• Welcome to the Heroscapers 2.0 site! We've still got some dust to clear and adjustments to make, including launching a new front page, but we hope you enjoy the improvements to the site. Please post your feedback and any issues you encounter in this thread.

Feral Predator (Public Playtesting)

Personally out of Arch and Japes' proposal I'm leaning on it being conditional on a shield instead of a skull to reduce the chance down a bit- if it still feels too tough like that I'm willing to drop defense to 2 as well but my preference at the moment is to keep the defense stat as is at 3.
 
I'd be fine seeing that change tested in public testing. My gut says it'll still feel strong, but maybe that will be enough of a nerf.
For the record my concern with the idea of it being conditional on him taking no wounds is that I don't want big-single-attack figures to be able to reliably just ignore the risk constantly- they're already advantaged against him as you've pointed out, but I do see that as it stands it's overtuned a fair bit especially against figures that expect to be hitting him multiple times.
 
C3G STANDARD PLAYTEST FEEDBACK FORM

NAME OF THE PLAYTEST UNIT: Feral Predator

Version tested:
Spoiler Alert!


Army Test
Map: Conflict Chernobyl
Units: 1000 pts – Predator Elder 280, Feral Predator x2 480, Predator 240 VS 1000 pts – Captain America 240, Iron Man 270, War Machine 260, Black Widow 230
Spoiler Alert!

___________________________________________________________​

Army Test
Map: Cell Games Arena
Units: 1000 pts – Predator Elder 280, Feral Predator 240, Cheetah 275, Kraven 200, Fighting Chance 5 VS 1000 pts – Magneto 320, Wild Child 120, Wolverine 280, Sabretooth 280
Spoiler Alert!



GENERAL THOUGHTS ON THE TESTED UNIT: I like the concept here but they might be coming in slightly hot. Either I just had crazy luck with Razor Shield or it's a little too strong, with it doing 7 wounds in my 2 games. It did hit well above average so we can wait and see what other playtesters get before deciding to make a change. Not 100% sure what the solution is there though, could limit it to once a turn so multi-attackers like Iron Man or bonding teams don't get burned so easily. His other powers are solid, although I think the Tri-Bolt SA could use a small change. I always attacked with 6 dice, and didn't see a situation where an attack of 4 and then 2 are really useful. Maybe two attacks of 3 against squads could work but an attack of 2 is almost useless in C3G. Seems like a neat design that works really well with the current Predators and Hunters.
 
Do we reckon it's worth applying a nerf to Razor Shield before I run my own tests on it or should I hold off and see how I find it in my playtesting before making a change to it?
 
Back
Top