schadenfreude wrote:626 and 77 You guys are making good points on why a 12 charge cap is a bad idea, but the idea never gained traction here. All I ever did with the idea of a 12 warp charge limit is use it as a bad idea benchmark to compare other bad ideas to.
Apologies - I never meant to imply that you were part of the "let's nerf Daemons into the ground because 'psychics =
OP!1!!!1!" crowd.
Rather I was trying to simply point how utterly nonsensical and moronic a 12 Warp Charge cap would really be by pointing out just how quickly those charges can run out!
As a Tzeentch Daemon player, my psychics have gotten much, much worse overall.
Back in 6th, my 'psychic phase' would look like:
- Tzherald #1 casts Prescience
- Horrors cast Lv3 Flickering Fire
- Tzherald casts Lv2 Flickering Fire
- Tzherald #2 casts Prescience, Forewarning & Misfortune
- Horrors cast Lv3 Flickering Fire
-
LoC casts Precognition, then Prescience on nearby Screamers
-
LoC casts Misfortune on unit Flamers are about to light up!
That same set-up now is a total of
D6 + 15
WC's. None of those powers will be single diced, meaning instead of getting a near guaranteed 10 powers off, I'm now looking at a solid shot of getting 5-7 of those powers off.
And my opponent now has a difficult choice to make too; they can save their smaller amount of dice and try to go after a couple of my buffs,
something they had no ability to previously attempt! Or they can spend their dice on the potentially much easier to dispel shooting attacks/Maledictions.
Unfortunately, the Chicken Little crowd enjoys staying utterly ignorant of the changes while just decrying "Daemons broke 7th edition - AGAIN! lolzlolzlol!!"