Legends of the Jedi Forums The Brainstormtorium "guard" skill proposal, and "switchtarget"

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This topic has 19 replies, 10 voices, and was last updated 13 years ago by neven.
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    • Quicksilver Participant
      November 26, 2012 at 10:07 pm #20292

      I could forsee switchtarget being used to even out uneven situations, but on the other hand, it could be abused in a similar manner. So I vote what the hell, why not. If it’s broken we can fix it.

       

    • Miros Keymaster
      November 28, 2012 at 6:24 am #20311

      zero – weapon specific mv cost might be interesting..  maybe with a roll based on the relevant proficiency?

    • Ralen Keymaster
      June 12, 2013 at 4:33 am #22024

      Bump

      As this is an interesting idea currently outstanding.

    • neven Participant
      June 14, 2013 at 2:38 pm #22026

      Do try to make sure guard can only possibly happen if the guarded target isn’t already iron walling/dodging/parrying the attack themselves, otherwise, since you cannot dodge the guarded shot yourself, you’d actually be increasing the enemy’s total damage output per round despite at least splitting it. If anything I almost feel like as proposed, guard should be a bit of a higher level and buffed (by allowing the guarder to dodge or perhaps by not nerfing the guarded’s damage output), or have it’s learning curve lowered. In short it seems like a cool idea I guess to make leader have more effectiveness, I’m just concerned that with all the care being taken to make sure it’s not TOO powerful, it might end up actually being a negative to use it at all.

    • neven Participant
      June 14, 2013 at 2:41 pm #22027

      As far as switchtarget goes, I feel like everything that needs to be said about it (regarding rescue and lag and such) has already been said. More lag than rescue, less lag than murder (for rescue/murder combos to switch targets).

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