Pogo wrote: Luck of the Draw (9AP)Gambit charges a card. He won't miss his target, but stay clear of the blast. Choose a basic Purple tile to become a countdown tile. When countdown resolves: Destroy, at random, either the row, column, or 3x3 centered on the countdown. Destroyed tiles do not [initially] deal damage or gain AP. 1. 4-turn CD 2. 3-turn CD 3. 2-turn CD, can now select any basic colored tile to become a Purple countdown 4. 1-turn CD, destroyed tiles now deal damage 5. 2-turn CD, destroyed tiles now gain AP and deal damageThe Purple was intended to be the headliner, but I think it might be too boring. In my original draft, there was no countdown, but the affected tile was going to be selected at random. This seemed to put more of an emphasis on luck (hence the title) than I really associate with Gambit, and it also made the power feel like a Green. This way, there is still a luck component but it's a board control power. The power effects already kinda straddle Magnetic Flux and Iron Hammer, which was unintentional. I tried to find a good balance between AP cost, CD duration, and number of tiles destroyed without having to add flat bonus damageKinetic Burst (7AP) Deals low-moderate damage and creates Purple charged tiles 1. Low damage, 2 basic Purple tiles become charged 2. 3 tiles become charged 3. Damage is increased 4. 4 tiles become charged, damage increases a little more. 5. Instead of 4 purple tiles becoming charged, 4 random tiles become Purple charged tiles (enemy special tiles are valid targets, but not friendly special tiles)The main idea here is to feed the Purple, so damage shouldn't really rival heavy Reds. After looking at the damage dealt by other Reds with secondary effects, I was thinking that at level 166 he'd deal around 1000 at rank 3, 1300 at rank 4 & 5Pickpocket (7AP + rank up) A random basic Black tile becomes a countdown tile. While at least one such tile is on the board, any time an enemy fires a power, steal 1AP of that color. 1. (7AP) 3-turn countdown 2. (8AP) Also steals up to 2AP of a random color when the countdown is placed 3. (9AP) countdown increases to 4 turns. If matched by the player, the countdown relocates and resumes. 4. (9AP) If the enemy has 0AP to steal after their power is fired, deal [3 of Gambit's strongest tile] damage to the enemy who fired the power. 5. (13AP) the 2AP casting bonus is gone, but Gambit also steals 1AP when he is damaged by enemy matchesI like this one, but I'm not super confident about it. I wanted a castable theft-based ability that hadn't really been done before, but I don't know about the balance. The initial draft required that Gambit take damage from an active power, but that made this power feel useless unless it was at rank 5
ErikPeter wrote: I'd build it around Kinetic Burst and charged tiles.
ErikPeter wrote: Luck of the Draw is an incredibly terrible power. At 5 ranks it's a good deal for the AP. Pretty much like 2-star Magneto's red, with a cheaper cost. But ranks 1-4 are... so, so bad.
ErikPeter wrote: Kinetic Burst seems fine... ...I'd like his powers to center on this more
ErikPeter wrote: Pickpocket has over-complicated progression, over-costed, and kinda crummy.
ErikPeter wrote: Stack the Deck 7 AP Adds 3 Purple tiles and 1/2/3/4/5 Charged Purple tiles to the board (Passive) When the enemy matches a Charged tile, they take minor///moderate damage. Kinetic Burst 12 AP Destroys all purple tiles on the board (without gaining AP). Charged tiles explode, destroying 3 adjacent tiles and dealing moderate/good/great damage. Pickpocket 8 AP Creates a Black trap tile. If you match the trap, steal 3/4/6/8/10 AP in random colors. If the enemy matches the trap, it deals minor////moderate damage and relocates. (PASSIVE) If Gambit is damaged while a Pickpocket trap tile is on the board, and the opponent has more AP in reserve than you do, steal 1 AP in a random color.