#The NPC Rebake Project and NPC Tinkering Power Zone (NO MULTIATTACKERS ALLOWED)
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I obviously don't expect people to slam-pick "5 damage" every time
my take on the selection is that options like self-damage and losing action econ exist to be situational picks that the GM may choose when they have a plan for that turn which relies on not having their accuracy fucked with, or a plan that only needs the one quick action to make use of, things like that
the self damage i did find have an...interesting utilty
Also: certain ultras may not care about Impaired period, if you make an Ultra Support with purely passive/non attack-save stuff, it could be perma-Impaired forever and it wouldn't really matter
berserker ultra i did on a test game used the self damage to proc aggression
And an Ultra Aegis is just immune
it's an interesting combo
Ultra RPV is an outlier and should not have been counted
but in that case, the "worst case scenario" is that ultra fundamentally isn't much different from a CRB ultra
That, and Superior Construction still prompts multiple costs, so in that case it won’t never not come up
Oh that’s neat!
I think that without Impaired being one of the choices that debuff clearing WOULD be much more prone to "death spiraling" the ultra out
My not having yet played with playtests yet so take it with a grain of salt opinion of ultras, I won't be surprised if ultras are slightly less potent than before which TBH is fine and can be made up with the rest of the enemy composition. And probably mostly will struggle in preset/pre-written encounters. Where if you're using a homebrew variant you could just juice the opfor up a tad
likewise, I didn't want to make heat a baseline choice for that because I feel like it would result in a lot more heatgunning focus
Oh I have no doubt
like
a lot of the revised ultra is objectively a downgrade in terms of raw power
i kinda might suggest wanting the ultra unable to choose the impaired option if they're like...iperma impaired as with RPV's but I don't think it's a huge deal.
going from free condition clear to condition clear as a cost, losing access to immunities, specific tweaks like short-cycle lance, etc
all of that stuff is fundamentally and inescapably a downgrade in terms of "power"
its less powerful but also less swingy imo
It's less BS most importantly
I should note that my intent isn't really "ultras need a nerf!" so much as "this stuff is not interesting"
but making things more interesting in this way does often mean you don't get to have that level of flat, raw power anymore
Make it less BS
theres more interaction yeah
also fundamentally, the purpose of an NPC in a tactical game is to get killed
Yeah I like the approach of repairs being the heat cost thing rather than Juggernaut- still allows players to attack the whole stat block, and plays with Heat being the Action Economy stat. The penalty of the repair aspect of CRB Juggernaut was always losing a turn with the equipment, so it plays into the niche better
as long as revised ultras aren't folding like cheap paper I'm okay with it, and especially because Ultras are not meant to be raid bosses, which I mention in the designer notes
that hasn't changed, ultras still need support to be part of an effective comp
They should fold like expensive paper lol
I do like that this makes ultra support class npcs have a little more punch
into a little paper crane, even!
i feel like ultras are less centralizing now but i still feel like they can be A LOT of features, idk if that was something u cared about a lot or not tho
Ultras are a lot of stuff in one, but I don't think there's a good way to do them that doesn't involve that
fair enough
That, and it allows you to do the reverse strategy of giving a non-DPR Ultra Class NPC some DPR traits. Cross classing roles like that to alter the NPC’s playstyle is a fav of mine
maybe there is, but I think "this NPC is quasi on par with PCs and has to carry that much weight" inevitably means you have to have a lot of shit crammed into them
stress, structure, rules to not get hard CC'd to oblivion, action econ, etc
its just a lot of mini things ime
my take on NPC complexity is the same as it is for PC complexity (i.e. this Hydra has a million moving parts) which is "you made the sandwich"
like sure +3 structure, juggernaut
but the +1d6 on crits has always felt like "blegh"
That’s something I hadn’t thought about keeping an eye on, but now that you mention it I agree- that’s probably worth keeping track of and seeing if it should stay. In general- base or optional
So I considered making Deadly an optional, but I decided not to simply for the reason of "I didn't want it to cost an Ultra optional pick"
I didn't want to cut it, either
Without Extra Deadly, multi-attacks, etc all floating around, I think that having it as a default trait shouldn't push things too far out of bounds, and that being said I think it's fine for it to remain a default trait
If I manage to play with a Rebake Ultra before publication (so… two missions from now), I’m still gonna keep an eye on that, see and ask how it feels
compressing how much damage Deadly adds(1d3 or 1d3+1) could also help if it needed a touch.
I'm not a fan of d3 stuff for bonus damage tbh
I use it sparingly
and for the rebake stuff, I tend to just default to 1d6 for bonus damage values across the board (see Retribution)
the one place I really break from this is with the grunts where I use a much more bounded flat value for the striker-type
and artillery-type
I do find it odd how the GM NPC running side says "Don't roll damage for NPCs, it's fixed values" and then see abilities to ask to roll for damage
I dunno how much of a difference said abilities would be if it was fixed damage values like 3/4/5, but TBH I think it makes such a small difference anyway
The lessened predictability is, imo, a deliberate element of that
Understandable
Ultras are player analogs, which means they ignore the rules sometimes (comedy)
Ronins have been breaking the rules since release
I look at it less as "this is to show them breaking the rules" and more for it to be a thing that players can't simply rely on mathing out as cleanly
the bonus damage is dangerous in that it's less of a given, set value
It’s meant to scare Pegasus players (joke)
This is its strenngth but also its weakness
Nothing is as terrifying as a Ronin that deals 12 damage out of nowhere, but also struggles with a mere 7
I mean that’s why Deadly is kinda just there rather than giving a lot of power
Even with the CRB Ultra, Deadly wasn’t really a massive part of its power budget
yeah basically
and with the shaving down of a lot of other random variance spikes (multi-attacks mainly, Extra Deadly, etc, clarifying that "deals double damage" won't double bonus damage, etc) I feel like Deadly is fine to just be a default ultra trait
You could argue that the intent of the rebake Ultra template is to be compatible with the CRB and Rebake NPCs, but that feels like being pedantic at that point
Base Ultra still has Deadly after all
oh, and the other thing to test would obviously be the new additions, if anyone is interested
like the new ultra weapons, systems, etc
"does this suck or not"
Hm, small curiosity: any reason behind the removal of High Impact Rounds on Assault? I personally liked the ability to turn the HMG into a loading weapon due to how rare loading is for NPCs, and with the changes to the Assault’s HMG the benefits of the Feature seemed more fair
mainly it just felt like an optional that existed to exist
like yeah the dynamic is somewhat of an interesting one turning a repeatable attack into a loading attack, BUT also it's part and parcel of the CRB assault being just sort of There design-wise
of the generic optionals, I feel Rank Discipline is the better pick
nothing about a cover check NPC feels like it needs or wants a "turn this gun into a loading weapon" optional
Imo it gives the Assault a better way to “exploit opportunities”. It won’t always have targets out of cover each turn, so stabilize off turns to reposition (especially after using Hunker Down) plus the ability to make a single shot count when it does have an open shot feels like an interesting dynamic that works better with the rebake than the CRB Assault .
But those could easily be argued to be too potent/too much too, or not really working in practice
As someone who hasn't even run a game of lancer, just looked at the books, this talk is fascinating.
I dunno, I always find discussions of game mechanics very interesting so thank you for making it public.
lancers balacning imo works best when npcs create sorta...combat puzzle boxes if that makes sense?
Yeah I get you, it's like when there are specific ways you can make use of mechanics to get a result of what you want
So you need to kill a target, but a bastion friendly interdiction them, so you need to separate them with a tool that isn't damage
Many ways to go about this
Paracausal damage, knockback, hor_us_1 are just the most common ways to do it
Hell, just having another person do the attacking works too
Ultra Fight was fast - so fast that I gotta run another in the near future to give it another go, but wanted to document for posterity ... Budgeted on the low end I think; party stomped it between lower power, smart objective plays (sent the high-speed Blackbeard and tanky White Witch after objectives), and wickedly Stormtrooper-level Attack + Recharge rolls on my end; lesson learned to be meaner next time, hahaha
Overall, I'm a fan of the changes; Bastion feels much more supportive of and reliant on its allies, Support's speed let it pull off supporting much easier, Assassins worked better with Supports as a tag-team, Sniper felt less violently oppressive, and Ultra, while it lost power, feels more engaging to run and fight against. Juggernaut and Auto-Repair costs seem fine - they're a noticeable nerf, especially with me losing the Sniper's weapon twice, but my party opted for heatgunning to take advantage of Auto-Repair's costs. It's also less immediate overhead, which is always welcome.
The Deets:
Custom sitrep [QA while adjacent to a 3x3 control zone without baddies to clear it, 5 zones]. LL3 players, all good on repairs/HP/structure/stress, casual-ish skill level / very beer-and-pretzels folks:
- Mimic gun/smartgun/integrated nexus/ushabti Pegasus
- TCB/Charged Blade White Witch
- Auxoholic/Hand Cannon Raleigh
- Aux spam/Charged Blade Amber Phantom
- Nanocarbon/double Chain Axe Blackbeard
Opfor:
- Ultra Sniper – Defensive Grapple, Orbital Eye, Shift Sights
- Size 3 Veteran Hive – Flier, Abrade [size 3/Flier for narrative reasons]
- 3 Bastions – Stack Up, Fearless Defender
- 2 Assassins – Spinning Kick
- 2 Supports – Desant Hardpoints
ULTRA: Auto-Repair came in clutch because my poor Sniper lost his weapon twice 😭 Picked Heat both times since I thought I could get away with it (no hackers), but two high rolls spelled doom; with my Structure roll luck (or lack thereof) and a Pankrati charge right next to the Sniper, really felt the loss of free Juggernaut / Auto-Repair. Not in a bad way, though; meant I had to get more creative with positioning to keep dodging potshots. Forgot to use Deadly on two crits, which hurts in retrospect.
SNIPER: Grapple got 1 use thanks to low Recharge rolls, but still helped a ton. Gun and Mark changes were very noticeable - had to rely on Orbital Eye's / Support's Lock-On much more. Encouraged more teamwork between Sniper and its allies; good change! In hindsight, woulda used Moving Target for Assasins
BASTION: Stack Up feels great, as does ally-loaded Launcher. More team-focused! Ferrying buddies around came in clutch, whether they were slower Supports en route to an objective or Assassins chasing players around. Party focused down the Bastions instead of their wards, so no Fearless Defender use 😔
SUPPORT: Did not get to ferry my poor sniper around with Desant Hardpoints, but the additional speed point's a good change; much easier to reposition. Carrying allies made it easier to Ram a player Prone and immediately sicc an Assassin on them
ASSASSIN: So many missed hits, even with Prone and Lock-On. But! With how easy Prone came this fight, the Assassin relied on its buddies to set up combos, rather than purely lone wolfing it.
HIVE: Low rolls, smart PC movement, and a near-immediate Limitless Overcharge -> Exposed -> 34 Kinetic of TCB gave the Hive a short lifespan, but in that lifespan, having one mobile swarm made objective control much easier. Losing a space off Drone Barrage made it less oppressive; players willingly opted for 4 spaces of movement, rather than defaulting to Immobilized like normal [Assassin presence may have had a hand in this choice].
If I've got the time / can strongarm some pals into it, I'd like to run the fight again with meaner optionals on the Sniper (Moving Target and Nova Missiles on the Sniper come to mind, since I spent at least one turn a round Stabilizing when I had that damn Rifle) and see if it changes much -- but, there's the cliffnotes on how tonight's first attempt went
Thanks, I appreciate the writeup and the details
That's a very interesting note re: Drone Barrage and the movement reduction, which I did mainly for parity with Driving Swarm (one being 5 spaces, the other being 4 feels like a thing designed to make GMs forget which is which)
one point of movement making that much of a difference in the PC calculus on whether to take it or not is something I wouldn't necessarily have assumed would be the case
For sure, parity is always welcome — Half of the choice was because Assassins on the field made the PCs wary of Immobilized, due a Bastion or Support ferrying a Heated Blade directly to any Immobilized players, and half because that party’s a buncha devious speed freaks
I also think it's very funny how many people are going "oooh, veterans get limitless" and immediately turning their NPCs into a nuclear football
Guilty as charged lmfao, “just one more tech” calls to me like the green goblin mask
@brisk flax
been testing out the new npc rebakes, using a pyro, hive, witch, and operator. All vets and spec ops, with the operator being a commander. There was another spec op vet and ultra, homebrew classes but rebaked templates. MAp was a corridor-room type place with floor to ceiling walls, so big line of sight cutoffs.
Players were LL7 and all enemies T2. here's impressions from both me and PCs so far:
VETERAN
- HAving innate overcharge is a nobrainer and almost every players find it fitting to be a typical veteran loadout. I find it to be fitting as well.
- For both me and players, not having Acrobat as an option Vet is a big dealbreaker because acrobat does change up a lot and make slower enemies more threatening, which is useful in actually making vets threatening
ULTRA
- HAving the ultra be more punished for weapon breaking is seen as a positive for me and players, as it gives players more survivability rather than just having the Ultra tank every hit
- All found the heavy blade optional overtuned, especially when combined with supreme melee as it means the ultra cna grapple someone, and on the next turn pretty much guarantee a structure via protocol immobilise. I myself found the damage potential at T2 enough of a threat without having to double the damage. Suggestions was to reduce the damage potential (double hit on crit was fine), perhaps protocol to make it a double hit
PYRO
- Pyro having the firebreak shield having some actual fire damage is fun and players find it to make sense as well. They were either risking going through it to get the pyro, or shoving other NPCs into the flames. Overall ran pretty well.
- Some find the change from napalm bomb as a reload weapon to save recharge disappointing since it puts the usage to chance rather than forcing a stabilise on the Pyro, which meant it would have to clear heat and make the heat dump less dangerous
HIVE
- Having the swarm move innately is seen as a no-brainer and expected. the fact the one drone movement optional with the move save is seen as 50/50, as it does give more utility to make hives more menacing but gave grief to the Kidd
- Both players and me disappointed with inability to have more than one razor swarm, with me and players wanting more swarms to be on the field. Players suggested having 2 razors be at least a vet optional as it allows hive to be threatening rather than an easily avoidable mech
- the difficulty on checks by receiving burn, players view it should clear upon clearing burn rather than end of turn, as it feels like something being applied via the burn.
WITCH
- Having the brace clarification was well-received as people oft forget about it, and players found the Danger Zone clause to be a good exception for both it and blur
- Immolate was a 50/50 as some find it unfitting for the witch either due to it being burn rather than heat. Some find the danger zone clause on it to be acceptable
- it's a witch, they targetted it first and it was first to die, as expected
OPERATOR
- Telefrag being a quick means more usage, and the damage boost via shredding is appreciated, as well as the 5 space teleport afterwards
- Players and me find the accuracy/difficulty via teleporting to be fitting
- With lowered sensors and lowered raptor range, players find it to be too much of a striker rather than a mobile artillery, and would prefer it to have a longer range even if with the reduced damage to make it still be an artillery
- really, my main problem is that with the lower ranges, it feels far more striker than artillery. both players and me prefer it to be more artillery than striker in loadout (longer range, sensors)
tldr: Operator feels too much like a striker, Hyperdense Blade is too much damage potential even for high HP armoured players, Hive needs more than one swarm, and Acrobat is reallllly wanted
oh, pyro 2 heat vet skill is fine
so a few things off the bat:
1). Acrobat won't be returning, ever, period. That one's just not gonna happen, I dislike it immensely and have consigned it to the trashbin for that reason
2). Similarly, I will not be up-ranging the Operator. Artillery is largely an arbitrary designation in lancer anyway. Why is the Sherman artillery? Because it has one long range gun in its license? "What role is this NPC" when it comes to artillery versus striker is frankly a pretty meaningless distinction, and the explanation resides within the designer notes for it. "It works fine but it's the wrong role" is not something I'm going to be really concerned with. Longer range artillery is the province of other units
3). I'm also not going to give the Hive more razor swarms, again for reasons outlined in the notes
oh, interactions with spec-ops template:
- overall alright, it's spec ops, and players brought things against invis so they can deal with it well enough
- Shame
- Shame
- Shame
oh well
I mean I've been pretty up front about things like Acrobat
I'm similarly not going to be moved by "I think the Assault should get its reliable damage back" for the same reason
You can always use the non-rebaked versions, they still exist and the rebakes are designed to co-exist with them. Maybe even cross class here and there for your own personal usage
also the rebake NPCs have more allied movement facilitation splashed throughout the roster and many of the slower NPCs have movement stuff in their kits now
Demolishers get one, Pyros get a way to auto-recharge explosive jets, goliaths can overlap terrain, bastions have stack up, scouts have pathfinger, ultras have sidereal realignment, there's probably other stuff I'm missing
Acrobat is frankly dumb
Part of the issue with Acrobat was always that it was too easy a default. It took no special actions, it took no investment. It was just 'Congrats, your NPC has gone from Very Slow to Decently Fast'
"this trait gives you up to 6 extra no-cost movement per turn, plus more on off-turn boosts" is massively flattening
There’s also Overcharge Boost from Veteran- it sinks actions but that’s what that’s there for
Re: the hyperdense blade, that's something worth noting and I'll look at that. I am admittedly to hear that "7 damage on this attack at Tier 2 is sufficiently threatening on its own," though I suppose that's taking the barrage into account. If I do remove the double damage clause, I'm not sure I'll lower the damage on top of that, but that's good feedback in general w/r/t supreme melee
re: Electro-Nanite Payloads (as I assume this is what's being referred to in regards to difficulty via receiving burn) I'm probably going to leave it as is mainly for standardization, changing it to being linked to The Clearing Of Burn is one additional thing for GMs to have to carve an exception for versus lancer's two typical end of/start of turn temporary state timings, when there are exceptions to this sort of thing I feel it should be significantly more impactful than Electro-Nanite Payloads (such as Lock/Hold Javelins or Break Armor etc)
Is it a safe guess to say that an avoided fix will be making any of the Ultra weapons superheavies?
yeah, 7 damage, threat 2, and double hit on crit is plenty threat. especially if it's a grappler/grappling someone
I don't think making it a superheavy would address what Bratty is speaking to, is the thing
I feel the double damage is unnecessary
their particular note involves two turns of actions anyway
Fair- it was a separate curiosity tbh, should’ve made that clear
I think if I felt there was a compelling reason for it I might
arguably, making the blade superheavy could theoretically trade off the double damage by making it a "barrage with two weapons equivalent"
was the ultra double-weapon barraging?
that is, was it doing the sword on top of another weapon?
the issue though is it makes swinging the single-damage version of the sword sort of unappealing
it had a superheavy melee that was being outclassed by the heavy blade
since while the superheavy could structure one person, the heavy could structure two
Since both need a setup of being close to the enemy
re: napalm bomb becoming a system, I actually sort of did that on purpose because if I'm being honest, I have very rarely ever found Explosive Vent to be that big of a gamechanger on the Pyro to begin with, and Napalm Bomb being a reload weapon which mandatorially forces the Pyro to clear heat to reload it has further devalued that ability
it's not, imo, an interesting enough choice dynamic for me to really be concerned about keeping it
Yeah I was of the same mind at first, but then I realized how not-synergetic it was in the first place for a Pyro with a Heat Clear Full Action to have a Loading Weapon
i think with pyro being a vet, it is easy enough to run over to someone who was flamed +2 heat before and dump its heat on it
(Tho I am normally in favor of more Loading on NPCs)
I mean it's easier NOW yeah given the radius on Explosive Vent is expanded
Kind of a case of compounding buffs
Don’t Need to Stabilize for Napalm Re-Use + Explosive Vent Buff + All Vets Having Limitless = Napalm OC Loop
Whether that’s a problem remains to be seen but all those buffs do compound on each other
mhm
However- 2 aspects of those are optional
In general pyros have, in my experience, struggled to leverage explosive vent to do much unless the GM is really determined to make that their goal, and doing so is rarely ever as worthwhile as just flamethrowering people more
Which is an important point to keep in mind
I can second that yeah. Ran an elite Pyro once, I think I sooner overheated before having a chance to explosive vent
also fundamentally: this is another good reason to bin Acrobat
"this super slow NPC is dangerous if it gets close to you" does not need "and here's a super easy way to make that happen in self-contained fashion"
re: the witch and immolate, what can I say, it's Last Argument of Kings
"hacks that can cause you burn" are a thing that's been in the game for a while
I find immolate fun enough, some players don't
so it goes
The big takeaway here (in terms of stuff I feel like I'm going to want to dig down into) is the hyperdense blade, I appreciate the feedback and thanks for putting that through its paces
It is Limited 1 and fairly obvious to counter. It’s a reason to scan
ahhhh, players and a hatred of scanning, name a better duo
I mean I think if someone doesn't find a thing fun that's fine, it's not necessarily a "get gud" sort of thing, but also it's kinda like
lots of people don't find lots of things fun
i do enjoy the witch being a danger-zone specific controller
"this thing overperformed" imo budges the needle more
and if immolate wasn't doing that then I'm inclined to chalk it up to taste
since it gives some of the nuccav guys pause
yeah that was part of it
the witch has always ostensibly been "anti nuclear cavalier" as part of its remit
the rebake just formalizes it some
Big fan of that btw. It’s an opinion I’ve heard before that “being in Danger Zone is punishment enough, adding ways to punish it is excessive”, which is something that gave me a lot of pause first time I heard it. Having the rebake show there are tasteful ways to do it gives me some hope for my own ideas
I'm not sure I would agree being in the danger zone is punishment much of the time
like yeah it means "you're closer to overheating" BUT mechs that put themselves in the DZ are generally doing so in controlled fashion with tools to curate it
I don't think it needs to be punished exactly but, like
the other 5% the GM is spamming basic invade
but most of the time its people doing OC/Nuccav/Toku shit
"this mech has some nasty tricks against the nukecav OC loopers of the world" isn't, I think, more punitive than "this mech is good against Invisible enemies" or "this guy is really good against armored targets"
Dark Cloud aside, the thing is that the punishment of the rebake witch isn't "just slather more heat onto them"
I think that sometimes Icarus deserves to experience the unmatched power of the sun
I think "punish DZ guys by cranking up the heat" would be less well received
hides the NPCs I made that are Actively Designed to Eat Nuke Cav Players
also part of it is that for a long time the witch has been characterized as "the guy to punish low heat cap blackbeards" and such
without much else in the catalogue to address "high heat cap OC" type guys until the Spite came along, which does so in a more roundabout fashion
the rebake witch is obviously still a threat to low heat cap units but I wanted to broaden its remit out beyond preying on the "weaker" targets
I like that as I feel like the witch was often just a 'Heat Cap Check'. As so many of its things read: 'On Hit: The Blackbeard loses a stress.' XD
Which it's not not now
But it's not just that.
(yeah, if it was something like 'full action take some heat you get to go extra fast for a bit' it would be a lot more of a choice... but the rebake gives the demolisher an optional that kind of just does that, and, to be honest, veteran acrobat demolisher is practically a meme on account of how many get fielded - it's not used for nearly as many other NPCs, ime.)
(so it's not necessary to keep acrobat specifically.)
'Welcome to demolisher training. We are going to teach you how to do a cartwheel, like every other demolisher pilot'
like from a design intent perspective, I think it can be taken as a given that if a certain veteran trait isn't present in the revised template, one of the primary reasons among anything else is "I, the designer, personally do not like it"
< - #1 Acrobat hater
Heavy Melee
Knockback 2, Reliable 2/3/4
+2/4/6
Threat 2
6/7/8 kinetic damage
On Critical Hit: The target is knocked Prone, and the Ultra can make another attack against a different target within range. Only one additional attack can be made this way per turn.
If the Ultra adopts a stabilized stance as a protocol and becomes Immobilized until the start of their next turn, attacks with this weapon gain +1 Accuracy and deal double Knockback on hit.``` hmm
the 'another attack' on crit - is that only with the blade? or with any weapon they have?
with the sword
This all looks great im gonna run a game using this and see how my groups likes the new rulesets and enemies
Oh has the double damage been cut?
Looks like it
Replaced with Double Knockback and Reliable, which tbh sounds a lot more interesting
Stablised stance to attack as burst 2 
Since an Avenger rebake was released, what would y’all make the Avenger Veteran Trait be?
(And maybe other expansion NPCs)
Rough idea, but maybe being able to Mark whichever character triggers Revenge and being able to Follower Count boost towards them, or have some sort of Rapid Response style reaction against them? Since Veteran guarantees extra structure making the Veteran Feature entirely dependent on Revenge seems fair since more durability on the Avenger = higher likelihood of outliving allies = higher odds of trigger Revenge
Maybe Lurker can move its Umbral Shrouds as a protocol instead of placing a new one (but it’s in essence the same ability as placing one, so if it somehow takes another turn during a round it can’t place a new Shroud or move any shrouds- they share the 1/round limitation)
Perhaps Spite could take a leaf out of Aegis’s book and be slowed instead of immobilized when doing the no clear heat curse, but that feels unoriginal
And Strider could gain overshield when swapping kits perhaps?
Not One More [Veteran Avenger]
Trait
When Revenge triggers, the triggering ally remains at 1 HP.
Give Feign Death to a buddy EDIT: this is stealable, take it if you like it
Oh that’s more fun actually
And probably better balanced around the general veteran traits
Leech could perhaps upgrade its Leech cover to Hard Cover, or gain the option to redirect damage it would take to whoever they’re riding if they’re allied
Oh fuck
That's lethal, like optionally that's real good when riding a defender but also lethal when riding a hostile
This would piss my players off so bad one of them would inevitably take FABIM just to deal with the Avenger's resistance
(positive)
Oh wait better idea: if the character the Leech is grappling overheats or is reduced to 0 HP, it may immediately attempt to grapple a different character within range as a reaction
A sorta jump ship ability
Weird idea is “when someone with a Leech hits with (or is hit by) a melee attack, the Leech can change who it’s grappling” but that’s niche lol
Meanwhile the Spite or Lurker could have fun taking from Operator and getting something AI related
Oh that’s interesting
to be fair I don't think them being niche is a no-sell, Ace only comes into its own against other flying characters and stuff like that
so its worth giving a spin
Not too niche, it’s a pretty decent jump ship ability. If the Leech is grappling someone who does a lot of melee, ally or enemy, it can either jump ship to sabotage or jump ship to reinforce the target
I've been writing my own Vet traits for my Price of War NPCs and so far none of them have triggered (and only one of them was because i forgot to trigger it)
Consider also: Mark 1 of the leech optionals as Veteran instead, like the “shares a turn” one. Since Leech has more than 5 optionals I mean
Perhaps
And the share-a-turn optional is one of the stronger ones iirc, so you don’t want it en masse. Like would you want that on 4 grunt leeches?
It does compress turn order
Personally I’m not a fan of optionals that interact with other optionals but it’s not a bad idea in this case
Ya know if I had to pick another Expansion NPC to rebake in case anyone got bored, it’d be the spite, purely because it has Crush Targeting as an optional and that’s Goliath’s thing
That, and some of the Spite Traits like Insidious Prison and Carceri feel like they about trying to make Imprison more dangerous in not the best way. Overcharge is already punishing when you can’t clear heat so idk if I’d ever use Insidious Prison, and Carceri feels like overkill
Actually- Carceri is fine, it’s just Insidious Prison I raise an eyebrow at
That and I don’t have practical experience with Spites so ???????
Wait
This talking about leech's made me realise if you start movement with a leech bound it can overwatch you
Crazy
Oh that’s hilarious
Whomever asked what paired talons was for: you have your answer now
Meanwhile, Leech continues to fail to shake my Defender allegations
Me that was me
Elaborate?
Leech has many Catch-22 optionals and abilities that force attackers to pick between bad options
Defendersa re controllers with good survivability
I will disagree
Mostly not serious lmao
Because I have my own definition of defenders that I will admit may not be universal
My definition of defender is "make it harder to shoot my allies" or "make it harder to capture a point I'm on"
I am controlling the enemies bullets to hit my face and not my friend
I am controlling this point because if anyone says otherwise I will smack them with this MASSIVVE hammer
My definition of Defender (Damage) is “manage and deter incoming damage to the team” and Defender (Objective) is “hold the point and keep the opponent off”
Controller by contrast is “actively debuff/defuse enemy action economy” while support is “buff/restore the allied action economy”
Mind you I’m not saying Leech is Defender and not Controller/Support, I’m saying it’s also got heavy Defender tendencies on top of those tools
Yeah fair, I think the more fuzzy you make the definition the more hazy and largger the venn diagrams become
Every NPC is either a DPS or a controller
Actually no
Every NPC is a controller
DPS just control the players health
Everything in this game is either a controller NPC or a downtime action and you can't change my mind
/j
But I will elaborate on it if you want me to
No thank you
I know exactly how to get to “everything is a downtime action” though (with horrifyingly tortured reasoning)
I want to ask but I also hope that I can trust you see my reasoning
Ask in GM corner or a pm so we can get this thread back on track lol
Fair
I should setup a #1278064902958747699 playtest sometime soon to test rebakes and my own stuff tbh
Isn’t that most controllers? Hive, Archer, rebake Witch with a few features
It’s a control tool with frequent overlap with defenders
I gotta check out seeder later. I hope it's funny
I know I'm missing something, but how do I download all the rebake content for playtesting?
#1334655875679260692 message
pdf
lcp is... i forget
I found the readme on the github and see the files are done, but I don't have the tech literacy to know how to download from it and I wouldn't want to manually compile the files if current ones already exist
If you go to the releases section and click on the latest release it'll have the already compiled LCPs available to download
Thanks! 1.15.3?
Yep!
Nice thank you, do I need to download the source code?
Thanks all!
next version, 1.16.0 should include the grunt rebake
been waiting for some free time to review valk's contribution there
I haven't been able to follow the development at all so I'm not abreast of any of the current feedback
jumping off earlier discussions about the avenger and strider, I'm curious to hear people's thoughts on the lurker. in my group's experience, especially if played smartly and/or with multiple instances, their survivability is pretty exceptional. just by entering the scene or with a protocol (so, fairly reliably) they can set up a shroud zone that grants them invisibility and resistance, and with optionals can either create them as a reaction or empower them, making it even harder for players to ever catch them out of their shroud (which in itself already has an above average e-def target)
I’m bout to run one for the first time soon so I am looking forward to that and seeing how they play
On paper, and from second hand experience, they seem like a near perfect NPC to me
Slow to start, and if you don’t let them setup they’re pretty much helpless- but as soon as they get going they become dangerous very fast. The fact you can directly attack their Shroud Zones is also fantastic counterplay
the issue one of my players have fielded (which I think has some merit) is that if you don't have a smart weapon/hacker, the lurker becomes very difficult to dislodge from its shroud zone (and so makes it a very strong defender, in the 'holding a point' vein). even if you do have someone who has a smart weapon/invested into systems (which tbf, is fairly likely), the shroud zone's e-def is still respectable enough that they can quite feasibly whiff clearing the zone
and, having spent (probably a quick) on clearing the zone, they would under most circumstances only have another quick to dispatch the lurker, before it potentially takes its turn to instantly re-up the shroud
I don't think it's impossible to catch it out of their zone, but it does seem to require much more player focus/coordination than other NPCs do to counter
It is possible to potentially turn its own gimmicks against it- it's whip grapples on a crit, so if you manage to take control of whatever grapple it catches you in, you could potentially drag it out.
You would be impaired most likely when attempting to do so however
The Lurker is pretty oppressive when you put it like that, I won't deny
But perhaps that's the point- some NPCs happen to demand more attention than others, and I think Lurker is fine to be no exception
All the Wallflower NPCs sans Strider seem to have a "ignore me and you die" kinda vibe to them
I think you don't necessarily need to have a hacker, edef 10 isn't hard for a lot of players to hit
Unfortunately you can't lock onto the shroud zones, so on average it's a 50% roll to those without investment, with little ways to boost it
Tho, most teams on average have at least 1 smart weapon or tech attacker
I think, personally, that "soft cover + invisibility + resistance" is a lot of compounding stuff going on and I don't actually think it really needs all of that, and I also don't think that I care much for the optionals
The Lurker in a number of respects feels like a reiteration of the Hornet conceptually, not 1-1, but "this guy has super high defenses unless you do the specific thing" has kind of already been done
i've always mentally had a shotgun pointed at the second weapon, but also as a gm for as much as i've used it, ive sat to myself and gone "you know i just kind of think these optionals are boring"
I just noticed that their Whip does 8 damage at tier 1 too goshdang. It does lack any accuracy bonuses at base but that suprasses the Berserker, ya know the guy who can hit their own allies
Establishing zones and teleporting between them, using them as a form of ablative defense, that's pretty good and I like the broad outline, but it being in service of "this guy is made of tissue paper and you need to hack them" is kinda like eh whatever
they are
I think there's a lot of potential interesting ground to be had playing with the shroud zones but what's there isn't very enticing imo
If I had to guess why, it's cause the Shroud Zones themselves were too frontloaded with their abilities and so there wasn't much room to add more stuff without it getting ridiculous
i do sit there and wonder and go "damn they really do get 4 times the effective hp"
yeah, I picked their 2nd weapon once, but multipler lurkers were giving the players such a bad time that I kinda just swept it under a rug
Cause now that I'm looking at it again, yeah, invis + soft cover + resistance + shred and impair on enemies in the zones is kinda bonkers
as much as people talked of how bad specter was, at least the mf didnt scale hp or have resistance,
i love lurkers, it is very much a "ok, priority target" type of mech
and you could still like, use armor to reduce what the specter had going on
lurker is just
"nah get in here and lose that armor
since it's relatively short range, unless you let it set up
in which case it's really on the PC's end on letting it set up intact
The resistance and shred could probably be ditched pretty safely in a rework
as a single enemy yeah but like
yeah defensively they have... a lot
i've literally never fielded more than 1 at a time
because all the experiences i had with "there's 2" is
i've fielded multiple, they work well enough as a set up as they can build on one another
the problem I think is that they work too well if there's more than one
which is their point imo
"Yeah i'd tbk them if i used these gfuys like i used berserkers"
capable of kidnapping you if you let them set up
the problem is that, as a gm, my npcs are always set up, and lurkers if i used like other melee npcs, would probably tpk
start of combat actually
if they start out close to where they're defending (e.g. gauntlet) that's already all done
I like the idea of them being able to support each other like that theoretically, but if that was the intent Lurkers should not be that potent as is- like I have not looked at Lurker's stats, really looked at them, for a while, and these rebake discussions are making me notice things I wouldn't normally have noticed- such as Lurkers being kinda good at everything, especially damage dishing
yeah
The Lurker is also weird because:
1). They're slow (Speed 3)
2). They're close-ranged (threat 3 at highest)
3). They use shrouds to teleport to augment this, but
4). Shrouds can only be dropped as a protocol
my experience with Lurkers as an NPC both on the GM and player side has largely been "jeeze thats a lot of defences, this thing is just not worth fighting" and thus mostly we just walk away from it rather than actually dispel the cloud
(or through certain optionals)
because what is it gonna do, chase us?
yeah
this is kind of the issue I think hinders them some which is Barricade Syndrome:
the cube being a protocol makes it hard to really leverage that as a useful tool
likewise, shrouds as a protocol means if you, as a lurker, want to move towards a target, you have to leave the safety of your shroud
frankly a lurker that could drop shrouds as a quick would be even more nightmarish
and you can't drop another until the start of your turn
In theory, I think dropping as a protocol is a good way to reign in the teleportation- requires the Lurker to set up the Shroud Zone rather than move, drop the shroud, then warp to it for a free dash. It's a pretty flawed hold back now that I think about it tho
I don't really disagree, but you can see how the dynamic of the NPC presents weird stresses with itself
It's kind of like a Demolisher in that regard of it being able to hold a point or section of the map but unlike a Demolisher, if it moves away from a shroud, it just gets beaten to death because now its lost the defence
oh for sure, yeah
so the correct answer is to just not move it
everything about the lurker, mechanically and textually, informs you STAY IN THE SHROUD ZONE, NEVER GO OUTSIDE
and thus the correct answer for players, yes, is to just ignore the Lurker until there is literally no other choice
i think that's the point really, being able to spot up defense places
but that's the only way for a slow melee enemy to do anything unless the idea is, yeah, it's a zone controller
The stat block does make it read like it crawls across the map rather than sprints
from my experience with lurkers it's just really miserable to fight them even if you have something like the annihilation nexus which can swing at shrouds and the lurker at the same time
and IF it's a zone controller, what is the teleport-between-shrouds really intended for?
really I feel the teleport is only there for Lurker parasitism, frankly
this thing isn't gonna be wandering between control points
ding ding ding
"if you get more of this NPC suddenly they can gang up and jump you"
yup! and because of how they work multiple lurkers gets stupid fast
I think the unspoke assumption is it's PRIMARILY a multi-lurker thing
and I don't really care for it
line of sight teleport? oops there's three of them on top of you now
i think having it be a multi lurker thing is pretty neat idea
I can see wanting to just completely axe the paratism concept in a rebake. It's a fun concept but it doesn't seem like a good idea to have as just a standard ability/assumption
since again, it's a rather easy invade to dispel a shroud, so you are incentivised to take care of those nearby
I think there's actually a pretty compelling argument that NPC parasitism is bad, there's a reason multiple snipers can't share a single sniper's mark, and I don't think it benefits the lurker to break that
its def a thing i've never tried or tested because frankly a single Lurker was oppressive enough when engaged that I had no interest in using multiple in a scene
I think one of the Lurker Issues is honestly just that the shroud zones have such relatively high edef - it's already an action tax to dispel the defense, having the chance to fail be that high makes it annoying
Easy if you're willing to commit- you can't lock onto Shrouds so that reduces your accuracy inherently if you're not extra committed to tech
though I just, wasn't impressed period with the Lurker, or most of the Wallflower NPCs really
And then you can be impaired, the Lurker can easily re-up them, etc
As Reconus' experience has noted, I think a lot of the time the smart play is "just ignore the lurker tbh"
I've personally used size 2 lurkers since those can control grapples more
the incentive/intended way probably is to dispel shrouds rather than brute force attack them through it, but the problem is that clearing the shroud is not necessarly easy (if the one hacker whiffs, you're kinda done) and even if the hacker does get the shroud the lurker can just take their turn and instantly re-up it
I feel any problem that can be solved by ignoring the problem
is a bad problem
so unless you're doing Control or Gauntlet or whatever, have fun
hence the hack
mhm
the only other good way to deal with lurkers is 'hey, save or get pushed out the zone' but they have decent hull and agility saves so, good luck with that one
so, simply need to have a second lurker in a different part of the map. grapple teleports are fun for both GM and players since they oft don't expect it
I like the bones of the concept- a Zone Based Striker that gains unique buffs and administers unique debuffs in its zone makes it feel distinct from the hive. That, and it's slow movement and setup makes it a threat that crawls across the map and gets more dangerous the longer you leave it alone.
Those are the bones. Idk how much of it translates to execution.
also straight up ripper claws don't need to exist. they do the same job as the whip except now it can barrage for a solid 18/24/28 damage
Yeah all that doesn't scale is Engineering and Systems, and I could not name a single Systems or Engineering save aside from Sunzi that moves people
Assuming I want to stick with the idea of the lurker as:
1). a baseline slow, zone controller similar to the demolisher and pyro
2). something that strongly wants to stay ensconced within a shroud
3). but can't be casually ignored
what I would probably do to begin with is look at expanding the range at which shrouds can be placed to see what that does. Range 5 isn't bad, but it does limit them to a bit of a crawl of sorts. Idk, this might be a map size thing.
Like with Demolishers and Pyros the idea is "okay, having a specifically gated Danger Radius is something I'm okay with, the hard intent is that these guys are specific gatekeepers"
but the Lurker seems to want to be more mobile
they even have AP! why do they have AP if shroud zones inflict shredded!
Like I'd even consider something like "knock the total number of deployed shrouds down to 2 at a time and up the range"
SPeaking in terms of flavor, I like the fact it needs to crawl a bit- gives off the vibe of an encroaching cloud/guerilla warfare style attacker. Plus if its working with zones and wants to be in its zones (compared to Hive, which likes being in its zones but doesn't need to be), a crawl is probably gonna be slightly inevitable even if you up the workable range to 10
(also, shroud zone tracking is kind of fucky. max 3 per lurker? it's not a 'place new and replace one' thing? defensive shroud just places an extra?)
Every time I think I've got a good handle on an NPC, a new discussion makes me realize "hang on that is weird" lol
(also defensive shroud reads like one of those abilities that's supposed to reduce incoming damage but it's completely unclear if it does. and, also, if it is, it shouldn't be.)
I don't think the slow speed is an issue, I do think that "it jumps between shrouds!" pushes and pulls on that in ways that I don't think fully cohere
like, my big thing with the rebake is "if an NPC is meant to be slow, then okay fine, have it be slow and don't break out of that, make it slow and then give it a bigger area to fuck with or something," the lurker seems to want to play it both ways
defensive shroud makes killing a lurker even harder, which is kinda saying something
I don't inherently mind "this guy is slow normally but they have a way to bounce between points, making it your job to cut that off" but the question is then one of implementation
"potential across map teleports" and "speed 3" will do that, yeah. or i guess speed 4 if you're tier 3
because of course
"slow nominally, but fast between specific designated areas that can be manipulated/shut off" is I think a workable dynamic
the idea of them being hyper mobile if they can set it up, giving them a much broader stretch of control, is definitely interesting yeah, just not facilitated at all
The teleportation has its issues on the lurker, but on its own it's also a concept that is fairly unique and interesting for a Lancer NPC- most NPCs that focus on fortification don't really have incentive to leave their forifications or have the ability to return to them if they do. Focusing down on that eject/prospector button could be interesting
Yes that is a much more succinct way of putting it
honestly the lurker kind of wants its very own version of motile swarm. to an extent.
on hit teleport back to shroud on sight would be interesting
What if you kind of took the parisitism mechanic and expanded on it?
Making shrouds able to be deployed around allies or something?
Focusing less on using other lurkers and more just using allies regardless of class
would you hit a lurker out of its zone if by hitting it it could go back to its zone further away?
I'm not sure it should have something like that, but it's kind of what it wants - some way to wiggle them around to flank targets and exert pressure without being directly there.
still takes damage, but def feels like this thing goes out sometimes to do setup, but it can still if needed return
I also think Shrouds themselves would need heavy adjustment also, not just the framework surrounding them - they're loaded with defensive characteristics when they really shouldn't be. just pick one and roll with it
an optimal Lurker fight (optimal for the Lurker that is) looking like +3 Difficulty, Invisible, and Resistance to all damage is
In that case would the Soft Cover wanna stay or go?
sure
depends on the angle you want
personally my take is we have Resistance galore and while Invis is annoying, this one at least has a turn off button via tech
so I'd go with the cover + Invis and lean into the "this thing is a bitch to hit" side of things
I think invis is the more frustrating of the mechanics and thus the one that should stay here - which is a bit of a specter-like dynamic, so they probably would have to get back a bit of health(but not much)
vs Demolisher and Pyro being more brick houses
Pyro does have the pseudo-invis wall mind but similarly has a way around it, so
but in general, the NPC roster is more resist than invis
In terms of the Shroud Zone debuffs, perhaps keeping them purely in the optional territory would be a good idea, but I'm partially attached to having them impair as part of the base kit (not shred tho)
I think the Shred is fine, Impair is so-so. I'd either have the Impair or the cover but not both, its a bit heavy handed otherwise
Keep it to 2 effect gotcha
it really depends on who you want to punish more
Impaired-if-in-zone for shutting out melee, Cover for Lurker for shutting out ranged
different niches
The main thing I'm keeping in mind is "how do you keep the rebake's role distinct from the Specter?"
I would say cover, probably - if you're in melee with a lurker that produces its own problems
at the moment Lurker as is just says "fuck everyone" until someone gets the Frag Sig pocket sand out and as pointed we already kind of have that on an NPC but far less annoying because at least Hornets don't resist reliable while Lurker does, while having armor
Specter is pretty bad against armored targets but requires little setup to reach vulnerable targets
Maybe doing the inverse of putting vanguard targets into bad situations with Shred would be a good idea
Equal and opposite role sorta thing?
Just shred and invis, no cover or anything else
so you'd really just want it to find which side of the fence you wanna lean onto on "who does a Lurker want to fuck over the most in a party"
kind of like how, as an arbitrary example, Scourers really want to go for slower, chunkier players
The idea of the shroud zone is that it very much gives off a vibe of "penalizes those who approach recklessly"
I think some of the lurker's scary point is like, getting overwatched with the whip is terrifying. it's like a sentinel, in some ways.
You can shut them down with actions, you can drag them out, but if you rush in you're gonna get screwed
And the ones who tend to rush in tend to have armor or defenses they'd much rather keep up
But also impair is much better if the intent is to keep them in the zone- penalizing grapple rolls and all
That, and impair definitely protects the lurker better.
should a Lurker be punishing big-dick swing melee by locking them in the Bad Circle or force ranged opponents to have to close in and risk being swapped
should it want to mitigate the amount of damage that can be dealt across the board, or try its luck wasting shots entirely
all of the above are viable angles and after a point you just kind of gotta choose
But also- the mechanic of the Lurker doesn't sound like it'd enjoy being vulnerable to artillery
It's a toss up
invis still up for me
if it was me personally, I'd probably do Invisible + Cover + Shredded - force enemies to get close, and then bring them in to the bad circle. Demolisher is already in the "Punish melee" camp so I'm not really convinced by wanting to push another mech into that niche
and Invisible I already discussed my thoughts on
I'm personally locked into the Invis- it's called a Lurker, it's a Shroud Zone, it fits obscuring vision far better than resistiance
what I'd go for, overall, is maybe kind of like... 'what if a sentinel was two didymos-like motile swarms'. you have to pin it down, but if you don't it can threaten two areas at once
would invis affect those in the zone as well?
or would it incentivise people to run into the shred zone thus the lurker's melee range?
nah I just mean the effects from the Umbral Shroud as they are
so Lurker is invis and gains soft cover, hostiles get shredded
toss all the other effects
as in, for PCs in the zone, is the lurker invis to them?
It would probably be simpler to not do that maybe? I can imagine tracking that over the table would be annoying
Lurkers (including this one) become INVISIBLE and gain RESISTANCE to all damage and heat.```
this but toss the resistance
would also mean it'd prob use its consume shroud a lot more
As for the whip I'd probably reduce the damage to 6- if you're keeping Shred and when you consider the bonus shroud effects, 8 is a bit excessive
maaaaaybe 7
6 is good combined with the pull adjacency and increased threat
possibly go very literal sentinel, and give it an overwatch that lets it teleport to a shroud zone when someone moves into it and hit them.
not bad, overwatch optional to do it from a srhoud zone
on par with the Ronin, which is probably fair.
Reminds me of the IGF parallel
Tho doing the math on that, that's practically a size 3 exerting threat 3 in both zones, which is a lot
it won't do as many possible hits like the ronin, but it'd be more damage per hit via pull shred
it'sa a threat
maybe even specifically replacing the current teleport, so the zones specifically are the problem you need to solve.
(I did say 'moves into it', so just a burst 1 area. burst 3+threat 3 teleport overwatches would be, perhaps, too much.)
(Ah gotcha, I understand now)
i'd keep its increase current shroud size ability then
since that still takes a quick, and a good setup for the overwatches
If the resistance is being axed, then I'd probably combine Defensive Shroud and Consume Shroud into a singular ability- a Brace that requires the lurker to be in a shroud zone and consume the shroud. Depending on the Shroud Zone reworks perhaps just getting rid of Defensive Shroud and keeping Consume Shroud is a better idea, but it sounds like a better game feel to consume the shroud off turn and leave it vulnerable for a bit in order to reduce the damage of a big hit. That, and did it really need that overshield?
You could probably rework Devouring Shard to be an interesting way to make a Shroud the lurker is displaced from still be something it can attack from... probably, idk. It should do more control and/or destroy the originating shroud instead of just being a big cone attack tho
striker/defender is a good role for lurker
I think there's something to lean on there with the bilocation/omnipresence thing of 'yeah this thing can be in any shroud zone whenever it wants'
A fun optional feature could be making hostile characters in Shroud Zones unable to draw LOS out of them but idk how useful that'd actually be- perhaps for the Veteran trait
thinking of either consume shroud brace-type reaction to gain resistance or some hp back from the hit, or a teleport reaction where if it's hit, it can teleport into a zone
I'd actually suggest maybe something like, 'if a shroud gets popped I can teleport to where it was and attack' or similar dynamics where it loses the protection but gets to fuck someone up for it
not bad
All interesting approaches
was thinking of the teleport as a defensive move where it can either teleport from out of shroud into shroud, or from a threatened shroud to a different one
ahhhh
biological lurkers...
(though disincentivizing players from interacting with shroud zones might be a mistake. it depends on the specifics - it'd probably have to be a fairly weak attack just so that the player who happens to get Got also gets to reap the rewards of 'an exposed lurker')
Do you think adding another counter to shroud zones would be a good idea?
Like pattern weapons also being able to target them?
not really
maybe? 'how vulnerable are shroud zones' is a thing that really has to be determined by what it actually does with them/how they're used
keeping it to tech and smart weapons are already two
if they're too vulnerable the lurker could be too easily dispatched, if they're not vulnerable enough, [current lurker, or worse]
(also. resistance to heat, too? you'd think having a tier 1 heatcap of 5 would make them vulnerable to being hacked, but being invisible with a virtual heatcap of 10 makes that also nonviable. they're overdesigned for the purpose of 'get rid of the shroud first'.)
what's the latest version for the lcp please? I have one file that's v 1.9.0 and another that's 1.15.3 and they don't seem to have the same metadata
which is going to make running them both in foundry a PITA...ah well
It is 1.15.3 I believe
There was a shift in how to lcp was build between early and now, things will be consistent from here on out 🥹
Thinking about how maybe Lurker should just literally be a Balor, albeit maybe with 1 more speed, no regen, and like, either resistance or invis but not both. Kill the teleport, the shroud moves with the Lurker, but the shroud can still be dispelled with a hack.
This is admittedly picking a direction to go (slow-ish melee with ablative defenses that’s weak to hacks but projects a dangerous zone around them) that blows up the “lurk and shift between fog clouds” aspect. As a result maybe it’s not the best/cleanest idea, but it sounds a bit more healthy with similar layers of counterplay?
Resistance and bumping the health up a tad would work
Imo, if it wants to replicate the balor
The Lurker both feels a lot like a balor and nothing like it because of the invis and how fragile it is with no defences
tbh the lurker feels closer to the hecatoncheires imo, albeit built around invis rather than hidden
thankfully loading the new lcp into foundry doesn't seem to have doubled up on npc classes, so no stress!
Then yeah lean into that then; kill the resistance to damage and increase the range it can place its shrouds
And yes Foundry overwrites objects with the same ID much more cleanly than CompCon does
suldan's reaver is much better at simulating a balor in the sense that it's slow, impossible to kill, and projects a zone of fuck-you around it
No need to reinvent the wheel Balor then
with easy access soft cover and invis, nothings stopping it from hidden :P
The plot twist when I expose to my players how busted hidden is, go ahead and hide I dare you. LITERALLY ANYONE can hide, just do it
It's literally only a quick action, it might as well be free
I have 36 hidden NPCs at home
I ❤️ hiding
Going back on Lurker talk
I think its weird as an NPC because it kinda does require you to play it in a specific way
If you dont actually play it the way it wants (as in, sit in the zones) then it becomes so easy to deal with that its a non factor
Its cool, conceptually, but when I want to use one, i've always had to make it so dealing with them was like, neccesary
So you put them in corridors, you put them in small spaces where they can slowly advance and block off exits
and I think that's what actually gives it a niche over Hornet, imo, because Hornet is similar but wants the opposite
It wants open spaces, somewhat, to move around in and out of range
(and so that the Impair actually matters even more by taking soft cover or even hard cover)
The Lurker sorta needs to play with its tools in that specific way because it won't ever have cover from the map like 90% of the time
To be clear i'm not disagreeing that it would benefit from a rework, just that I do think it has some quirks I don't think I saw being brought up here
Here's also one thing that I think always made me do a double take
actually
I’m definitely in favor of making the Lurker a little overturned compared to the average NPC when inside it’s in its shroud zone- just as of now “4x effective HP among at least 4 other things” is a bit much
The scouring whip
I, personally, don't see why it needs that critical hit clause
instead of, say, making the critical hit happen on a hit
Oh no like to be clear, I agree
Ye that was a comment of agreement with your sentiment lol
but I think it only works like that currently because it doesn't work at all if it doesn't have a way to do that
which is awkward and at that point i'd really just ask why it doesn't have more health baseline
and less stacking defenses
Even 20 effective HP at tier 1 is enough
But if you had to ask me
I think if it had to keep one thing
i'd say invisibility
Cuz the Shroud Zones do more than just buff the Lurker- it protects allies, give hide areas, and debuffs enemies inside
Hm, that’s an interesting one. If you’re keeping invis, then that makes it better at not being cheezed by reliable damage… which sounds a little unfun tbh
See my evil take is you make it have no armor baseline
I honestly don’t think the Grapple clause needs to exist, I feel like the Lurker should have to spend actions on attempting to grapple
it just gets "armor" in shroud zones
Mmm gotcha gotcha
Personally with names like “Lurker” and “Shroud Zone”, I’m personally of the opinion going for evasion due to vision obscurement cleaves closest to the flavor of the class. That’s not something that needs to have a bearing on mechanics tho
I think its fine because there isn't a lot of "grapple" npc really currently and the Lurker is kinda a natural fit, if you got close enough for the Scouring Whip as is then you should already be in trouble, imo
If you go for the direction being brainstormed earlier, Empower Shroud absolutely helps reinforce the gimmick of making Nests the Lurker can build up and return to
Listen all i'm going to say is
yeah this sort of mirrors my thoughts on it
the lurker is extremely feast or famine
he goes in the fog, he pops out of the fog, he grabs you
I mean, Cataphract, Berserker, and Goliath are kinda the grapple NPCs
it 100% wants to stay in zones, and that significantly warps its dynamic in ways I don't think are interesting
and then they find you stabbed in its lair
i assume the wallflower npcs arent gonna have rebakes?
Weird idea- Pankrati Charge style optional for Lurker (protocol move double speed, if ending next to enemy can place a Shroud Zone on its space)
not unless I get super bored
Not unless Kai gets bored again like with the Avenger, and none of them will be published if so
Tbh if you asked me, I think you could make do with Shroud Zones just being a feature of the map right away, no need for it to deploy them close, it just doesn't get to deploy them near, say, the player zone
Ala Rangertail?
also umbral shift shouldn't really require LOS imo
wait the avenger got a rebake?
is there a pdf at least?
.
o7
hmmm actually you know what, fuck it, I'll take the lurker challenge, I'm feeling it atm anyway
(Personally I’d make either Erupting Shrapnel or Vanguard Armor Systems so that 1 system trauma doesn’t guaranteed make the base Avenger helpless)
(Cuz not everyone is using the rebake structure table)
I’d take my own stabs at rebaking the expansion NPCs, but a. No time, and b. Literally never ran any of them, so I have no idea what the issues in practice would be
That will change soon but alas, until then
Shrapnel being a system sounds appropriate
We’ve been talking a lot about Lurker rebaking- I’m curious about Spite. On paper, Spite to me looks pretty good, but there are a few points that feel redundant or overly mean, particularly in the optionals. Crush Targeting and Insidious Prison specifically, but Feedback Shield kinda harps on Priest a tad- perhaps that’s not in need of change but it sticks out to me
I think Spite is cool except the “must end turn adjacent to Spite” rule usually reads as “destroy the spite” which I think is a small shame
But part of that is map/level design
TBH, L for the players
Simply approach it
Insidious Prison seems redundant mainly because you’re already punished for taking Heat by not being able to clear it when Imprisoned, so taking damage when you overcharge makes it feel like a filler optional
Like it's good for shutting down an artillery because the cost of losing, losing heat is probably better than becoming vulnerable to everything. Whereas a melee DZ rider should either: get someone else to kill it OR rush the spite
What if spite had a tool to pull you closer to it while you’re imprisoned
Why would it want to pull people closer to it?
To pull you away from your allies/objectives
It’s a defender that squats in the boonies and says “come get me neener neener”
Typically the Spite is gonna be right by its allies/objectives, it’s not very mobile
I presume… I’m not really the best to talk about this so feel free to humble me
Anyway that kinda steps on rebake Goliath’s role, which with Crush Targeting as an optional probably shouldn’t be double down on
That’s just how I’ve seen it used: force players to choose between going after their objective and suffering, or abandoning their objective and liberating themselves
Spite also suffers from CRB Witch Syndrome, where 2/3 of its base actions are recharges
Crush targeting is the Guardian of Taunts imo
But I get it
Spite to me, feels like a defender of "come to me or suffer" and I feel like should force that choice either by giving players the choice than literally forcing them to approach
Well if you’re trying to cleave closer to the intent behind the Kai rebakes, reducing redundancy is a significant design consideration
part of it is sensors 20
and if I was going to look at the spite with a dynamic of "making people actually consider engaging with that element," I'd consider doing so by chopping that range down
Would resistance to damage + heat from characters under the effect of imprison be too potent?
i dont really have as many "Why are you like that" with the spite compared to say, Strider or Lurker, ot to a lesser extent, Avenger.
"will I walk 20 spaces to disable this, or will I just destroy this thing"
Im on the fence about its sensors, becuce on the one hand, yeah, on the other hand, I have had a not-sinsignificant number of players actually run up to the guy to bash its skull in
The punishments aren’t well-weighted, good point
And i think between the "destroy it" or "run up next to it" the end result is that they approach the spite actually, anyway, unless the plaer happens to have long range artillery
Noted noted
like im not saying I'd kill it, but like, i'd have to think of something i'd even bother replacing with
It’s mainly the Spite Optionals and the double base kit recharges that give me pause on paper
but i should also note that i don't mind if the players pick "just destroy it" because the spite is also built like a beef cake
i think some of the optionals are kind of boring but i do like insidious prison
People spam their overcharges too much
Actions spent destroying it means that those are actions not spent destroying other characters which is a win in my book
and its not like destroying a spite is easy
If it takes a while... Or they abuse its small ass HC and expose it and it just gets one shot from range 10
Right but Imprison already punishes that by making the risk way higher via shutting down heat clear methods
yeah
it is the "punish u for reckless heat gain" guy
its optionals should probabyl do that
If you haven’t overcharged much, risking a low Overcharge to boost towards the spite and clear Imprison feels like something you should be rewarded for
and your reward is being closer
Hot take: Spite should have Pain Transferrence instead of witch
That’s on me I forgot about that
Rewording- I feel like you shouldn’t be punished more for that
honestly yeah tbh rhst does sound kinda spite like
It’s also curious (nothing more) that Spite’s central gimmick is Imprison yet it’s only way of turning up the heat aside from Invade is Seize. Curious doesn’t mean bad, just that it’s something I wanna look more into by running it
orpfor
I think, if spite was reworked. The damage it deals from imprison could be swapped out for something else. Some other incentive to use it agianst peeps who have already been imprisoned than more damage
It is interesting to me how the Spite doesn’t really have ways to actively interact with characters already imprisoned in its optionals
it dealing damage felt uncessary to me to begin with,
You’d think that’d be something that would be emphasized more
Oh hey we were just wondering where we could fit in some Heat into the kit
if you're imprisoned it's kind of already doing it'd job imo
Fair
in this case, forcing you to think about your choices
save the "pressure" for strikers or artillery is our general philosophy
Tru tru
ill get u
thing is already demolisher tier bulk with 20 sensors
you don't really want it to have offensive capability or it becomes a boss
Spite is sorta incentivized to re-imprison imprisoned characters, but like… I don’t see why that should be a thing
All in all, on paper it seems to me Spite’s base kit is super well knit, however it’s optionals and some minor points need some work. Similar to the Berserker in terms of rebaking
The 3 points i’m zoning in on is Crush Targeting (redundant, it already has Imprison and this is Goliath’s thing), Seize and Enthrone both being Recharges and in the base kit (this was an issue for Witch that got removed- even if the Spite is meant to be an Imprison Spammer it should have one other thing it can consistently use), and the general additional (main and optional) effects of imprison aside from shutting down Heat clear being just damage focused
I’m surprised none of the optionals interact with Enthrone and Seize either
@brisk flax
Opfor: Control, tier 2
Enemies
7 Striker Grunts
1 veteran demolisher
1 goliath
1 veteran seeder
1 ultra sniper
1 veteran scout
1 assasin
players:
Manticore Melee, Hacker/sniper goblin, Antimat Oleander, Shatterhead walkng armour gilgamesh
All in all, the enemies felt balanced but fun. The seeders mines becoming neutral after death made it so i had alot of difficuntly repsoitioning the grunts. The players smartly used a wolf hound issile from the ultra to take out goliath and seeder as someone hit it with a flack cannon the turn before.
I rolled super hot on wolfhound and was able to get massive value off of it since players prioritizes shooting enemies over shooting missiles. The veteran demolisher was able to use jetboost for great effect...but it also led to an earlier stress and it dying much sooner than if it just had acrobat. IT's ability to place terrain and inflict knocback let it hold a point very effectively. Expose weakness allowed the scout to combo very well.
ALl in all, the sitrep felt challenging but very balanced and good. I think the NPC changes were received very well. We did felt woflhound missile does possibly need a clause where only one can be on the map at a time? But other than that it felt really good.
Baseline, the CRB wolfhound does have an "only one at a time" clause, I removed it to put it more in parity with the Hound missile and because I'm not yet sure how much it's necessary
on the spite, I think the problem with the spite is it's effectively controller/artillery more than it ever is a defender. it just kinda sits there and goes 'okay I have 20 sensors and if you get within my half of the map I'm gonna hit you with some damage and the worst status effect in the game'
I feel like making a lot of its punishments be damage isn’t the best way to go about things tbh. For Enthrone that’s a good idea, but Imprison basically attacks your heat cap and HP at the same time, which feels… incorrect, is the best way I can put it. Nothing wrong with attacking the whole character sheet, but one character should be limited in being able to do all that alone, particularly with one action
I will actually note Enthrone as a Problem ability, because it's kind of like, 'punish aoe artillery' but it just punishes you for interacting with it at all - it hits multiple attacks and melee attacks more than it hits 'fire the AMR once into the spite's center mass', and AP means close-range high-armor bruisers still can't positively interact with it.
hitting melee attacks specifically is an issue because that's nominally the range at which the spite should not want you to be at.
Hmm, makes sense makes sense
The “adjacent allies” part should probably be further focused in a rebake. It’s also already multiattack resistant due to armor, so perhaps doing something weird with weapon sizes on Enthrone could be cool? And not working against melee is another potentially good idea
(anyway besides this the spite's HP scaling is bonkers. 18/20/22 and 2/3/4 armor? why?)
That’s supremely tanky yeah
i don't really take umbrage with it getting so chunked out at higher tier tbh and more so things like it dealing damage
Tru, apart from Enthrone the Spite doesn’t really have a way of shoring up its defenses
the spite,notably, doesnt have a resistance trait like the demo or bastion and doesn't have the mobility or evasion to evade fire and like, in practical experience I do think the guy designed to sit out in the open and be slow as shit should be hard to kill
oh I don't disagree, really, it's just wild that it's tankier than the demolisher who has to actually move into short range.
and its not like there arent a billion ways to blow it up in 1 or 2 hits anyway
The demolisher also has 2 resistance traits
in CRB
This is the clincher here
the demolisher can survive that op cal nuke cav tach lance crit
the spite has good odds to drop dead from that
that is true.
Instead of resistance, Spite relies on its 20 Sensors to stay out of range imo
hell a single boos to the dd-228 is good odds to reliably 1 shot a spite, even at t3, like 26 damage in one hit isn't that impossible
Ya know, I’d probably be pretty happy transplanting Siege Armor to spite over Enthrone. Not saying it should be done, in fact I don’t think it should, but I’d be happy with it is all
i think giving it resistance traits is prboably not a good move because then it does just kind of become the artlliery goliath
Or lack thereof, as long as it’s intentional
The spite should be weak in melee and strong at range- wait isn’t that reinventing the Aegis?
… prolly not
I hope
Aegis is strong defensively, while Spite is strong Controlsively
I hesitate to call it “offensive” due to striker connotations, but it takes direct action vs opponents instead of setting up proactive defenses (mostly)
I mean honestly the spite is closer to artillery than defender, in its current state
I mean I argue it’s closer to Controller but at some point this is all splitting hairs I suppose
I suppose I can see what you mean, if we assume Imprison is doing all the legwork
I guess the first basic step I’d take is how do you rework the base kit so only one of the features is recharge
Which… is not easy but it’s a start
enthrone is kind of NOAH already, really.
a heat cost would also make that low 5/6/7 heat cap shine.
Imprison already has an alt way of being cleared so perhaps keeping Overheating out of feature interactions would be good- don’t wanna just become Rebake Aegis 2
I don’t think that’s a concern
Like at all
Just because you have an aura that deters enemy aggression does not mean you’re an Aegis
like 2bf, i rolled 3 6ups and the players just... didn't decide to move the wolf hounds at all cause they were worried they would lose the systems check or just didn't shoot it. It's probably fine.. it also felt a little fast but it's also like players didn't really take actions to avoid/stop it much so i'm not super sure
I was gonna say “overheat to clear it is though” but then I remembered rebake Operator and I believe specter and now I just feel a little silly, so taking that back
Overheat to stop an ability is a good mechanic that should be used more often /biased
I mean, honestly, yeah
I have done this numerous times on all my homebrew NPCs
rewards for controlling the enemy is a good thing.
counterhack the spite to turn off the virus before your six shermans all simultaineously detonate.
So for the damage part of Imprison- should that be nixed?
Seize is also a guaranteed way for the Spite to stop itself from being approached, and one small question I have is “is that healthy game design, or does that make it too self sufficient?” I’m leaning towards a tentative “no” but idk
like i'm a big fan of imprison it makes it a good way of action denial etc... i do think adding something like involuntary movmenet can shut it off
imo it's a little too far into 'I can protect myself perfectly' - the spite's biggest weakness, as it stands, is single-shot artillery.
The idea is that the Spite wants to taunt people into approaching, and slowing them down isn’t helping with that
So, one idea could be a Mesmer Charge effect, where all voluntary movement needs to be towards the spite?
Another idea could be a blind effect, but that’s witch’s deal, so not a good call there.
One more could be leaning into the heat, maybe focusing more on Jam as a sort of “Eject Power Cores” equivalent. But then that steps on Hornet.
It’s hard to find ground that doesn’t significantly overlap with another NPC
What it should be, imo, is the anti-artillery defense. That seems like a fair idea for a recharge ability
Ok… weird one… something that force unloads all the target’s weapons (even if they’re not loading), to steal from XComm a bit? With a way to opt out of it too
Even that one I don’t feel great about, tho it does combo well with Imprison (need to stabilize to reload weapons most of the time, but with Imprison you can’t clear heat along with it)
The opt out could just be taking double heat from Seize
Could also take the adjacency disable the other way, make it into a more general requirement and a way to inconvenience ranged enemies/enable melee allies—“When an Imprisoned character moves adjacent to another character, they take X
and are no longer Imprisoned,” or something like that. Maybe make it a heat hit, and/or zap both the character and the one they move adjacent to.
That makes it a hell of a lot easier to clear Imprisonment, but that opens more room for the Spite to have other tools to work with, or even to make Imprison natively hit multiple targets (I love Carceri) or to have some movement control baked in.
Is the rebake sheet for the barricade supposed to list it as Size 1
Overall, though, I think the decision to be made is what the Spite actually does. A lot of its identity/the thing players usually fear about it is Imprison, but it’s also a brick that theoretically likes to be immobile and also near to its allies, the anchor piece for a ranged enemy comp. I think it’d also be possible to lean in that direction with it.
which "rebake sheet"
The Drive pdfs have the Barricade at Size 1
That size discrepancy is addressed in both the lcp and the master document which is pinned here in the channel and what is being used going forward
Thanks
Aces, got it. Could you unpin the Drive folder, or update the message to say that it isn’t the one being updated/that should be relied on?
So just for clarification, should I disregard all the individual NPC docs?
Yes
They’re outta date
Also the main thing about the spite is it has this much health and armor because it doesn’t "do" a whole lot so it needs the juice somewhere imo
A lot of its kit is saves
And i think it’s fine if some tanky npcs exist cause it means it’s not a case of like, as easily opcal hmg ocing it
Neither time that I’ve used the spite have I actually gotten to use any of its save-based abilities successfully, and as a result my players just took their time smashing everything else before stomping on it
I remember when the Spite was first being showcased during Wallflower's testing days and some people remarked that the Spite felt less like an NPC and more like a stage hazard, and I think from a top down perspective I sort of agree with this
It's a big range, high toughness thing that largely just sort of sits in place and periodically hits people with the Get Owned Idiot button
I feel like if I was going to crack into the Spite, the biggest issue I would identify with it is it feels very uninteractive
this sort of ties into the "feels like a stage hazard" thing
you get the Suck More virus and your options are 1). walk probably 20 spaces to be next to the Spite or B). chew through 20+ HP and 2+ armor
pretty much, yeah. it sits there and if it wants to really bully one guy it just asks 'okay, save or 8 damage?' every turn, plus lock on, enthrone, and seize to taste.
I do agree with that, I do personally think it being tanky is actually the "interesting" part about it imo
i had thoughts about "what if the guy was designed around actually having a movement stat.
also the spite's self-immobilize does it no favors designwise
"here's a tech based thing that makes your life harder and its actually quite tanky" is like, a fun "reverse" of the witch imo
it doesn't have a short enough range for it to matter
I think "slow tanky tech guy" is fine, with an identity of "this is an angry transmission tower," but none of its stuff plays into that
yeah.
it doesn't have any keepaway, it's SO long ranged that "move closer" feels like a sucker's choice a lot of the time
come closer. meet the sentinel that's just sitting next to me under enthrone. etc
i had a little variety of things i considered like having imprison be shut off by any kind of involuntary movement,
and probably also killing the heavy frame optional
Especially since Seize actively discourages that
I was thinking “welll maaaaaybe this could be considered comparable to Regen Shielding from Aegis”, ya know to lie to myself, but an optional that makes moving the spite closer to you as a creative solution non viable is honestly not great
I'm mostly wording that because I think, in my opinion, some people take the wrong thing away from the Spite's problems, the fact you can't just burst it down to deal with it is actually a feature to me because it means it occupies an interesting spot among controllers (because lets be honest it is a type of controller) that makes it not just "can you kill it as fast as possible" to deal with it
It’s an aspect I’d prefer to be maintained tbh
also it can tech attack normally. mostly I haven't seen my GM do that, but 'hey. impair you and force a save' at range 20 is kinda frustrating 1
The problem is it really disincentivizes you for doing the one alternative counter
I don't think it being tanky is a bad thing, but I do think it just does too much as-is for it to be as tanky as it is.
im pretty sure the wallflower book outrights states it is a controller-defender yeah
comp-con just doesnt do duel-roles for npc's
(which is something I think these rebakes are doing well btw which is to not neccesarily make the tanky stuff less tanky for the sake of players being able to deal with them more easily)
Imprison
System, Quick Tech
The Spite chooses a character within Sensors and infects them with a catalyzing virus. While infected with this virus, they can't clear heat by any means except for overheating. During their turn, infected characters can attempt to clear this virus by passing a Systems save as a quick action; if they fail, they take 4/5/6 energy damage (double damage if they are in the Danger Zone). Otherwise, this virus lasts until the affected character moves adjacent to the Spite, the Spite is destroyed, or until the end of the scene.``` like off the top of my head
I think the fix to that is less “make it not as tanky” and more “make it do less/different stuff”
I agree!
And might also make it so the virus can only really affect one person at a time
I think that's a good idea
then have the optionals play into viral infection more, i.e. when someone is affected by Imprison it also gives them a Crush Targeting-esque penalty on attacks
Not even just from a "oh this is too strong perspective" just a "wow its a lot to keep track of"
perspective
yeah that would help, it makes bolster more useful against it generally also
also not having Imprison repeatedly hammer someone for damage through additional procs means the Spite needs to be doing other shit during its turn
instead of "I Imprison, then Imprison again times infinity"
or just make Enthrone less, uh, Enthrone
2 heat, impaired, imprison again, repeat until target explodes
Something like a Mesmer Charge style effect could be fun imo, but maybe not the best idea since the target is already incentivized to rush the Spite
recharge defensive optional that roots you in place, get outta here
like I'd genuinely consider replacing Enthrone with something else
Seize is better
The idea of a NOAH style NPC ability is fun in theory but not for the spite tbh
as a baseline part of its kit
Honestly i'd consider giving it something beyond guardian that makes it good for allies to stick near it
still on a recharge but what are you gonna do
Actually wait that’s just Bastion’s Near threat denial
Or even make it easier for them to stick near them
With how the Spite wants to lure players towards it, I actually kinda disagree
Seize
System, Full Tech
A hostile character within Sensors and line of sight must pass a Systems save or take 2/3/4 heat and become Slowed until the end of their next turn. If that character is infected by Imprison, they become Immobilized instead. On a success, they become Impaired until the end of their next turn only.``` or something
If it wants to defend Allies, the best way it can do so is not bring the enemy to them
Spite False Idol?
I personally view that as a good dynamic because it means you can do some nasty combo like Aegis next to a spite or a sniper next to a spite actually
Right now it can but its like, mostly an incentive thing
it's kind of funny how a lot of the rebake stuff shook out this way
lots of "the hive doesn't need to be able to spawn infinite razor swarms, seeders do not need to be able to plant infinity mines"
turns out that shit sucks when you're GMing a whole group of NPCs
It’s odd how the Lurker avoided that and Spite did not
oh one mechanical thing about the lurker is empower shroud would be easier to track if the first hit just shrank the shroud back to normal size
not the most critical thing, but
Also helps not make the tech attack feel wasted
Why does the lurker randomly go from 5 heat cap to 8 at tier 3 specifically
how was i even supposed to notice that why did you do that lurker
oh the avenger does it too, huh
NPC stats are a mystery.
what was it specifically that warranted them both suddenly spiking to 8 at t3 remains a mysttery to me since 99% of the most lethal heat gun combos are firmly achievable by ll4
I’m here for making the Spite force a Systems Save vs Retargeting to Spite
If Spite needed a 3rd base ability to replace Enthrone, perhaps a recharge that allowed it to impair, a conditional setup that allows it to lead into its other abilities better. Recharge means it can avoid being too oppressive too. Issue is Invade exists so it’s gonna compete with that
Like this sounds dope, slap it on an ally and have a broadcast taunt
Perhaps the ability to do a sort of “this ally/the Imprisoned has an aura of Impair for a bit” kind thing- play off the Signal Tower aesthetic a little. If it goes away at the end of the target’s turn and it affects the Imprisoned it can even do some fun turn order nonsense with forcing them to go early to get rid of it
off topic question Kai but someone asked what your pronouns are and I didn't want to assume
nominally he/him but I generally don't care
thanks
Do you have any ideas on how to rework the PC overheat/structure damage rolls to mitigate what you wrote upon in that section of the rebake?
yeah the thing is the spite can always just basic tech attack in your general direction and it has 20 sensors and very little else to do, so why not?
i 100% agree with the core concept of reducing bad feels about losing an intregral aspect of an NPC in an OPFOR but also trying to maintain the spirit of symmetry between PC and NPCs
My take is “let them pick” tbh. Assuming the result distribution is the same
“Become jammed OR suffer system trauma”
Players can then get in on that too
oh intersting i thought you'd say pick between weapon mount or system trauma
just eliminate that 2nd dice roll
Nope, because that doesn’t help the Assassin with only one weapon/system
The GMS Crisis Catalog has alternate stress/structure rules that are, I believe, intended for symmetrical use
the biggest set of tweaks there are meant to do away with things like Stunned spirals
Hell I’ve done it too
like speaking personally if left to my own devices I would simply not have weapon/system destruction be a thing at all, but that's getting into more than just revised tables
yeah, they are. stunned and overheating comobrditiy of causing a player or important npc to just, suddenly and spontaneously collapse because they rolled exposed or stunned or premature dstruction
I outline my take on this in the design notes, I don't find the fantasy of "I blew up that guy's gun" to be compelling enough for the implementation thereof to earn its keep
I literally reduced Structure table to “lost a structure? Pick between brace downside or roll System Trauma” and got rid of all the other results
i think largely speaking the only change to the alt structure-stress table as ive considered it, seeing now how fairly appropriately effectiv using conditions so heavily, is that i would probably make systyems trauma, if i kept it, be a 1 result, and not a 2-4 result.
I think that games with locational damage, called shots, etc really need to be built around that to work in ways that aren't annoying or frustrating, and System Trauma is not a thing I feel is a core element of lancer's combat engine in that regard
a redesign of it self is yeah a thing i,
oh, huh
i guess i did think of something i might consider actually,
yeah okay i hthink i might actually have something now for system's trauma
makes sense I introducted the rebaked structure/stress and a player commented on the fact it removed the symmetry and that he liked "blowing off the bombard's cannon"
armament redundancy exists specifically so your one weapon superheavy build doesn't go demolisher-shaped the first time you lose structure, because it turns out that Sucks
I like system trauma as a texture thing because it’s the one unique thing about the structure damage table
Otherwise I’d chuck the whole thing out the window, honestly
Like early on, System Trauma was what made an impression on me, and I like making the tough choice of “What am I willing to lose?
Hence why I just added another layer of choice to it and replaced the whole table with it
we did agree to try out the rebaked NPC strucutre/stress for a mission and see which we liked
the NPCs are already asymmetric in tons of ways is the thing
default NPCs don't have access to identical action pools, they don't respond to overheating the same, they're "built" on different lines, etc
if anything, NPCs should be even LESS symmetrical
there's a compelling argument that not every NPC should have access to a generic invade action, for example
"I love blowing up this NPCs one and only gun" I mean yeah people do like it when they score what's essentially the equivalent of a free kill
yeah that makes sense in the aforementioned pre-rebake bombard example i just ended up lock-on + invade and it sucked for everyone for 3 rounds until it died
"I love blowing up the Bombard's cannon, but I HATE it when my own superheavy weapon is on the chopping block"
Off topic, but I might do a personal fix of the Rebake NPC structure table and make System Trauma or Stun be the roll a 1 on the table choice
Is it more balanced? Probably not, it’s probably less balanced
But I personally like it
honestly, yeah. not all of them are good at it but a -2 to systems isn't gonna stop a berserker from hacking a blackbeard in a meaningful way.
on a constructive note, my favourite support the Aegis is really cool in the rebake with the removal of the defence net recharge and addition of heat interaction with the players per playtest
and gives me something to do while def.net is up rather than lock-on/skirmish with light laser
which is awesome combo with scourer per Valk's remix of OSR
So an idea I had for a potential strider rebake is a little...odd.
Strider to me had a niche if being a mid like striker/artillery with high mobility.
Thing is that's kinda operators thing right now. Sniper is about anti armour, bombard is aoe and rain maker is the controller.
What if we honed on the making strider a little more aggressive then? maybe gear it to it's more ranger esque abilities
Maybe put an emphasis on giving it trying to flank players and give it like... A semi tactician 3?
this is Rebake Assault with the Fix and Flank optional.
Rebake HAR gains Acc against targets out of cover, Fix and Flank is word-for-word Tactician 3
Fuck
Fix and Flank actually goes pretty hard and peak, got my home table surprised when the Assault went "Imma shoot you!"
The hive seems rather interesting I'm ngl. I gotta see if I can make a sitrep based around it cause it feels like it's got serious legs
Mainly as a set up for tech attackers. You do like, hive, witch, maybe a pyro and a mirage?
The Hive (K) works really well with setup NPCs.
Mainly due to its force save then movement traits (re take burn from Razor Swarm).
Gets really silly since it potentially can drag out a PC out from their cover or defensive posture.
Most of that stuff is in the base hive too, so the dynamic isn't radically different
razor swarm into driving swarm is like hive 101
Hive [K] and Sentinel [K] were downright oppressive (complimentary) when working together to lock down a lane, shit was great
then the chomolunga rotated over from the other part of the map and executed Controller Gaming
hives have a lot of potential in terms of forced movement and mobility lockdown between drone barrage and driving swarm, they're very flexible positional controllers
"if you approach us you will get shotgunned and also burnt from a razor swarm and also you will be forced to un-approach us" is a good time
Was wondering about that as well, I might run a Sentinel [K] sometime soon in my home games. Just to pressure the table into thinking quick.
Wall of text incoming
Bombard
Good experience across the board, with a caveat or two. Played as a tier 2 elite with counter battery suite and high impact shells
Broad strokes: more dependent on allied composition for special ammo combos. Size increase was neat but maybe not a weakness fully exploited due to my map design
High impact shells/reload gimmick in general: mixed feelings. It worked once, but once players figured it out they split up (as they're supposed to) and ensured that if I had to use it again, I'd have to reload. But there is no way on gods earth I'm going to give up a whole turn of damage for... Knockback 3? That's just not happening. So them splitting up basically deleted this feature from my sheet (and earthshaker, which i didn't even use)
Not the end of the world. It can be offset with forced movement support (which i didn't have besides the Goliath grapple) or swarming players with my own guys to trigger the sacrificial triple hit (which i did as often as possible). This balances out to be positive; making GMs think about their synergy is good, and next time i field this I'm definitely bringing cataphracts. but i do think that going from "guaranteed 3 knockback every time you hit" to "maybe 3 knockback if you sacrifice your own front liners" is a painful nerf. Basically: you have to bring CC or else this will rarely be used. I don't hate that but it's notable given how many features in this rebake use this gimmick
Counter battery suite: great feature. Offsets the cannon's main weakness in a fun way. Disincentivizes trying to brute force siege armor at range. Since we're size 2 now that's good for business, especially since i have a lot of shred pressure at my table
Unimportant bonus thought: the bombard having such high e defense caught my players off guard given it's size and innate damage resistance. They (understandably) assumed that big guy = weak to hacks. Didn't turn out that way! Nothing that needs changing but i did think it was an amusing presumption
Goliath
Good shit. Fielded two of these at tier 2, one at initial deployment and the other as a mid game reinforcement. power knuckle and mag gauntlet. Note while reading this that i have very little Goliath experience before this. Like, two prior combats at most
Broad strokes: did his job as a tar pit, but high damage players kept him from shining like i wanted. First one was fragged in round 3 before he even got his turn. Siege armor woulda been reeeal nice
Gun changes: no engagement penalty is obviously good for what this guy does. The original was multi hit? What the fuck?? Like why tho? Anyway no notes, does what i wanted it to do. this guy isn't supposed to be throwing big digits anyway
Mag gauntlet: fun as hell. This ability just rips. Being able to use it on anyone in range gives it so much utility, even if they aren't pulled adjacent. Players never positioned themselves in such a way as to let me set up the bombard and the Goliath isn't fast enough to force the matter (nor did he live long enough to try), but the potential is there
I was tempted to add the Jammed back to it like you originally had but lmao no fucking way. That was the right call. Jammed is obviously really strong but the casual disruptive utility would make it Too Much©
Bonus thought: buff health. Or put siege armor back in. I know you were thinking it might be too much but for tier 2 players, 30 damage is trivial. They laughed at me, kai. They laughed!!
Scout
I fielded this rebake back when you first made it and so i was excited to give it a second spin. Was not disappointed. Fielded a pair of these at once, both with Pathfinder
Rebound scan: this new version is just as good as i remember. Allowed me to harass my infiltrator player with impunity. Im not kidding when i say that the vanilla rebound scan sucks huge, furious ass so it's just pleasant to have my spotter unit actually spot
Marker rifle: the last time i reviewed this scout, i bashfully admitted that i wasn't the type of GM to let lock ons linger. "I always consume!"
I am no longer that GM. Several months of getting my shit pushed in by a band of rowdy murder hobos killed the naive boy in me. So! Revisiting the new marker rifle with my new outlook on life? It's perfectly fair. It's really the way it should always have been
Pathfinder: this is a funny little feature, i really like it. Riffing on rangertail is unexpected given how comparatively overlooked it is in the community. Its like mirage light. I got a ton of use out of this, especially when my Goliath suddenly closed the gap. That resulted in a lot of grumbling
Bonus thought: obvious synergy with an elite bombard. Next time i pair them I'm going to go all in on sensor link/spotter. See what kind of shit i can really get up to
Small note: Kai has been adamant about not wanting to give the Goliath inherent resistance traits as the whole theme of the Goliath is being a big sack of meat- so Siege Armor will likely never be reimplemented on them
Sitting in bed thinking about the bombard reload. I guess i thought I'd be more tempted to risk the reload when players split up but that just wasn't the case. Should i be tempted? Maybe not. Idk, I'm conflicted
Yeah that makes sense
Perhaps the potency of the different shell types could use improvement?
I like the idea in theory, but you're basically sacrificing a turn of firing for the effects- you'd ideally want them to be extremely potent control tools
But then when you do catch players with their pants down it risks being overwhelming
It's a tricky one
That's also true- the central gimmick of not needing to reload if it hits 3 characters is a sticking point
Yeah i gotta use it more
Re: goliath health i definitely get not wanting resistance, i think id prefer just a bit more padding
Idk about the "3 or more characters" thing on paper considering how much that can vary between play groups (more players, drones, the wrong NPC loadout adding more bodies such as an Engineer or Support). It sounds swingy
The optimal play in all cases is the sacrifice
Which, honestly, i like, but i didn't build into that with this opfor
Tru tru
So it definitely merits another go
Here's what I might do, is scale it down to 2+ characters
you're right that 3+ could probably be a bit steep
idk if lowering it to 2 would make it too easy, but it's something I'd rather try versus "make the shells more powerful"
I'm not speaking from any experience when mentioning that, I would like to reiterate. But it'll probably be a good idea to keep an eye on the playtest data and see if 2+ vs 3+ is meaningfully different
2+ would likely make scattering go from a good idea to a near necessity from the sounds of it, as it seems far easier to get only 2 enemy targets in a blast 2 than 3
I parrot people a lot, sue me -_- (joke)
On the other hand, two of those bombard shells are already unlimited in the CRB
On a hit, the Bombard Cannon knocks targets 3
spaces away from the Bombard.```
ya know I did completely forget about that
this just always works, period
no scattering is possible
so instead of "scattering becomes necessary with 2+" I would perhaps look at it as "scattering is now possible at all"
the point about lower player count groups is a good one
re: the goliath, I'm still determining exactly what I want to do with that, and tbh I wouldn't mind getting some feedback from people who've used normal goliaths more to get more of a feel for exactly how they've been performing
it's not that the feedback I'm getting isn't helpful, but a lot of it is "I've never used a goliath before now"
and it's kind of hard to evaluate exactly how distinct the rebake is performing versus the CRB version in terms of rounds to kill etc
because I have a feeling that at a certain level, siege armor probably isn't keeping goliaths alive and/or effective for a massive extent longer given the existence of various PC-side paracausal-type effects, movement tech, etc
The last combat of the mission I'm running rn is gonna have a Vet Goliath, and I made the unwise decision of literally running a regular and rebake Goliath in the same mission prior. Also ran the first combat of Winter Scar with a Goliath so that's something else too.
Just need to get through 2 combats and like... 4 sessions worth of non-combat stuff first
Tbh Siege Armor acted as a sort of twofold thing for the CRB Goliath- it did add a layer of protection that did incentivize getting close to the Goliath to bypass. We had a Monarch and a Blackbeard going at the sitrep, and while the Monarch could lock onto the Goliath it was much preferred going after the other opponents while the Blackbeard focused down the Goliath to win the Gauntlet.
HOwever, in my most recent experience with the Goliath in a control sitrep, the Goliath became... very easy to ignore. Because it's Core Rulebook Goliath it couldn't move past a Mag Wall setup, and it was incentivized to just stand on one objective zone to keep gaining points. Buuut then everyone else got killed and it couldn't really make use of Crush Targeting on anyone else. We did have an artillery that could focus it down, but because it had Siege Armor, why bother?
Siege Armor does make it tanky against Artillery- but that can be a bad thing because artillery stops focusing on it
WHich means its focusing on literally everyone else- ya know, the guys with probably less than 25 HP
And because the CRB Goliath finds terrain such a major impedance, it can't get close the distance to range 10 in order to Crush Target the Artillery
Mid range however... idk, I've never had a midrange player
Like ever
But a CRB Goliath, in my experience, can't really force artillery to focus on it, and if it wants a character to close within range 3 of it, it's gonna Crush Target someone who's effective range already lies within there (Rebake Goliath does this especially, as I can attest to recently. It did give my Ultra another turn of life)
Hence, Siege Armor is counterproductive- Artillery should want to shoot down the Goliath so the Goliath can do its job as a meat tank, and the Goliath can't provide any non-guardian related incentives to do so anyway because Artillery doesn't tend to operate at range 10. So, get rid of Siege Armor, and at the very least it's not in the way
Now to be fair, this is only 2 experiences with Goliaths. But it's something, and enough to give me a feel for it and provided some experience to say I agree with the sentiment of ditching siege armor- at the very least, if a defensive measure must be implemented, it should be something other than siege armor
@orchid ledge Re: the Bombard, I can think of two alternate implementations that might be worth investigating re: the various shell types
- Reducing the number of targets to proc a free reload from 3 to 2
2). Making them into Recharge type abilities similar to the CRB Earthshaker Shells with an automatic recharge clause on targeting 2-3 targets
Would be a shame to see another Reload feature be turned to Recharge but it's understandable.
I'm happy to give it a see at 2+ instead of 3+
If reloading is workable then I'd be fine to see it work that way as well
I'll be running a bombard in... 2-3 months from now, so if the playtest is still going by then I'd be happy to test the reloading with 2+ targets
Ideally for the goliath that ally is standing behind them and gaining hard cover + potentially resistance
I haven't finished reading all the Rebakes, but...
The more I read them, the more I realize certain idiosyncrasies about the regular NPCs, and how they tie to Lancer's overall system design and inspirations, particularly D&D 4e's own mechanics. 🤔
Very late to the party, but the discussion of destroying weapons being kind of unfun across the board gave me the idea of like...replacing it with weapon "stun". Most NPCs are built around a single weapon as stated. Having a whole ass turn where the mount is unavailable but the NPC gets it back might be a nice middle ground. System Trauma forcing them to hard reboot the gun (or nanocarbon sword?) so it works again.
that's basically just what Jammed is, which is why it's in the replaced structure table.
(more or less. jammed is a little harsher overall)
jammed also works better against broad spectrum tech attackers and has some other applications as well (certain NPCs have abilities which specifically shut off versus Jammed, for example) which is another reason I chose it
Jammed turning off 'Every reaction' leaves a lot of NPCs out in the cold if they've got defensive reactions, which means it's a beefier option.
that too
I feel the benefits are significant enough and more broadly applicable enough to outweigh the permanence of System Trauma on the timeline most NPCs live on
I also feel like it makes it more...stable.
The value between 'took off the Ronin's sword' and 'Took of the Engineer's gun' are not the same. XD
There's a lot of NPCs where that 50/50 'Weapon vs System' flip is a big deal if you get the wrong one.
I saw request of input from CRV Goliath users lol
So I've recently used two Goliaths from the rebake and I'm someone who uses them pretty often.
It's a bit of a...I wanna say a slightly drastic change but it honestly feels more focused.
The rebakes Goliath higher focus on control makes up for the loss of towering defender and retribution.
Normal Goliath kinda filled this wierd niche of a defender who could also do some damage with drum shotgun and retribution.
I find myself being much more tactical with rebake Goliaths cause CRB Goliath I often find myself having to be much more aggressive in order for it to be able to do anything.
I am definitely feeling the reduction of sensor range however. 2 reduction doesn't sound alot but it often means that due to the new lock of siege armour players aren't really incentivized to move into the Goliaths range to deal damage to it. Rebake Goliath kinda excels in sitreps where the enemies have to come to it from what I've found. And mag gauntlet is kinda what enabled so many of the new strategies that I kinda wish it was part of the base systems instead of an optional almost lol. Goliath is also really good at setting up combos for assason specifically. Between Pin, mag gauntlet and power knuckle Goliath is very good at singling out strikers, locking them down while assassin follows up with a knife into a spinning kick
This echoes my experience with it
It's a shift in role and one i quite like
There's a reason i didn't use it that much, this rebake is just more fun to play
Every turn started with "whos getting magged" and that set the tempo
I think the biggest question then is how much of an action tax Siege Armor inflicts on players to circumvent it. Monarch can bypass it, if it uses an extra Quick to lock on. Melee Blackbeard can bypass it, if it uses an extra quick to boost/grapple to it. Paracausal Mod and similar passives with no action investment are the outlier in these situations, I think.
That said I totally understand the arguments that Siege Armor doesn’t actually help much on the defender plan vs Artillery (which may be intended design: crb Goliath is definitely more effective at close range than long).
I have run CRB Goliaths in a few situations and can confirm siege armor is much more viable vs a midliner compared to a close ranger though. I don’t think I’ve run them in situations where long range damagers came into question though.
I don't mind long range characters dancing outside range, that feels good and fair to me
I imagine that I’d need to setup like, a long Escort Map with an initial CRB Goliath deployment vs long range PCs to gauge the number of actions taken to kill it
Yeah like i mentioned, my table has a ton of shred so would mr vanilla last all that longer? Probably not
But that's why my first thought was an hp bump over resistance
Yeah but tbf Shred must be inflicted somehow
That lock on to proc Monarch passive is an opportunity cost
To be clear i don't care about siege armor, what i care about is that Goliath has slightly a larger dead zone in which he can't affect players. Mag gauntlet still has to be in sensors to work
At speed 3, that 2 sensor reduction can result in a turn of nothing
Hm. I do wonder, if higher scaling on HP would be tenable on rebake Goliath
Instead of 5 per tier, 10 per tier? I don’t know if that extra 5 would’ve saved you though, pigs haha
Well, maybe I’m misspeaking. I don’t know if it would’ve bought you another player action or two
NPCs are largely doomed when they hit the field
Re: bombard reload, id like to give these a try for sure
I think I'd prefer the 2 bang over a recharge just because i do think it's a fun dynamic
But yeah ultimately as a frequent bombard enjoyer, what i found was that my abilities i could always depend on were suddenly uncertain gambles, but I'm still putting out the same amount of damage. It's a reasonable nerf to a strong unit
Which begs the question, would that make it easier to field 2? I'm not so sure. More than likely I'd have two bombards with the same gun but i just don't use their features as much
Reiterating - i don't hate this
Now that i understand the new flow better i want to give it another go with an opfor that's built more solidly around it
I will make it clear that I’m not saying “bring back siege armor!” More so I’m considering what sort of action cost SA inflicts, and what other options exist to obtain similar longevity (if desired)
I think pursuing other options would def be more interesting
My admittedly cheeky comments about health aside, nu-goliath was a real fun unit to use
I think i prefer mag being an optional. Turning Goliath from tar pit to CC demon is cool as an optional. As base kit it's too much of an identity shift
It's good where it is
Ultimately it is their job to die
By the way, when you say your players deleted your one rebake Goliath, how many actions did it take them to do so? 2 quicks or the equivalent?
Good question, I'd have to check the logs but i do think it was 2 quicks, yes
Fully stacked deaths head (no core power tho) shot took out half it's pool, everest took out the other
that's a pretty big investment of systems tho
bulletsponges are hard to design well
its either not fitting the brief or is a slog
fwiw im polling my players now and they are expressing enthusiastic approval of the bombard special ammo changes
so fuck me i guess
but what do players know, theyre less than scum
in the cold light of morning im much more forgiving of the new special ammo rules. i think theyll sing if the opfor builds into it
and if the opfor doesnt build into it then you dont get free prone with 12 damage
and thats, like, fair
yknow?
but i do think having a small party count could be a big issue
so dropping the requirement to 2 is not out of hat
honestly it might be an odd take but if goliath had one more speed it would let be more proactive in making enemies come to it as opposed to waiting for enemies to egnange with it.
The classic beeg steppies