I'm glad these comments might be of some use - I'll try to expand on them this time so maybe they'll be more productive.
For round two I'll be focusing on my takeaway from the characters' cards...
*ATK = increased across the board, barring my man Otho. In all my games (which is probably an insignificant sample) I never really felt like increasing ATK was a huge need - I'm not of the mathematical persuasion myself, but it would be interesting to see how the chances of scoring various levels of successes compare between the two ruleset versions.
*Infelix: I like the change in wording for Swift - makes sense that other models with the same skill would counterbalance each other.
*Marcus Furius: I like the clarification for Entangle.
*Septimus: I like the adjustment to Momentum - maybe it's just me, but I always felt like he was sort of caught in no-man's-land from a skills/tree perspective, like there was not quite enough unique about him. Maybe giving him a little something extra versus bigger gladiators will help.
*Nero: Has Momentum like Septimus, but the wording is different. I would suggest changing the name of the skill or adjusting the wording to fit all the other Momentums. IMO for the sake of clarity all skills of the same name should have the same rules.
*Nero: Vitality is waaaay down, but that's comparable for all other Titans. I think this is good - he and Septimus were ass-kickers the times I played them together. Maybe I'm missing something, but does Gore really add anything? Don't a Push and Follow-up achieve the exact same result? If so, why give him a skill that just replicates an ability he already has? (And like I said, maybe I'm missing something obvious about it.) Killer changed to Triumph = fits perfectly with the Destroyed to Defeated change.
*Micon: Maybe this should go in the Rules Queries subforum, but I'd love for someone to talk me through the utility of Reversal. Switching the order of damage tree results seems sort of like "six of one, half a dozen of another".
* Gaius Pallidus: I'm obviously the minority, but I liked the original wording of Regrowth. In the games I've played, it hasn't been that frequent that I end up having more than a pair of models within three inches of GP so "all models" was never that much of a deal-breaker. I guess I can see someone abusing it, so maybe "one model / three Vitality" or "all models / one Vitality"?
*Proximo: + that Coordinated Strike is gone - it seemed too planned for arguably the wildest of the Titan Beasts, though he does present as more in-control overall now (with Feral, Instinctive and Roar being gone). I do wish Reach was still around TBH.
*Ur-kek: (Major caveat: I've never played with Morituri characters personally) Wither = better than Spite IMO. I thought it was a really characterful ability for when he checked out, and Spite just seems a little generic. Maybe this is toned down to balance Will of Antony, which seems like a really powerful Ludus Tactic
*Zahra: Lash = appropriately downgraded. She was the only model I felt was (arguably) overpowered in the first rules iteration. Now it seems to work more like an actual whip (i.e. not quite as controlled as before). Also Deft is a nice addition that adds character.
*Sereqet: Seems significantly toned down, even more than the other Titans. And now that I look a second time, Ur-kek's Wither has become Sereqet's Toxin. That seems logical, but I still wish UK had a little more "interesting" death ability.
*Thoth: +2 ATK - wow. Big jump. He must have been a big-time underperformer previously.
*Tiet-Khebi: Innervate's wording is awkard (needs a conjunction somewhere in "model, the model"). Also Enervate/Innervate seems like it might be needlessly confusing IMO. And 7 ATK and her damage tree is pretty badass. RRG must want her to be Morituri's "star" (which makes sense considering how nice her model turned out).
*Sven/Vargr: Berserk - the "to pay a cost" wording is gone. 3 damage seems to "normalize" the cost a little, but I liked the variability (and subsequently cost/benefit calculations) previously.
*Frigge: Sad to see reposition disappear from her damage tree - I thought she was the perfect complement to essentially all the other BBs with that skill. Loved her the way she was.
*Bjarrhvit: Trapper replaces/upgrades Spirit Guide, and fits logically. Kudos.
*Hroka: Protective = cool, characterful. Also lost reposition result. Blood Brothers as a whole seem the most nerfed - not sure they needed it based on my sample of games, but obviously others saw things differently.
*Caho-Ta: I like Skirmish and the survivability it adds. Bonded seems like a good way to show the connection between horse and rider.
*Wendigo: I wish Consume Essence was still around in some way - it fit sooooo perfectly with the myth behind his name. Famine is cool, but not quite the same IMO. Again, Enervate/Innervate seems like one or the other should be changed.
*Leo: Roar change = in keeping with him being a wild animal (i.e. can't just generate favor for everyone). Pounce + Opportunist = perfect way to represent a big cat, IMO. Always dangerous and you better not turn your back... (Also, Leo's model is shaping up to be the best of the bunch - I'm anticipating him being close to an "auto-include" in my lists.
*I can't say enough how AWESOME the cards look. Their design is sleek, professional, and really draws the eye to the right places. No idea who RRG's graphic designer is, but they earned their check and then some with these.
*Finally, I almost literally can't ****ing wait until I get the actual game in my hands. Come on, MIKH!
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