worried about bumping them up too much that it can just throw everything into hull without much thought
Swarm based regen seems like cool vibes to me, protocol damage everyone then regen that HP. Free stabilises could work but IMO one of the appeals of balor is healing without repcap cost
And healing off wrecks I'm not a fan... It's very cool in concept but in play it functions like a vulture... Accept you don't know the opfor, it'll lead to the balor having incredibly swinginess depending on enemy comp. Being ridiculously good against grunts and double budget sitreps for 5 players, and struggling Vs an ultra in a single budget sitreps Vs 3 players
Different performance based on enemy comp is part and parcel with the game imo
but I get it
I agree, an invis agimax amber phantom will thrive Vs a bunch of scourers and snipers, then shatter Vs scouts and archers. But there's still a margin you'd want it to be in, that situation seems harder to prepare for
Yee, no harm in having those
I have ideas a lot and I normally preface them with "dumb idea but"
My brain thinks "makes sense to lock regen to fighting peeps in CQB" but also says "yeah but how's it gonna be durable when on approach"
But I think you fixed that with "just be faster lol"
like, lemme show you real quick
A simple method could simply be "whilst engaged, you regen"
“On kill” effects are something you purposefully don’t see often in TTRPGs because unlike video games it’s very difficult to ensure one character specifically lands the finishing blow, so good call there
these are my HASE calculations relative to Everest
negative means "below Everest" and positive means "above everest"
Atleast it has positive systems 😩
the last column is the total across columns S to X
I'm not sold on my Mount and Sensors evaluation but I'm pretty okay with my HASE eval
What frame has the highest implied points?
Is that because it has 12 billion +hull and everything else is average?
Oh wait it's speed
mostly because Lanny has 10 repcap to the point that 4 of that repcap is basically a "frame trait"
Deserved
Does hull calc account for armour?
Top 3 are the "these 4 legged IPSN frames are ridiculously fast and also just IPSN frames so eat their vegetables too"
yes, exactly. They have high speed and rep cap which are weighted higher in HASE calcs
so, on the other end of things, Balor has low speed and low(er) rep cap
and while I get the idea of healing HP without spending repcap impacting the repcap bottom line, my counterargument is: The 4e Vampire Class existed. It did not go over well.
Repcap to me makes sense cos regen pays off much more... It basically can get a free 1 repcap per rest...
but yeah no in that case I would factor it into Trait Power instead of Stat Power
But... Then agi and eng
that's the big thing to take away from this
White Witch is "below Everest" in stats but its traits are jacked for Armor. That's the case for a lot of mechs viewed as "solid"
the thing is that it's a lot harder to balance traits when you're also bringing stats into the mix
like you could make a frame with horrendous HASE but bonkers traits and it would "average out"
Everest is 10hp right?
yes
so the reason I'm trying to separate the budget into HASE budget and Trait budget is so there's restraints on how busted one can be at the cost of the other
its forcing them to be married, filing (taxes) separately, so to speak
The most egregious case of "married, filing jointly" IMO is the Balor, where it's simultaneously incredibly hard to kill but also incredibly vulnerable until it shores up the weaknesses
but after it shores up the weaknesses, the strength remains
See also: Deck Sweeper Automatic Shotgun, Heavy Machine Gun
Balor is weird...
so if so much of Balor's stat budget went into its HP regen, I wanna dial back the regen to give it some HASE back
Narrow the gap
so, according to my calculations, if you treat Self Perpetuating as a bare minimum of saving 2 Repairs (1 for each rest in between 3 combats in a mission), Balor is still at -2
From when I've seen the balor in play it's seemed "balanced"... This is because I've seen it pop off and be impenetrable as much as I've seen it crumple and doom spiral
T1
feast or famine is not a great gameplay setup imo
Yeah
you see it with CRB Demolisher
Ultra zealot called feast or famine, experiences a famine and gets feasted on by hungry minotaur
Shutting it off on structure is odd. Made to tank damage, but too much damage and you doom spiral
also though: This means that Balor Traits aren't being balanced with a "trait budget" but with the "hase budget", meaning... what trait budget is it actually spending?
Scouring Swarm is the one trait it has that doesn't key into HASE stuff
and then it has CP
Just realising why the balor doom spirals so frequently when it's regen shuts off. It's crutch is gone and it's only being held up by it's hase budget
which, as we've established, is hella below average
so yeah
https://docs.google.com/spreadsheets/d/127zrDc7vwTEt1gi5A_P9p7_d8LYUUGlOhtxwBV7vt-Y/edit?usp=sharing
here, have the link
things with "HB" are homebrew
Revised Relative HASE is the one I've shared above
To me, the core identity of balor is:
- slow inevitable advance, strike terror into foes with not much they can do type vibes (least important)
- heal without using repair cap (more important)
I'd honestly be sad to see "free heals on rest" gone as I love the flavour... The regen could do with a nerf I agree with in favour for a hase stat buff
"average inevitable advance, strike fear into foes with average amount of what they can do" wouldn't upset me however
for the "slow" part, imo the reason big things feel slow is because they're bigger
if the Balor moves 4 spaces, it's only moved twice its width compared to an Everest
like, it only looks slow
I think that's the big mistake a lot of Size 2 Speed 3s make
Idk if that's it or if I see it as "I see speed as how close you were compared to how close you are"...
But idk because I double check because I'm too busy going "haha you're big and slow, only traversing twice your width"
So yeah, protocol swarm heal feels good to me (even makes the whip somewhat do something, though I'd still like someone to show me what makes it worth LL3+2SP), but I do concur on the wreck thing feeling... weird somewhat.
Me, taking the knife to Balor while listening to DOROTHY's "Gun In My Hand" is a mood
Damaging enemies in range 3 with smart weapons gives health/overshield...
¯_(ツ)_/¯
Make the main nexus it gets good... Especially since burn can do more healing
I think it makes it unfortunately balor kinda bad until LL3
If it gets it's whip and nanocomp at that level
I move Swarm/Hive to LL1
I could add Smart tag to the Scouring Swarm core passive if I wanted to go this way
but I think that I'd rather not marry Balor to Smart
Pull a tagetes and make it able to make any melee smart? Removes point in nanocomp tho
Yeah wise... Cool in concept but it limits it too much
I do think historically, Lancer kinda makes “Heavy Mount” and “Main/Aux or Flex w/ Bonus Damage Trait” equivalent- is that factored into the calculator?
Honestly the last time I saw a balor in play it struggled to trigger regen cause it kept tanking structure. But that may have been just bad fortune
I don't add damage trait into the calc, as that's trait budget
• Balor Frame
○ Increase Repair Cap from 4 to 5
○ Increase Evasion from 6 to 7
○ Increase Speed from 3 to 5
○ Increase Heat Cap from 4 to 5
• Regenerator: Remove.
• Scouring Swarm: Revise and change to Core Passive:
○ Scouring Swarm - Protocol
○ Balor deals 2 Kinetic AP damage to all hostile characters grappled by or adjacent to it, then regains HP equal to half the damage dealt. This action cannot be performed if the Balor is Exposed.
• Hive Frenzy: Keep the same, except:
○ remove regeneration
○ Double new Scouring Swarm to 4 Kinetic AP
○ Adjacent hostiles are Shredded
Looks good
Time for the ✨ vibes ✨ based review
I feel like from gameplay, a melee properly stuck in enemy, especially with size 2 is gonna be adjacent to about 1-2 people... Then again speed is increased and it actively wants engagement rather than just being in threat
I feel being engaged to 3 targets is gonna be quite rare... But not too uncommon. Which makes me think the average healing will be about 1-3 HP that feels quite low and potentially negligible
I won't be surprised if "you heal the same amount as the damage dealt" would be fine rather than half the damage
But then 2-6 feels like it could be too much...
Eh nah, that's less than a balor regens anyway I'm p sure...
Alright let's go through some benchmarks here
Wiser than my ✨ vibes ✨ based review probably
Balor LL3 can get max 24 HP without IPSN CB and Persos
LL12 can get max 30
LL6 gets 27
1/4 HP in each case is:
- LL3: 6
- LL6: 6.75 (round up to 7)
- LL12: 7.5 (round up to 8)
I do think because this regen is tactics based and happens at the start of the Balor’s turn rather than the start of adjacent character’s turns (giving a lot of leeway to escape) I think trending towards the higher regen values isn’t that bad personally. Emperor can outpace that easily but I almost think Emperor is on the list of frames to change even if it’s really low on the list
Emperor may make it onto the list at some point yeah
All doubled on core... So the regen is based on how tactically the balor plays rather than how much forfeited the rest of their stats at char creation 😛
anyway right now the general vibe is looking like "Standard Hullmaxed balor gets around 5 + Tier HP from regen"
Having GMed against a grappler Zheng obsessed with forming grapple balls it feels weirdly trivial to just not be adjacent to threatening characters when they start their turn- it’s staying away that’s difficult but that doesn’t help this version of regen
And is turned off on stress or structure... Whereas the new one is turned off on enemies not being close
I almost feel like the exposed shut down is unnecessary
I guess a stunned balor still regens...
Stun usually comes from Structure damage in CRB
But that's like... "Oh no, the doom spiral condition doom spirals, call me shocked" in that regard lmao
so I view them as roughly overlapping in that context
Yeah
Note: I'm also buffing the kinetic damage to AP so
In which case, the healing probably could be upped to full damage... IMO. Especially since it no longer scales based on tier or your build
Which makes it have less of a reliance on hull which is also cool
I was considering whether I should scale damage with Grit
That I don’t know about
at max it's 6 damage/3 HP per target
going off the above, that actually matches the LL12 case pretty well
3 targets to beat the 8 regen
I say no purely because nothing else damage related does... Besides overshield application...
But overshield application IS based on basically healing so... It might work???
12 AP kinetic on core tho 💀
double the healing, not the damage
Ooooh is see
So grit AP damage, half into healing. Core makes it becomes full damage into healing
yup
Unfortunately the core is less useful at LL2z and scales to be much better at higher tiers
hey look I added Shredded as a consolation prize
I mean it sounds like that’s part of the goal?
It certainly has a much harder time triggering now- the ratio of TSS 2 triggers I’ve seen over the amount of combats it’s been equipped in is like 0.25
Did they have a DD288?
LL3: 2 grit, 1 healing per target, need 6 targets to break even (extremely difficult)
LL6: 3 grit, 2 healing per target, need 3.5 targets to break even (still difficult)
LL12: 6 grit, 3 healing per target, need 3 targets to break even (still difficult)
No
lemme check 1+grit
Hmm, cringe /j
Technically it starts at 1 grit, which is still the same number of regen but half the damage
Idea, keep damage at 2AP and just have healing equal to grit rather than half damage?
Or am I confused and that was the plan
LL3: 3 damage, 2 healing per target, 3 to break even
LL6: 4 damage, 2 per target still, 3.5 to break even
LL12: 7 damage, 4 per target, 2 to break even
That feels weirdly unintuitive
Fair, but scaling damage is odd
I agree!
The D/D 288 is nice tru but I think for this player’s build he would have a miserable time with it, especially considering he has an exotic heavy that’s pretty good (you know the sourcebook Al)
Regenerating Swarm - Protocol
The Balor deals 2 Kinetic AP damage to all hostile characters grappled by or adjacent to it. If it damages at least one character, it regains HP equal to 1+Grit. This action cannot be performed if the Balor is Exposed.
Oh so it just needs to damage once
🤔
Yeah that reduces swinginess of enemy comp too
yup
Does it really need the exposed shutoff? I can't quite see what it's doing there
max heal is 7 at LL12, 6 at LL9, 4 at LL6, 3 at LL3
It's an overheating weakness
Regen shuts off normally when stress or structure is taken
trying to leave that level of counterplay
And core would keep regen same?
double regen probably there
Just thinking... Would the standard overshield amount of "4+grit" be too much... Probably
2+grit I could also see
6 regen at ll3, 8 at ll6, 14 at ll12 which is still less than half
the standard overshield amount is... oooof
a lot
I've never actually played with one so I don't know 😛
It's more that we gotta look at overshield like 1-time armor
like armor can be multiplicative sure
like there's a reason I nerfed Capacitor's OS
But what about on a guy who has no base armour and can actively shred them self?
Coming to the realisation, mass application of OS on NPCs is wild
okay so actually Balor is a pretty great example of Armor But Not Armor
Because if Balor receives 1 attack per round, it's like the Regen was armor equal to that amount
Armour over multiple attacks rather than individual attacks
Assault hits for 6 damage, 3 gets regen'd, effectively 3 armor
if assault barrages, the armor is less valuable
It also doesn't care about AP
so we'll average it out to 1.5 armor ish
guessing that the Balor takes 2 attacks per round
Nothing has... Overshield penetration... That's a thing in xcom sometimes 🤔
Huh...
How have I never thought of that...
Unfortunately I think that's useless because OS is balanced around the concept OS penetration doesn't exist
Unless you count snipers mark or SCL 😛
though tbf I guess you could also look at the regen as just raw HP over 6 rounds. So you take the HP gained over 4-6 rounds, divide by 4 structure (since you aren't gaining HP per structure, just the 1), and get...
3 HP * 4 rounds /4 structure = 3 base HP ish
so Balor would have 15 HP base stat
idk I'm going in circles over this HP stuff
what am I driving at
gonna roll it back real quick
that one horror optional
the whip that nukes your OS
I meant like "deal 2 damage straight to HP, keep overshield"
Succeed SCL and kinda go "ok and" as you still have 6 OS
Regen at LL2 means 13 HP at least (assuming no Hull investment), divided by 4 is 4 HP (roundup)
2+Grit OS is 3 HP, 4+Grit OS is 5 HP, and we're assuming that current Regen is Too High
emperor simply not giving a FUCK
When I said, default OS scaling. I meant it still heals HP just that overshield is standardised to 4HP + grit by default
What if it healed 4+grit ho not regenned 4+grit OS... Sorry if that's what I implied
yeah I'm saying 4 HP + Grit Overshield is too high a standard that's all
Cool ok we are on the same page 😄
(I think that the standard should be more like 2+grit overshield tbqh, if not 1+Grit or just pure Grit)
I think I'm gonna bump the healing during Core Power from 2+Grit to 4+Grit
Rather than 3-8 and 6-16
And like, it can now regen after tanking a structure AND it has +1 HC
Also wacky idea... AP kinetic is good but like... Burn 👉👈
(I'm being greedy)
😭
also feels bad to fight a Pyro
On top of having your heat sent to the moon
Which is probably a greater concern
Greywash and drones are odd how they're not that standardised between kinetic, ap kinetic and burn
Alas, not the balors job to standardise it
kinda want to revise Swarm body slightly, and Whip
Whip I'd just, change it from on-crit to a Save On Hit
or a bonus for consuming lock on
it's a smart whip, lock on feels right
Swarm Body, I kinda liked how Lancers in the Dark made it grow in size and only turn off on movement that wasn't your standard move? but like, it's going from 3-9 damage on a save here
I just don't like how rearguard-coded it is
"here's this dangerous zone but it's not going anywhere, but it'll suck if you get close. Ergo, you never wanna get close"
No movement is just so damn limiting
Movement is key in lancer, even if it's only 1-2 tiles
Since I'm pushing Balor into melee adjacency territory I may just Slow the balor and have it turn off on invol. movement
but reduce damage to 2/4/6
hmmmmmmmmmmmmmmmmmm
wait a fuck
Pathfinder...
Pathfinder 2e has a Sustain effect for certain spells where if you spend an action to sustain them, their area expands
QA, slow + activate, then QA increase size and damage?
yeah
Still turned off on invol?
I'd turn it off on overheat
Mmmmmmm
not sure
Considering it can go to other frames... Up to base speed. Even a burst 1 area of 2-6 damage on a speed 8 frame is kinda bonkers
I think I actually dislike the scaling damage
Have 2 stages, on and empowered. It turns on with activation cost (I forgot if it's QA or prote). Then slow, then empower as a same or different cost, immob until start of next turn and double the damage
So just make it so it scales only once
Swarm Body
2 SP, Unique, Quick Action
After activating this system, you become Slowed and release a Burst 1 swarm. Characters of your choice that start their turn in the area or enter it on their turn must succeed on a Systems save or take 3 kinetic AP. As a quick action on subsequent turns, you may increase the size of the Burst by 1 (to a maximum of Burst 3).
This effect lasts until you overheat or end it as a quick action.
I had a build idea that would probably make you want to go back to working in the Talentless hack
It involves putting this on a balor or Pegasus with iconoclast
Eh, it's not guaranteed damage
Looks neat tho, and by removing damage scaling and having aoe scaling it makes it so you don't feel like you're missing it if you're not using your actions Econ on making the damage greater
Nanobot Whip
Heavy Melee, 2 SP, Smart
[Threat 3][2d6 Kinetic]
On hit: If you consumed Lock On for this attack, pull your target to a free space adjacent to you, or as close as possible.
maybe add an auto-grapple on a crit
let's see though, compared to Kinetic Hammer (another Heavy Melee locked behind a License 3)
KinHam:
Heavy Melee, Reliable 4
[Threat 1][2d6+2 Kinetic]
For a second I thought KinHammer was getting nerfed and just kinda accepted it upfront
is Reliable 4 and +2 base damage worth
Smart, Threat 3, and an on-crit pull
Raleigh, Drake, Blackbeard are the reliable damage licenses for whatever reason
I'm not even touching the 2 SP cost yet
IMO the 2 SP cost of Nanobot should probably match to the On Crit effect
I feel like you could give Nanobot Whip an on hit effect but probably best not to touch that idea
I'm gonna change it to proc on consuming Lock On tbh
Oh no more pull?
yes more pull
Ah okay I misunderstood
God, last time I was playing with a balor in the party I was a swallowtail
So I'm loving the idea of that...
Would giving Nanobot AP put it too over the edge or no? I feel like it could get away with AP but idk how big the threat 3 plays into the power budget
how much damage is AP worth
Threat 3 heavy is pretty big
Like the GMS Heavy Melee does +1 damage
GMS Heavy Melee gets a threat buff from me at least
I’d personally say on average 1.5?
Forgot about that, that’s fair
Lemme compare Heavy Charged Blade and Heavy Melee rq just to see how CRB does it
The worth of AP on a single target heavy weapon is lower than a single person main... I personally think GMS kinetic melee is better than the GMS energy melee but that's a personal thing
GMS Energy Melee is a little below curve IMO as well yeah
but I generally think that way on Melee weapons
that said, Executioner hangs overhead like a sword of Damocles
Yeah ap on a heavy is quite big on a large threat heavy. Because half damage Vs armour is a thing...
Didn't think of that
Low threat AP heavy "oh no, anyway"
High threat ap heavy "OH NO"
the 2 SP is basically paying for the pull, with the increase to threat coming at a minor damage cost. So with the change the SP cost probably balances out fine, but if it were kept a crit effect then it wouldn’t have balanced out appropriately
I’m personally of the opinion 2 SP is too much, as comparing to the “SP weapon in exchange for control effects” weapons as closest points for that, Terashima Blade is a melee that comes with a ludicrous number of admittedly kinda niche riders, and Gilgamesh’s Legion Nexus gets a whole drone system that doesn’t require continuous fire to make use of
okay pic 1 is KinHam vs an Ace statblock. Pic 2 is Nanobot vs Ace (smart accounted for)
So like I’m not saying add AP but I still feel 2 SP is a bit much.
If I change the damage on Nanobot to 2d6+2, it hits the same average as KinHam, vs. Ace at least
So I guess it’s a matter of “would you be willing to put KinHammer level damage on a license that can actually use it?”
Ye olde classic "too much variance with damage that's only dice"
I'd be willing to give it 2d6+1 I think
When you attack with only damage die:
Attack 1: 11 damage on hit 🤩
Attack 2: 1 damage crit (accounting for armour) 💀
I'm playing a crossbow ranger so this is very real to me yeah
1d10+1d8 (no additional modifiers for dex)
What about accurate?
I personally don’t know if a 2 SP tax is an interesting consequence for Balor, but “buffing benefits vs reducing costs” is a matter of opinion so if the goal is to just make the 2 SP cost worth it then yeah adding +1 damage makes sense
AP would be neat but there’s just too much variance at that point.
Aye fair
I'm trying to think of whats the difference between free guns and gandiva/smart gun...
Yeah I’d be more in favor of just keeping it as a “controller-y” weapon that’s slightly easier to use.
After seeing terrashima for the first time, terrashima basically just feels like a 2sp system on top of a sword
You can equip a terrashima and never use it for attacks
Well comparing Gandiva and Smartgun, aside from Damage Types and Weapon Types, Gandiva’s average is 7 as opposed to Smartgun’s 4, and it costs a Heavy Mount but 1 less SP.
That’s kinda it
Gandiva should be 2 SP with its seeking tbf
I HATE SEEKING I HATE SEEKING I HATE SEEKING I HATE SEEKING
I'm being called out here lol
No that's me, I'm not mocking anyone here
I could say why but I'm probably preaching to the qu... Quie... Quior... Crowd that sings
Yanked out of lurking
wait based???
closer to yanked out of a fugue state trying to get a foundry module manifest to link properly
choir
silksong reference?
Balor tweaks live
I might go back in and tweak Nanocomp to require Target be in the danger zone though
Like explicitly
Since my player side house rules lacks Heat Seeking
Wait, is the damage a protocol?
Which
Or is it when a character starts their turn adjacent or grappled?
Protocol
Ok cool, I don't think it's clear in the doc... Or I'm silly
I’ll check
okay yeah you're right I missed the Protocol line
I'll add it to the docs
You guys keep having interesting discussions when I'm busy, it's almost like we're on different timezones or something !
anyways, I generally agree with the conclusions you all came to here, I just have one little thing to add :
I keep having interesting discussions because I was locked in a car for hours and had nothing better to do, motion sickness be damned
That "standard" you are referring to, while yea pretty established, also happens to be all on limited stuff, with the exception of the WW brace, but that one comes with base game brace which is hella punishing. The two non-limited OS options that come to mind are Dominion's breadth and Invigorate, and both of those are flat values (with rider effects and all, but you get my point).
Essentially if you make the 4+grit options just +grit they all become entirely and unsalvageably worthless, might as well use Breadth or Invigorate. +3 is probably fine, maybe +2 if you really hate them that much, but lower and they'd start feeling not worth the [3SP on a limited system you'd have to use even more times now].
Honestly I'd rather see them go to limited 2 or 1 than lowered OS
1 feels really rough if they stay at 3SP, but at least it's usable.
The other thing that uses 4+grit that isn't limited is emperor base OS
Yeah but taking its hp into account it's just equivalent to a 6hp frame with extra steps
since it adds grit to its OS instead of hp.
"I want to play emperor"
"We have an emperor at home"
Balor with veil rifle
Finally, the balor license as a whole being interesting, worth it and not entierly game-breaking.
Puts a tear to my eye.
needs testing but that's the hope lol
the only thing I'm sad about is hive drone banished to rank 2 but sacrifices have to be made, it is what it is
Hive drone good
enjoy your Rank 1 Swarm/Hive Seeking Smart burn nexus as consolation
I love stealing my allies hive drone
You cannot imagine how much I would have loved this when I was discovering the game.
I will, very much so.
to beginner me, swarm/hive was like the coolest weapon ever
Makes a good ll1 dip for a ghengis ghengis dip you care more about burn than CQBs
Swarm/Hive Toku 🤔
correct
Which puts annihilator in an awkward spot but hey ho
you get the range bonus though
Tru
Range 5->8 is pretty good
Also Ghengises Mk1 eating good. Slap some WA2 on it and we gamin'
You could also just make Nanocomp 3 SP lmao
I was joking but like Paracausal is 4 SP so it's only fair
Bypassing game mechanics should be expensive
the real question is "where should the cost be paid"
frankly, I think there tends to be an overemphasis on the build phase
splitting things up, moving things around, and making things cost more SP/mounts/etc
this does not help when the build is assembled and proceeding to wreck face
Lancer's "class levels" are very shallow, this isn't like D&D where the Wizard's 9th level spells are gated behind 17 levels
if you want to grab something, chances are that you can eventually
Yeah the gap between theory and practice when it comes to builds has gotten a bit narrow, mainly due to just more knowledge but also Lancer removes a few of the typical obstacles when it comes to increasing that gap
like, LL6 is commonly considered full build. Mostly because you can't really fit more stuff on the mech besides CBs past that point
if builds have basically everything they need/can fit by LL6 in a 12 LL game... yeah. Moving stuff around will only get you so far
that 3 SP will be affordable with 1 more point of grit
I have a fair few builds that just... don't until LL7 or 8, but yeah between LL6 and LL9 is where every build ends up being done. anything past is just stat increases basically
Disadvantages of a horizontal growth based game I suppose
On the plus side you get to play the game at its ideal state in the middle of the level curve, which is pretty handy
i like how i come to mind when you think of "balor", apparently
lmao
listen I just remember how your Balor was causing you troubles lol
i've had a lot of encounters with balor which ended up with my having to think as a GM, yeah
though ... I will say in retrospect, that probably wasn't a bad thing. I obviously have my thoughts, but I don't think any of my struggles felt problematic so much as I felt like I was continually learning alongside said player
we were in an arms race and it led to a much deeper understanding of what goes into and comes out of a Balor
all the same though, you're more than welcome to just ping me out of nowhere and ask stuff if it comes up
i can share my own thoughts and experience freely
I eventually got carried away and made my whole revision lol
but legit I'd love to hear where you're currently at on Balor thoughts
This is where I'm basically at atm: https://github.com/msprijatelj/valk-lancer-houserules/blob/main/DOCUMENTATION.md#horus-balor
I'd definitely have to try piece things together, but I do think overall my Balor experiences have ... not actually been awful
to the point I imagine anything I throw at you might be very different to your ideal and vision (even if we share some potential opinions on some factors)
I can probably start though, funny enough, not on the Balor itself but rather what my player did with a Balor
I had (outside of a oneshot, which I will also bring up) about 6 full scenes of wrangling with a Balor over two consecutive Missions at about LL6-7, so pretty far along as builds go.
The first rendition of the build was a dumb-simple Balor Sehkmet with basically very few frills. Reinforced Frame, Thinking Tomorrow's Thought, and go; The only catch, ultimately, was that the player had an Exotic which allow them to "focus" Sehkmet after the first scene, chasing down a single individual instead of the closest but being unable to change target otherwise.
This went more or less as you'd expect. Balor would launch itself into the fray using it's 4 Agility pizzazz to Speed 5 all of the place and serve well as the "battering ram" to any encounter, beelining towards whatever looked like the densest ball of enemies and fixing them in place while the allied team fell in behind. That fit largely with the objectives, all of which were offensively oriented.
In the first scene, I managed to get off a Hacker Engineer Expose which opened up a lot of punishment, because y'know, no Heat Cap. I'm certain I managed to do the same on the 3rd too, as what I was met with in the mission following was ... interesting.
What once was a "dumb as bricks" Balor had been transmuted into a "dumb as a radiator" Balor; Spaceborne 2, Open Door, Heatfall Coolant System, Swarm Body. Explosive Vents. Ferrous Lash. Flash Anchor. Magnetic Cannon and Nanobot Whip. The player looked me in the eye, saw my bullshit, and went alright. Bet. Rolled up with a 5/2/0/2 spread and we duked it out. Even without the infamous "+5 HP" from IPS-N's Reinforced Frame, I was contending with 28 HP.
At first I was just shocked. What had been given to me was basically a Balor that did not care in the slightest about most anti-Balor tech; Game plan was, quite simply, to walk up, Overcharge, Stabilize, Explosive Vent. If I hacked or engaged with Heat in any way, then they would forgo the Overcharge to just Stabilize up front. If I tried to relocate or force the Balor away to prevent Vent/Swam Body/Scouring Swarm, actually no I would just either make it move more where it wants or it just would tell me "no". If I tried to back away, it had 3 seperate Save types that could then reel me back in. First Scene, it soaked over 100 damage without Structuring /once/, without using Core.
Scene two I got more competitive, and decided to put the entire team under a lot more pressure. Using your Control rules, I did succeed that - it was a knock-down drag-out brawl and even with the extra Speed I was able to get some headway in challenging the Balor by forcing split attention and otherwise using long-range focus fire and plentiful map hazards. It was here that a forced a Core Power use, as it became clear it couldn't just sit back and camp one point because I was then thrashing the rest of the team while ignoring it, and it had to get into the fray.
The final scene of the mission - and module - did not have such significant highlights, seeing I got into the rhythm of how to deal with a Balor (which frankly after a point was mostly Burn, ironically) but it did once again prove it's mettle by being able to dive my Artillery and backline uncontested due to the ignorance of forced movement and otherwise Blender Things with the combination of Scouring Swarm and Explosive Vent
I do not think I ever expected to have to fight such a monster, but, I did. And in the end ... I don't even think it felt that oppressive which is maybe the weirdest part?
The problem, if anything, was that it was very novel, and specifically that build forced me to reconcile the most with "what makes the Balor, Balor" by removing all the tools by which you might "cheese" out a Balor otherwise - no Heat, no forced movement, only brawl.
So, with that encounter in mind, my thoughts could be probably summed as such:
I think the biggest deciding factor for Balor is that Regeneration - as it is currently - is both extremely signature and extremely vital, but in terms of "frames a GM has to play in mind of" is probably one of the ones they have to shore up the most of
That isn't to say that the Balor has ever felt overbearing, or overtuned, or anything of that description: its just that how a Balor works isn't very frametypical and requires a unique pattern of attention and engagement, which, frankly, feeds into the fact it is a Defender very well
I know you had worries about Regeneration being range agnostic and how that encourages long-range Balor nonsense (and I do agree Sniper Balor is just weird) but in my experience I felt it is also a necessary component of allowing a more typical Balor wriggle room in how it contests things. If you can just eat damage from Artillery while sitting on a control point, cool, fine by the Balor.
So the most polarising thing in the end isn't 'when' or 'what' so much as 'how much' - 1/4 HP I actually think is reasonable ... if you realise how much 1/4 HP is. HP can be ticked up through so many sources (theres a System, Core Bonus, and Grit even if you ignore Hull) so getting to 30 HP is not tricky. 12 HP gives you 3 Regen up front; 30 gives you 8, which is enough to eat one NPC turn worth of Skirmish. Often this means it forces the attention of one-other NPC to challenge it ... which for a frame designed to be an attention sponge, yeah, that works wonders for the design.
The problem is that 1/2 HP on the Core Active, which throws all that out the window. Suddenly you now need 3 NPC Skirmishes to do anything, which ends up being too much. Even without being able to Brace, in most of my experiences - both these scenes and the oneshot - a Core Active Balor can soak ... apocalyptic amounts of damage and still live.
I will otherwise say looking at the changes here, that I do see the idea behind them even if I largely do not agree with them: I think trying to smooth out the curve for Regeneration this way ( 2+Grit, funny enough, is very similar to the 3 start, 8 end point I described) is admirable even if it hurts the early game potential of a Balor more (in exchange for more stats mind, which I do think makes for a more generous overall experience, agreeably.
But I do not feel I would tie it and Scouring Swarm together even on a significantly faster mech, because Balor /isn't/ a wrecking ball. It can be one, with the right build. but it can also just as easily be a Demolisher that digs in its heels on a point and goes "come get me." This is only reinforced by, well, Swarm Body being Swarm Body, frankly and Nanobot whip being Nanobot whip; the license /itself/ implies a method of "stand still and zone the fuck out of people"
I think Regeneration being range-agnostic is more vital than Balor needing to cross the battlescape in two seconds, even if it is decidedly meant to be a shorter-range mech, and it was very much that second Balor design my player brought that kind of highlighted that. It is a point brawler, ward and roaming hazard, not a diver or duelist
buuut again, I do understand wanting to avoid the whole "nanocomp sniper Balor" because that is the biggest departure and otherwise there is very little the encourage, well, playing Balor as Balor. But I don't think dangling Regeneration is the way to achieve that
Either way: I think that is largely my summary on Balor. I looked at some of the license changes like Swarm Body being Slowed and think "Yeah thats fine still" but still hold my opinion otherwise on Balor being a slower-paced mech, with everything reflecting that, by design
If I were to try and wrangle the Balor personally, it would be one of the core elements I would strive to maintain, over just trying to turn it into (at the risk of being slightly mean, though I don't mean it that way) just another melee mech
(oh, last point, but I do otherwise agree with points before that HP regen being HP is both deliberate and vital for the Balor too, as a identity thing, so I'm glad that was kept over switching to OS which is a thing I see argued for a lot but usually find no basis or reason for)
got it, understood then. thank you for sharing your experiences with it! I'm gonna leave what I have for now, but I'll be considering what you've said here and may rein in my changes later
Hmmm, I think the balor isn't as extreme as it... But I did think about the concern of, whilst streamlining a mech. Watering it down to a shadow of it's prior self...
Like, atlas... Hell naw that shit was rad as hell
Atlas got buffed watchu talkin’ about?
Yeah ik
I mean as in when I saw the reworked atlas it was rad as hell
But as I mentioned in the Caliban in my playtest... I don't recall it using much of it's Caliban abilities. It was faster but... It didn't do much Caliban ing... It never followed through and only knocked the ultra into an object once... Then again that could just be the dd288 Caliban playstyle
yeah no idk. I do think that Reconus's experience indicates that with the right build, Balor can be a completely acceptable monster
Emphasis on “acceptable” or “monster”?
I never doubted it couldn't. But it's a hefty investment if that's the "only" way to make it an "acceptable monster"
monster (appreciative)
this is where I'm at
To me it sounds like Reconus dealt with a Balor that maximized it’s traditional strengths and minimized its traditional weakness in order to force the GM to deal with its gimmick head on rather than circumvent it, and the result was “it was fun, difficult, but reasonable to push past”
smooth out the stats so it can threaten without having traps to avoid
"With these talents and these licences and these systems. It can finally do pretty damn well at what it was made to do" (exaggeration ofc but still)
So, to make it clear what my approach to Balor is: https://www.dndbeyond.com/monsters/5194911-balor
Maybe I’m approaching it too much like an NPC, sure
Your balor rework makes me imagine I'm getting a monstrous unit in total war Warhammer to bumrush some shitty humans with pikes
When I envision Balor, I am envisioning an aggressive, resilient maelstrom of fire and hatred
granted, this is kind of just how i play caliban ngl
even when i have infinite pursue prey, i think i can count on one hand when i did use it
i just prefer knock away and then punish for getting back
I mean, I thought of it and went "wait, having your main source of knockback from a super super heavy weapon would do that"
maybe we need another sample size because idk if that's the "correct" way to play the frame tbh
I 100% view Balor as wanting to be a Vanguard over a rearguard though I definitely understand that those two roles’ tools overlap based on context
Even if I take the tack of “okay this is Lancer it’s not supposed to be a dnd balor” and look at it more like, say, a regenerating troll, I still think it wants to get in there and cause a ruckus more so than simply hold ground
But, this is my role-focused design speaking
I think my view (boiling down my massive block) is I've seen both roles played very well and as a result I'm more trusting of letting a player choose which to pursue than pigeonholing it into one or the other
turns out, becoming a singularity event that forces all enemies to engage or lose an objective is as effective at causing a ruckus as simply diving onto a point
Understood then
It's why I actually do like the idea and angle you took of divorcing the regen from scaling based on HP directly - it frees up opportunities for HASE investment that isn't just "pump Hull first, because duh"
because yeah, Balor is in a weird spot otherwise
Yeah, maybe the regen trait with modified scaling is fine on its own even
I don't think low Evasion is bad for what is a sponge but the low Heat Cap and Speed can hurt if you want to be more aggressive
and ultimately you end up having to pick and choose, especially early on
and more often than not frankly you just want Hull early because NPC damage doesn't spike until ... LL4 is it? anyway
so reap the reward while you can
Ll5 is tier 2, unless your GM sprinkles it in
yeah, I forget if its 4 or 5 often
which really reinforces the deal in the case
8/turn regen is something tier 2 can contend with but tier 1 will feel a lot more in terms of impact
If I had to pick at specifics: I think the modified scaling with maybe +1 in HC and Evasion is going to be enough to get the ball rolling maybe and "open up" Balor a lot more. Speed 5 is pushing it hard in a way I don't think is necessary, but I could see Speed 4 as an argument (vs Tortuga which, while also short range, has less "adjacency" effects than Balor)
its really a case of getting the base frame in at a nice point to springboard off of in terms of built potential instead of, as Valk pointed, more or less playing catch up (which frankly is an issue I find with a fair few frames at this stage, mostly the You Know Who's) with weaknesses constantly
but thats me rambling more into the territory of "some of the lows for mechs are way too low, in general"
There's "a mech can be weak in something in exchange for big gains elsewhere" and then there's Blackbeard
"you have no e-defence so any hack sticks. also you have 4 heat cap so if you even think about using a GMS shield then all it takes is two of them to overheat you. also you explode because your reactor sucks and you get difficulty to engineering and exposed invalidates any HP you have anyway"
its a runaway train of effects
which has fed into my thoughts of wanting to make Exposed ... less, that? but also just "yeah maybe combining the lowest E-def with the lowest Heat cap was a bit much"
I think if anyone made a mech with 6 HP and 6 Evasion, everyone would rightly call it out as miserable
its 100% because NPC invades just are kind of squirreled away or arbitrary sequested, I feel
which means that the combination feels more "acceptable" because invades are more "rare"
(which is a fib, but yeah)
that then obviously feeds into the issue of "it feels mean as a gm to throw invades out of nowhere despite the fact its literally a base skill?????"
its all interconnected, turns out!
and i've had to think about it constantly for that reason!
I may give BB a little stat pass at some point
Because it’s on the low end too for what it is, from my spreadsheet
me being "mean" is what led to the evolutionary conditions that created the horrifying genghis balor to begin with so like, yeah
it all circles back
and while it WAS good to experience I do think back and go "I wish that build was something the play felt was fun to, rather than something they felt they suddenly had to do"
not that the player didn't have fun, they did. they took it as an ernest challenge and it caught me off guard
was a good arms race
buuuut ... yeah
Yeah absolutely
give players some wriggle room, pls
no more extremely high-low disasters waiting to happen
(white witch this means you too)
Yeah I went after its armor stacking too
its a mech I've wanted to look at for some time
because I do like it (admittedly, biased, I love armor as a mechanic) but god damn
I like Maria’s take though I haven’t tried it yet
But basically it uses Overshield instead of Armor, and I think it makes decent sense
It makes some, yeah, even if I'm not 100% on board with it
I think my preliminary thoughts were leaning more into the Armor aspect from a defender perspective, i.e, actually leveraging it as a means to reduce damage to allies rather than purely for self sustain
I’ll say that simply dropping the armor cap to 3 and 6 has worked very well in playtesting
I dunno if you were there for my rambles, but I played also with inbuilt "rollover" mechanic based on the core active
which feels more in line with stuff like Black Ice and such
but again, nothing serious in terms of examination
brain has been far too busy for that. too many other projects 😔
can't keep reworking existing content when I got a field guide to push out and also squad kits to ponder more on
Big mood yeah lol
Seeing Valk talk about the problems of the balor and going along with all of the issues and getting sweet talked over. Then hearing reconus raise valid points on why it shouldn't be pigeon holed into a specific play style then reminding me critical thinking exists and sometimes I should exercise independent thought
😔
Yeah no come to your own conclusions
I guarantee there will be moments I’m full of shit
Hold me accountable
I’m not a Lancer guru, just opinionated and know enough to be dangerous
I, for one, know where I agree with you, where I think you're going too far, and where I know my players won't agree enough (so I'll have to compromise)
(But I also just Turn Brain Off sometimes. Oops.)
I feel like Balor could be freed from a lot of Hull obligations just by making the regen like 3+grit/turn. I feel like being able to shrug off a whole striker attack at baseline would be a bit much, but being able to say "hey stray bullets won't really do anything" feels like more of a core part of Balor's identity to me than being a melee threat
if that isn't a mood lmao
(Scrolled farther up and saw 2+grit suggested but I had already typed enough out that I didn't want to stop the train of thought lmao)
doing my best to not come of as though any of my thoughts, experiences or opinions are gospel and failing
"scaling is the devil", etc etc
For the balor, I think my brain went "this is an improvement to what I perceived before for the reasons you stated. So I can excuse the things I'd like to criticise without because it's better than the alternative"
Unfortunately, I am also not a lancer guru... So therefore I feel like I might have opinions™ that might not be good ones
Unfortunately there's a decent number of hills I won't die on
Also Tortuga has 15 sensors so it can actually operate at a longer range more effectively
The fact that White Witch gets unprecedented armor, brace Overshield, and resistance feels really excessive tbh. I’d almost be inclined to give it the CRB Balor treatment and have structure damage or overheat reset the armor but that’s not exactly the same camp
I mean yeah I question whether WW needs Harden when it has everything else
I feel like having a way to “spend armor” would be neat, which is kinda what Reconus mentioned about having the rollover mechanic always be active
Despite how unfairly tanky White Witch is I do think 6 armor is extremely iconic+fun and could work somehow
Harden in my read is very much the "bandaid" of the mech - it exists because otherwise fighting against AP/Burn/Heat would be miserable. It's a safety net
buuuut ... it could just have been made to not be miserable to begin with, honestly
once again in the "is 6 e-def + 4 heat cap necessary" camp
one of my initial ideas otherwise was making Harden key directly into Ferroreactive and instead give you an extra Armor pip and still applying half Armor even if you're shredded or something; Nowadays I'm more of the mind to remove Harden entirely and instead make Rooted be "resistance to Kinetic and AP damage" to bring that more to the forefront
That’s what Kinetic Resistance and also being a mech with stats is for
I'd believe that if it actually was a mech with stats, but it really isn't
not in practice
It’s RepCap and Agility are pretty good tho, and while 7 HP is a good portion below average a good portion of the White Witch gameplan is find a way to survive the couple hits it takes to build up Ferroactive Armor
It’s Heat Cap + E-Def being low is not great tho, admittedly, and if you removed Harden I’d probably bring one of those up to average
Actually how is WW in practice? I’m curious because that Balor report was fascinating
But yeah while being focused down by the likes of a Sniper or Avenger is pretty not good, Rooted does go a long way to mitigate the hurt those could lay down. Meanwhile for the likes of Pyros and Hives, I feel Drake or Tortuga would not fare much better than a White Witch in that regard and that’s okay- Defenders don’t inherently defend against everything.
a Sitrep being pure AP is miserable, yes, but rare and White Witch isn’t the only Defender burdened with dealing with that
White Witch is a lot more simple honestly, both because I've had less raw experience than "7-8 scenes of balor madness": It's way too good. Until it isn't, in which case I genuinely felt the worst I've been in all my GM experience because it was earnestly kind of sad. The problem is the fact the entire frame is so polarizing and uncompromising, which is why it has so many layers of bullshit - if it didn't, it simply would not work. It is a frame carried through by sheer spite, and not in the good way.
It's Agility is Okay for what is otherwise a Size 1/2 pretending to be a Size 2, is my take, and otherwise having the typical weakness of "begging someone to figure out the Invade button"
otherwise though, thats kind of the problem: out the box, you're getting an Atlas-tier statline that has the ability to regain Structure during a rest at least. Otherwise, you have to rely on not one, not two, but three traits to even give it a chance at doing what it needs to be doing.
Rooted is cool, but problem: It's on a high speed mech that wants to be close to allies ... and close to enemies. Turns out, you need to move a lot, so Immobilizing as a protocol isn't something you want to do
Harden is there so that if something AP or Burn shows up, you don't die. Still explode to Heat though.
And Ferroreactive, as mentioned, has no counter besides bringing AP or something ... at which point the frame is now actually kind of undertuned, when you look at what it has to defend itself with otherwise. It's not even a problem with "the entire encounter being AP" so much as one source of AP is enough to drag a White Witch through the mud
It is a frame my player found frustrating, and a frame that I frankly felt bad fighting
more importantly though: it just didn't feel like a Defender, after a point. Because the defensive tools are very minimal (in the frame itself, that is). It's all selfish endurance, to the point it became a problem that had to be fixed (with the addition of Fluid Burst, which is cute, but not enough still to make me go "yeah, defender")
You know I was gonna say more but no this is very reasonable
I’m still of the opinion that Ferroactive giving 6 armor is too iconic to me to be axed, but yeah WW needs some additional protection beyond that and its baseline stats are not good
I do think WW’s license does a lot to amend these issues- almost too much.
The first rank gives immobilizes that can potentially last purely off your turn, the second rank redirects fire towards you so you can actually be a defender and get guarantees from Ferroactive, and the 3rd rank gives a way to punish taking damage OR mitigate it.
The License is really solid, yeah, no notes. The frame itself though has always been ... awkward, cumbersome, stumbling its way forward on principles that are frankly not very sound to begin with and it shows in play
Turns out, no, you can't balance a frame for being between 0 and 6 permanent armor without it feeling awful at one end of the scale and too much at the other. It's not like other frames that can balance around having 3 Armor out the box
You mentioned keeping the “overflow armor” mechanic always active- did it do anything else beyond “maxing out armor resets the armor”?
Yeah no I’ve run for a revised version of WW with a buttload of burn + AP a few times and Harden was basically the one thing keeping it standing
Out of every mech in the game, White Witch is the one I'd call the most binary, even more so than Atlas (which often is the one people point at)
Every time it reset, you could give an ally 1 Armor, was what I noted down
It was part of an experiment to lean more into, well, being a defender, and an armor oriented one at that
I'm not 100% on the idea but it was something worth thinking on
I’m feeling good about my Atlas revision; lot more stats, and jockey synergizes more with its kit than grapple ever did
because I do agree the Armor is signature
but I don't think WW uses it at all to its full potential, or even in the correct way
I kinda like the idea of “at will” expending the armor like a resource, but I’m not sure there’s really an effect that would make it worth it to do
This is the biggest thing for me that had me consider making a straight up WW alt
but either way, yeah, thats largely my observation of White Witch in total
It really seems like it’d be a potent Area or Ally defender is the weird thing too- every tool in its kit makes it seem like they’re specifically for playing a role in a defender playstyle
WW license is like 90% tank, with the one exception being its spike barrier
I fail to see how that differs from the likes of Drake to be fair
(And Black Witch/Orchis to a lesser degree)
Drake has Guardian and Fortress Protocol and all its defensive tools require allies to camp around it
I meant the Spike Barrier specifically but yeah
There’s a lot of other stuff going on and I’m aware of that
WW has enough speed to get where it needs to gum up the works and start issuing catch-22s
And Camus’s Razor has enough range for it to stay flexible
And Sympathetic Shield takes range out of the equation entirely, at least after the initial activation
But yeah at this point I’d say that white witch should be able to throw globs of armor at buddies
Like, that’s what the Fluid Burst should be imo
WW loses 1 armor buddy gains 1 armor
Armor pack does exist tru
But if the main issue is “swinginess” then any substantial changes would probably involve transferring trait budget to stat budget
So one sec
ultimately, yeah. White Witch is trait bloated to hell and its entirely because the fundemental of "scaling armor" is inherently flawed, frankly
The thing is that like, when I check my spreadsheet, WW actually has just under the average of Everest’s stats
The 6 speed probably does a lot there, which even considering what White Witch is is a bit much
Some obvious things could be pulled, like docking 1 speed to give it 2 Edef back (and maybe a Heat?)
One of those should be below average but not both probably
Trait wise I’d just start cutting and refining
HP is cheap so yeah it could get that instead of heat
(Maybe 9 who knows)
I am definitely - personally - at a point where I actually do not know what I'd want a WW to do, mainly because I may don't know what a WW wants to necessarily do
I would like the armor-defender to play more with, using armor. to defend. but thats about it
Fluid Burst is inherently just a way to trigger HoG 3 and rack up Ferro Armor is just something worth considering- reducing damage by 1 is very trivial so it’s not an actual defensive tool, it’s a threat
Yeah no I’d lean into that, and exclusively that tbh
I mean yeah Fluid Burst was LITERALLY added because of Ferroreactive
it originally did not have it and basically meant that "if you don't take Camus you don't exist, as a frame"
which was even more miserable than current WW
That would entail removing Rooted, yes? I would say it goes a good way to negating AP but the only NPCs that deal AP Kinetic inherently are Sniper, Leech, and Avenger
your mech has 4 SP base now, good luck