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TopicMercenaries 5 Test Run, Week 6 Results: So Scream All You Like...
KanzarisKelshen
04/11/23 11:17:33 PM
#145:


I honestly don't see Batman as being overly weak relative to videogame characters. As someone pointed out, the main knock against Arkham Batman is just that his actual offensive options are relatively limited to the Batclaw + Batarans + environmental disables + some preset explosives + punches. But the two additions to his writeup we've given him solve that issue, because one gives him an absolute barrage of projectiles to keep people on their toes with if he has to brawl more front to back (so he doesn't lose all value in that situation at all), and the WayneTech batarangs mean somebody like Cloud doesn't instantly ginsu him because he has to push through a constant field of bladed things around him.

KamikazePotato posted...
ALSO the teleport felt like a natural part of his kit. One of the longest-running Batman jokes is that he disappears when you aren't looking, even if it doesn't make sense. I also enjoyed how it gave respect people couldn't ignore to a stealth merc, which has been the most chronically undervalued type of merc since the series' inception.

This is just me adding my two cents though.

Batman does have the ability to A) kill any non artificial lighting in the terrain as an ability (this combos very funnily with the Among Us Impostor who can kill artificial lighting, incidental), B) Start separate from his team, already stealthed and prepared to strike (as part of the same ability!), and C) spook the hell out of villains and Criminal tag nonvillains (so like, say, V from Cyberpunk or Kazuma Kiryu from Yakuza) because he's coming for them, so he does have some of this sauce in his kit. Actual offscreen teleportation, no, but he's a metroidvania character and doesn't really need it, just a chance to guarantee stealth IMO.

Lopen posted...
Batman as a 4 makes sense.

I'm hoping his Batmobile summon ups his upkeep to 5 and doesn't cost AP.

We debated whether to raise upkeep or cost AP and overall, we determined that AP was overall a more attractive pick -- this is particularly the case in low tier. Batman + Batmobile for 2 AP is pricy abilitywise but an absolute steal in terms of battle power, you're basically paying 2 roster slots for what would be two valid battlemercs that both punch above tier weightclass that way. 0 AP 5/week makes it so every mid tier and up match makes it so he brings the Batmobile because otherwise you're 'leaving money on the table', which felt wonky when our goal was to make the Batmobile more opt-in...but honestly it might be fair to make it a 0 AP in high tier specifically, since Batman genuinely does really want the help at that point. We'll see what we decide as we work on the high tier boys and girls specifically.

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