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<blockquote data-quote="Zelc" data-source="post: 4558357" data-attributes="member: 40496"><p>Two things. First, just because I call it a laser does not mean it has to be a stream of photons shot from a technological device. It could be a stream of magical energy. Second, fluff is mutable. Does it really make a difference if I call it a laser instead of a heat ray or an electric bolt if the mechanics stay the same (ok maybe damage type changes)? I'm more interested in ironing out the crunch first.</p><p></p><p>Well, there's two levels to this question. I'm trying to create a class with the same playstyle as the character in the game, because the tactical gameplay seems interesting. I'm also using moves based on the character in the game's moves, more so I don't have to be all that creative and come up with all these moves than anything. Although I guess it'd be neat if you could build that character from this class.</p><p></p><p></p><p>I think this is fairly unique. Basically, the doll focused build of this class has three major aspects. First, there's the general boring controller AOE that kills minions. Second, this class sets up fields on the grid that make enemies in those fields vulnerable to attacks. This obviously synergizes with other classes. Third, this class has some forms of knockback to put people into those fields and otherwise move people around. This class also has two major weaknesses of many abilities not firing instantaneously (which requires forward thinking), and the blind spot which requires teamwork and resources dedicated to puppets or other forms of defense.</p></blockquote><p></p>
[QUOTE="Zelc, post: 4558357, member: 40496"] Two things. First, just because I call it a laser does not mean it has to be a stream of photons shot from a technological device. It could be a stream of magical energy. Second, fluff is mutable. Does it really make a difference if I call it a laser instead of a heat ray or an electric bolt if the mechanics stay the same (ok maybe damage type changes)? I'm more interested in ironing out the crunch first. Well, there's two levels to this question. I'm trying to create a class with the same playstyle as the character in the game, because the tactical gameplay seems interesting. I'm also using moves based on the character in the game's moves, more so I don't have to be all that creative and come up with all these moves than anything. Although I guess it'd be neat if you could build that character from this class. I think this is fairly unique. Basically, the doll focused build of this class has three major aspects. First, there's the general boring controller AOE that kills minions. Second, this class sets up fields on the grid that make enemies in those fields vulnerable to attacks. This obviously synergizes with other classes. Third, this class has some forms of knockback to put people into those fields and otherwise move people around. This class also has two major weaknesses of many abilities not firing instantaneously (which requires forward thinking), and the blind spot which requires teamwork and resources dedicated to puppets or other forms of defense. [/QUOTE]
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