Allies' movement bonuses are not applied to Team Walk.

Discussion in 'Bugs' started by LieutenantCommanderData, Oct 16, 2015.

  1. timeracers

    timeracers Guild Leader

    Just like encumber doesn't apply too.
    Edit: Maybe I misremembering it?
     
    Last edited: Oct 16, 2015
  2. Flaxative

    Flaxative Party Leader

    Encumber should apply...?

    Move boosts don't apply because the ally isn't 'playing a Move card' I think.
     
  3. wavy

    wavy Thaumaturge

    As far as I remember, team moves ignore both encumber and movement boosts. Seems fair enough.
     
  4. Sir Veza

    Sir Veza Farming Deity

    Team pushes ignore both boosts and debuffs.
    Team moves ignore boosts but enforce debuffs.
     
    ParodyKnaveBob and Flaxative like this.
  5. DunDunDun

    DunDunDun Thaumaturge

    While I'm not opposed to the current functionality (which seems reasonably balanced), that does seem odd, just from a thematic/conceptual viewpoint.
    Team pushes are considered some sort of weird 'encouraging them to exceed their limits and give just an extra push', so their weird interactions make a sort of 'heroic effort' sense.

    Team moves indicate basic commands being given, so you'd think if the person can move on their own, they could apply their own bonuses as well.
    Of course, that's negated by the fact that the move isn't adjusted by racial movement bonuses (or penalties) either..

    In any case, Team Walk is more of a coordinated tactic than it is a command, so it specifically doesn't break any thematic components in being as it currently is.
    Moreso, it's already a darn good card, it doesn't need any extra boosts.

    That's my take :)
     

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