Rhipf said: I am REALLY getting tired of all these normally stunable characters gaining stun resistance for certain node of various events. I find it especially strange to add an anti-stun ability to a character in one or two nodes of their introduction event. If you don't want us to be able to stun a character then add that to their normal abilities otherwise lay off with adding unstunable abilities for one or two nodes only.The same can be said for temporary abilities blocking a character from going airborne.
bluewolf said: Sorry, he's just not very good and I sure as shootin' won't be running him with Apocalypse and using AV's powers.....
KGB said: Rhipf said: I am REALLY getting tired of all these normally stunable characters gaining stun resistance for certain node of various events. I find it especially strange to add an anti-stun ability to a character in one or two nodes of their introduction event. If you don't want us to be able to stun a character then add that to their normal abilities otherwise lay off with adding unstunable abilities for one or two nodes only.The same can be said for temporary abilities blocking a character from going airborne. Why? I mean it's just used for training nodes in intro events where there is no or next to no consequence for losing (you get loaners if you want).If it bothers you so much, just think of the temporary ability as the character having a support that grants stun / airborne immunity KGB
KGB said:Why? I mean it's just used for training nodes in intro events where there is no or next to no consequence for losing (you get loaners if you want).If it bothers you so much, just think of the temporary ability as the character having a support that grants stun / airborne immunity KGB
Rhipf said: KGB said:Why? I mean it's just used for training nodes in intro events where there is no or next to no consequence for losing (you get loaners if you want).If it bothers you so much, just think of the temporary ability as the character having a support that grants stun / airborne immunity KGB If it was limited to just the introduction events it wouldn't be such a big deal but this seems to creep into unexpected places. It is also a bit strange in an introduction event that is designed to introduce you to the skill set of a new character to add extra abilities to the character that it wouldn't have in everyday use. If there actually was a support that added stun/airborne immunity I guess I wouldn't have as much of a problem with adding this ability to characters just for events.
OJSP said: Rhipf said:If there actually was a support that added stun/airborne immunity I guess I wouldn't have as much of a problem with adding this ability to characters just for events. The Soul Stone does that.
Rhipf said:If there actually was a support that added stun/airborne immunity I guess I wouldn't have as much of a problem with adding this ability to characters just for events.
OJSP said: bluewolf said: OJSP said: Rhipf said:If there actually was a support that added stun/airborne immunity I guess I wouldn't have as much of a problem with adding this ability to characters just for events. The Soul Stone does that. "Special (Championed Character) - On turn start, 10% chance to make a 3-turn Countdown tile making the supported character immune to Stun and Airborne."I mean everyone has a Soul Stone by now, right? I’m not arguing about the availability. I was just saying there IS a support that does that.
bluewolf said: OJSP said: Rhipf said:If there actually was a support that added stun/airborne immunity I guess I wouldn't have as much of a problem with adding this ability to characters just for events. The Soul Stone does that. "Special (Championed Character) - On turn start, 10% chance to make a 3-turn Countdown tile making the supported character immune to Stun and Airborne."I mean everyone has a Soul Stone by now, right?