New Balancing Rule
Posted Jul 16, 2018 13:15:00 GMT -7
Post by Kitten4u on Jul 16, 2018 13:15:00 GMT -7
To prevent people from getting away with constant interference spam, we have added a new rule to hopefully give people some more options. While it was implemented to help combat interference spam, we hope it gives you options for several more strategies. The new rule is called Combo. This is the full changes of the new rule and they can be referenced at any time in the Battle Rules thread.
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A combo is a special effect that can happen when multiple allies target the same enemy on the same turn. The effects of a combo take effect after openings take effect, but before the success or failure of any powers is determined. This means that a combo can take effect even if the powers that contribute to it fail.
The only way to stop a combo is by using a Maneuver power on the target of the combo. This stops the combo from taking effect, but all the powers involved still resolve as normal. Note that even though a Prediction power won't stop a combo, it's still very effective against a combo because it will still give up to +20% combat advantage for each mage participating in the combo.
A combo can provide benefits to the mages participating in the combo or penalties to the mage targeted by the combo. The specific effects depend on the powers used in the combo as follows.
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A combo is a special effect that can happen when multiple allies target the same enemy on the same turn. The effects of a combo take effect after openings take effect, but before the success or failure of any powers is determined. This means that a combo can take effect even if the powers that contribute to it fail.
The only way to stop a combo is by using a Maneuver power on the target of the combo. This stops the combo from taking effect, but all the powers involved still resolve as normal. Note that even though a Prediction power won't stop a combo, it's still very effective against a combo because it will still give up to +20% combat advantage for each mage participating in the combo.
A combo can provide benefits to the mages participating in the combo or penalties to the mage targeted by the combo. The specific effects depend on the powers used in the combo as follows.
- At least 1 Aggression power: the participants can take openings even if their powers fail this turn. The CONFUSE opening will still prevent them from taking openings as normal, however.
- At least 1 Interference power: the power used by the target this turn fails, even if it's an Interference or Prediction power.
- 2x Aggression or 2x Interference: the participants can take openings for 5% less combat advantage this turn.