[quote=“Zqxx, post:15, topic:2966”]1) Is one side of Jack supposed to be a 5CP ender? Because of the character only has 5CP, then shouldn’t that side of J just be a Can’t Combo move?
That actually was intentional! As far as I’m aware Can’t Combo moves can’t be pumped. At least, I didn’t think that that was a thing! I was trying to give Leonore a command throw-ish thing, but It’s possible that instead of making it 5 CP, instead I should make it 2-3 CP & decrease the max damage on it slightly! It’s also possible that it should be faster? Around 7.0, maybe?
I hadn’t considered that! That could be the case! I still haven’t actually tested Leonore yet! But, I could see her having difficulty dealing reasonable damage consistently before her vortex gets going.
[quote=“Zqxx, post:15, topic:2966”]3) With regards to whether or not Deny Reality might be too powerful, I personally don’t think so. It does allow Leonore to heavily punish characters who go too low hand, but I think that’s OK. Considering Leonore doesn’t have any cards that let her peek at the other player’s hand, it feels like it would be fair enough. My intuition says that the card would be used to cancel out Aces and Jokers 90% of the time anyways.
Jokers are the only potential broken aspect of this? After all, the ability as written more or less allows Leonore to get guaranteed combos. In the most extreme examples, if Leonore successfully hits with a 10, she can hit-confirm into all her aces for a total of 50 unjokerable damage. However, considering Geiger’s TD shenanigans, I don’t think it’s necessarily a cause for alarm.[/quote]
Like I said, I haven’t tested her yet, but I’m guessing that Deny Reality is fine. Denying Jokers sounds powerful, but that still allows blocks, though it does complicate knockdown situations for the opponent. Leonore’s crossup’s would likely be quite threatening due to Deny Reality, but that doesn’t seem too powerful to me!
Also, ye are probably right that Denying Aces & Jokers will be quite a common use case!
[quote=“Zqxx, post:15, topic:2966”]4) You may want to consider making Thinking Ahead faster? Thinking Ahead feels like it’s Leonore’s “thing,” but right now, it would be so risky to play, so I’m afraid of people being too scared to actually use Leonore’s defining card. If I had to recommend a speed, I would say 2.0. First of all, it completes a nice trio with Clockwork Soldiers (1.0 speed) and Mistress’ Command (3.0 speed). Additionally, Leonore has nothing but her Q to contest the coveted 2.2 speed threshold. I feel like is a big problem for Leonore right now; 's 2, J, and Q all trade favorably with or simply out-speed most of Leonore’s combo-starting options. with 2-pokes would also be difficult to deal with. Same with and her K/J. This is compounded by the fact that Leonore only has three dodges, one of which is on her 10 attack, which she would probably be loathe to use as anything but combo damage. Having Ace at 2.0 speed would give her something to defuse 2.2 speed attacks.
It is true that she can recur Q through her innate, but that all relies on her drawing Qs in the first place, which depending on the game, might not happen for a while.[/quote]
Ooh, I am in favor of speeding up Thinking Ahead to 2.0 speed! And I like that Leonore’s A could be part of that trio!
I think that the dodge on Leonore’s 10 should be changed to a block. Then her 4 could be an Attack/Dodge, to compensate!!
About Leonore’s speeds, I think I should probably reduce the speed of K to give her another threatening approach option, as well. My worry with making it too fast originally was that Leonore could just pick up her K after hitting with it if it’s reasonable to comat-reveal, but after considering what ye posted there’s probably a happy medium around 2.2 speed, or thereabouts? What do ye think about that? Do ye think that also increasing the damage efficiency of K would be a mistake? Around 6 (2) + 7 (Face Cards) + 7 (Face Cards), or so?
[quote=“Zqxx, post:15, topic:2966”]5) My only other comment right now is that, if I were designing Leonore, I would not have Thinking Ahead set aside cards “for the next game,” because it assumes there will be a next game. If someone were casually playing Yomi, they might want to change their character after a game ends; alternatively, in a hypothetical tournament scenario, if two players are playing the last game in a set, there is again no “next game” for Thinking Ahead to prepare Leonore for. If I were asked to tweak Thinking Ahead while trying to preserve the flavor, I might do something like this:
Thinking Ahead [During Combat]
If you won combat & Thinking Ahead dealt damage, set aside any number of cards from your hand face down. Draw cards from your deck equal to the number of cards set aside. Whenever you would draw from your deck, you may choose to draw from your face-down cards instead. (Your opponent may not look at your face-down hand.)[/quote]
I like this tweak, but I just want to tweak it a little bit more so that it still allows for game-to-game hand passing! This is my version, at the moment:
(I missed that ye version already dealt with future Thinking Aheads past the first one XD. Oops, it required at least one more re-write! XD)
Thinking Ahead [During Combat]
If you won combat & Thinking Ahead dealt damage, set aside any number of cards from your hand face down in any order. Draw cards from your deck equal to the number of cards set aside this way. Whenever you would draw from your deck, you may choose to draw from your face-down cards instead. No player can look at your facedown hand, except when you deal damage with a second Thinking Ahead & you have remaining facedown cards from a previous one. (Set aside any number of cards, adding them to your facedown cards. You can look at and rearrange your set aside cards, then put them face-down - after which no player can look at them. Draw cards equal to the number of cards set aside this way.)
When the current game ends, if you are going to keep playing Leonore, keep your face-down cards set aside. Any time you would draw from your deck you may draw from your face-down cards. (Otherwise, shuffle your face-down cards into your deck before the next game.)
I changed the wording a bit to clean up what would happen when a second Thinking Ahead hits. I was imagining hitting with a second one, and it just got too messy not being able to look at the cards. Lift up one card, put a card under that, then lift up two cards, & put a card under those - followed by putting a card on the bottom of the pile is just not elegant at all & could lead to accidental reveals more often. Now the wording might be seen as overlong, but a lot of that is reminder text that experienced players could skip over. I’m curious what people think of this version of Thinking Ahead, though!
[quote=“Zqxx, post:15, topic:2966”]Ultimately, though, it’s up to you. Since this is a fan character, we are not really beholden to the practical aspects of Yomi, so if you want to keep the “next game” aspect of the ability, do as you please!
Anyways, sorry for all the text. Also, these are just my thoughts, so feel free to accept or reject any/all/some.
Thanks for ye insights, @Zqxx! I missed some things that ye & others pointed out! I do want to maintain the consistency of Leonore that is unlike any character in Yomi, but all of ye points were constructive!
I wonder what ye’ll think of the next few characters I’m working on… :0