btw atlas i’m not actually going to be intensely availible for this over the coming days so if you want someone else to be the sacrificial lamb I can also volunteer. I’ll leave the choice in ur hands but you seem more able to be active and have good thoughts on this than I do so if you want to not be the sacrificial lamb I can
okgn
i see
i’ll think about it
i volunteered due to it being the least fun role, and me already having most of my pleasure regarding this game be over due to us figuring out the optimal strategy but an hour in
I will also be busy. The tank being the sacrificial lamb might be optimal. So backup is very tanky
Also reminder that we dont want the averaging power because its a nerf due to totems counting for it. We wanna leave it to the boss i think because it will also nerf it
I’m down to take dmg transference + discount foresight as a kit
I’m a bit biased in that I designed those 2 powers to work together, but that’s my preference
I think that leaves me with 60hp if i did my math right
i hope you did you do engineering
We have calculators
i don’t think that would lessen my disappointment if you can’t do 10-2-2
You’re not wrong
(6)
must’ve pulled out the expensive one for that
Power of friendship seems good with paperkinesis or totemic call
They dont necessarily need to be on the same kit, just on our team
I think it’s fine to one player all three.
(I wouldn’t mind taking that set.)
I love how this game turned into a genuine co-operative puzzle
Willow has done such a good job with the boss powers covering for every cheesable angle to make it not too easy but still leaving gaps open in her defenses intentionally
I don’t really mind what I get though I’m biased towards paperkinesis because it looks fun
I WANNA TAKE DOPPEL

Potentially No Pain No Gain if it works the way i think it works (the wording is ambigious imo)

ElizaThePsycho:
Training Arc - Spend 15 energy to attack for 8*X damage, where X is the number of times you have used this ability (starts at 1, so the first attack does 8 damage)
I think somebody should have just this. imo

If others agree I kinda want it to be me.

I’m down to take dmg transference + discount foresight as a kit
I’m a bit biased in that I designed those 2 powers to work together, but that’s my preference
I think that leaves me with 60hp if i did my math right

I don’t really mind what I get though I’m biased towards paperkinesis because it looks fun

I WANNA TAKE DOPPEL

so heres my idea
we make a loadout of every ability we wantthen we load all the undesirables onto me, and then just let me die
Does anyone else other whishes? (I think I quoted all of them.)
I want to take totemic call and power of friendship from the unclaimed one, btw.
So currently we has this setup:
tutuu: (66)
Taunt, parry, no pain no gain.
Marshall: (80)
Training arc, Bounty
Squirrel: (60)
Discount foresight, damage transference:
CarottyReaper: (85)
Paperkinesis
Geyde: (84)
Doppelganger
Marluna: (81)
Totemic call, power of friendship.
Atlas (?)
(?)
Zugzwang (92)
(Backup)
Garfooled (?)
(?)
what we left with

The Tank - Spend X energy and select an allied player. If they take damage this round, up to X damage of theirs will be protected and you will instead burn 1/2 that damage, rounded down.
The Tank is purchasable for 7 Health.
Combinohealing - Each round, assign a number 1-9 to every living allied player, including yourself. Players will gain that much health. Players may not recieve the same number twice. This costs as much energy as you heal players for. (For example, if you assigned 9, 8, and 5, you would spend 22 energy) Combinohealing may not heal itself past the starting Health of its user.
Combinohealing is purchasable for 17 Health.
Healing Potion - Target heals 10 Health. May self-target. Usable once per game, and may be bought an unlimited number of times during the Power Exchange. Only one Healing Potion may be used in a single around across all heros. May not heal beyond the starting value. (Starting value is the amount of Health you have immediately after the Power Exchange)
Healing Potions are purchasable for 12 Health each.
Keeping the Score On Average - If you have dealt the most damage among allies throughout the game, your damage is decreased by Y, where Y is (the amount of damage you have dealt - the amount of damage the player who has dealt the 2nd most amount of damage you have dealt). If you have dealt the least damage among allies throughout the game, your damage is increased by Z, where Z is (the amount of damage the player with the 2nd least amount of damage dealt has dealt minus the amount of damage you have dealt). Does nothing if neither condition applies.
Keeping the Score is purchasable for 8 Health.
Power Word: Shield - Spend X Energy to grant an ally 1.5X Shields. 1 turn cooldown
Power Word: Shield is purchasable for 10 Health.
Hot Potato - At the start of each round, pass this power to an ally who has not held the hot potato. If there are no valid targets, you give it to a single enemy, dealing 40 unblockable damage and discarding this power. If someone dies while carrying the hot potato, it explodes, and a random living ally also dies in the explosion.
Hot Potato is purchasable for 9 Health.
Huntsman and Damsel - One other ally is secretly made the Damsel. Flavor will hint at the Damsel ’s identity. Once per game, you may guess that a living player is the Damsel - if correct, immediately deal 30 unblockable damage to an enemy.
Huntsman and Damsel is purchasable for 12 Health.
Honorable Offer - Strike a deal with an enemy, restricting both of you to be unable to perform certain actions. You spend Energy depending on how restricting the deal is each round, both to use this Power and to maintain it each round.
Honorable Offer is purchasable for 13 Health.
Resource Redistribution - Spend 30 and choose 2 allies. Their Health values are swapped at the start of the round. (Their Energy values do not change.)
Resource Redistribution is purchasable for 20 Health.
Manage Supplies - Burn 5: Swap two Powers between allied living players.
Manage Supplies is purchasable for 11 Health.
Power Word: Heal - Spend X Energy (X is capped at 80): Target player, and heal them for X*0.33 damage. If X is greater than 40: If they are attacked in any way by The Boss this turn, their status reverts to how it was the last turn they weren’t attacked. This ability cannot self target.
Power Word: Heal is purchasable for 19 Health.
Elemental Attack - Spend 20 Energy and buff an ally’s attacks by 33% this turn. Also choose one of these elements to add to their attack:
- Fire: Target is burnt, and takes 5 damage for the next 3 turns.
- Mental Exhaustion: Target is slowed, and loses 5 Energy (not health) for the next 3 turns.
- Nuclear Energy: Targets deals 5 less damage with each attack during this turn.
- Stock Market Transactional Power: Target takes the amount of energy attacker does not use this turn, next turn as an attack from them.
Elemental Attack is purchasable for 13 Health.
Necromancy - Target a dead ally, and choose one of their abilities. For this turn, gain the chosen ability and pay its cost. While nobody is dead, gain a copy of a random ability from another player at the start of each turn. (You lose them at the end of each round and gain a new one)
Necromancy is purchasable for 20 Health.
Revenge - Spend all Energy: Make an attack against an enemy equivalent to the highest Attack made by them against you in this round, times 1.5.