Rewriting a Bunch of Abilities

Discussion in 'General Discussion' started by kalasle, Oct 11, 2015.

  1. kalasle

    kalasle Forum Royalty

    Like, a whole lot. This will eventually cover upwards of 80% of the abilities in Pox. Currently, I've done about 20%, maybe 25.

    But I need more eyes! Which stuff makes sense? Which parts are confusing or bloated? I appreciate any input.

    Here is a list, to be updated as necessary, of the current grammatical points to resolve:
    • "Friendly/Opposing/(Enemy)" -- That's the current distinction in reference to the champion using the ability. "Enemy," however, is another option, one that has seen a similar amount of use within ability text. Which sounds better and makes the abilities clearer? If they both achieve those aims with similar success, then it comes down another choice: "Enemy" for fewer typed letters, or "Opposing" to make it sound more distinctive from "Friendly" in spoken speech? Or should each of those words have a different particular meaning?
    • "When/(The first time)" -- Currently, I'm writing all conditional triggered clauses to use a "When [event], [result]. [restrictions]." form. It's somewhat common, however, for abilities to have a "first time" clause that restricts the timing or frequency of their triggers, and it might sound better and make more logical sense to tie that into the opening portion of the ability description rather than place it at the end in the restrictions section. Pros: this may make the writing more conversational and also make more immediate sense. Cons: it breaks down the formatting and makes ability grammar less consistent, which can impede clarity and hinder the ease with which a person can compare similar abilities. Which seems better?
    • "Space/(Location)/(Tile)" -- Currently, "Space" covers all potential forms of distance and placement -- something is "3 spaces away," units move to "the nearest space," and AoE's affect "spaces." Pox has also used the word "Location" in the past, often to take about something a unit might occupy, as opposed to distance; aside from that I can discern no consistent or compelling distinction. Another option for talking about coordinates on the board is "Tile," which lacks precedent in Pox. On the plus side, it comes in at a meager 4 letter and leaves no ambiguity about the unit in question: a single square. In the Complete Rules, I use "Tile" to refer to single squares, and "Space" to refer to any set of contiguous tiles. Tile may be quick to say, but it doesn't roll off the tongue. Does anyone have suggestions about the best choice of word here?



    Here's a sample of the abilities so far. I've just finished up the C's.




    Abash -- “When a champion makes a successful attack against this unit, the attacking champion becomes Charmed for 3 turns.”

    Absorb -- “When a champion makes a successful ranged attack against this unit, this unit gains Arrow Eater for 1 turn.”

    [Elemental] Eater -- “When this unit would take [Element] damage, prevent that damage. This unit heals HP equal to half the prevented damage, rounded down. This unit may not become [DoT].”

    Aerial Supremacy -- “While this champion is Flying, it gets +2 DMG and +2 DEF when attacking or being attacked by a unit without Flying.”

    Aid Defense -- “When this champion damages a champion with a basic attack, friendly champions that share a race with this champion get +1 DEF for 4 turns.”

    Aim -- “At the start of this champion’s next turn, it gets +3 DMG, +1 RNG, and gains Precision for 1 turn.”

    Ally: [Faction] -- “While one or more friendly [Faction] champions are in play, this champion gets +2 DMG and +7 HP. When this champion comes into play, friendly [Faction] champions gain 1 AP.”

    [Color] Sigil -- “When a friendly unit with a Sigil ability is deployed, this unit [gets/gains] [benefits] for 5 turns.”

    Ancient Corruption -- “This champion gets +5 DMG, +2 SPD, and gains Life Siphon for 6 turns. Whenever this champion is successfully attacked, this effect’s duration is reduced by 1 turn.”

    Arrow Eater -- “When this unit would take damage from a ranged attack, prevent that damage. This unit gets bonus DMG for 2 turns equal to 25% of the prevented damage.”

    Arrow Shot -- “This champion makes a non-basic Physical attack at RNG 3-6.”
    Assassinate -- “This champion makes a non-basic attack for 200% / 300% DMG. This attack ignores DEF and cannot miss. This ability may only be used while Stealthed.”

    Assimilate -- “When this champion recovers a nora globe, it heals for 6 HP.”

    Attendant -- “Target Paladin within 3 spaces gets +3 DMG and Charge 3 for 1 turn. If this champion has attacked this turn, this ability costs an additional 5 AP.”

    Augment Creation -- “When a friendly champion comes into play, it gets +2 DMG. This does not stack.”

    Backlash -- “Whenever a unit generates nora through an ability, it takes Magical damage equal to the amount generated. Whenever a player generates nora through a spell, that player’s shrine takes Magical damage equal to half the amount generated.”

    Banditry -- “When this champion damages a champion using a basic attack, that champion’s controller loses 2 nora and this champion’s controller gains 2 nora.”

    Barbarian Rider -- “When this champion is destroyed, it drops no nora globe and a Renegade with no upgrades is spawned in the space this champion occupied.”

    Barbaric Assault -- “While another friendly champion with Race: Barbarian is within 3 spaces, this champion gains Assault.”

    Bash -- “This champion makes a non-basic Physical attack at RNG 1.”

    Battle Drum -- “Friendly champions that share a faction with this unit gain Benediction (This unit has +3 DMG, +2 SPD, and +1 DEF. This effect does not stack.) for 1 turn and gain 1 AP.”

    Battle Harden -- “When this unit is deployed, friendly champions that share a faction with this unit get +0 / 1 DMG and + 4 / 6 / 8 HP for 8 turns or until this unit leaves play. This effect does not stack.”

    Battle Hymn -- “Friendly champions gain Reverie (This champion gets +1 DMG. This effect does not stack.) for 1 turn and gain 2 AP.”

    Bear Kinship -- “While a friendly Enraged Grizzly is in play, this champion gets +2 DMG and gains 2 ranks of Enrage. While no friendly champions with Race: Garu are in play, this champion gets -1 SPD.”

    Berserk Attack -- “This champion makes a non-basic Physical attack for +3 DMG at RNG 1. This champion becomes Berserked (This champion has -2 DEF.) for 2 turns.”

    Berserker -- “This champions gets +2 / 3 / 4 DMG, + 0 / 1 / 2 SPD, and Careless.”

    Bile Explosion -- NOTE: This description change would also include mechanical changes to make it function more akin to other Death Nova: X abilities. Additionally, the exact calculation of damage on shrines may or may not be affected by Shrine Resistance, that needs testing and intention confirmation. “When this unit it destroyed, units within 2 spaces take 5 / 10 / 15 Acid damage, and become Blinded and Scoured for 2 turns. Shrines take half damage, rounded down. This damage ignores DEF.”

    Death Nova: [Element] -- “When this unit is destroyed, units within 2 spaces take 5 / 8 / 11 / 14 [Element] damage. Shrines take half damage, rounded down. This damage ignores DEF.”

    Binding Chains -- “Opposing champions within 3 spaces take 8 Physical damage and become Ensnared for 2 turns. This damage ignores DEF. Whenever an opposing champion makes a successful attack against this unit, this ability’s cooldown is reduced by 1 turn.”

    Biogenesis -- “When this champion is deployed and at the end of every 6th turn, a Sapling with no upgrades is summoned in an adjacent space.”

    Black Death -- “This champion deals 50% more damage to champions with the Diseased condition.”

    Blessed -- “At the beginning of this unit’s turn, if it was damaged in the previous turn, it heals for 5 HP.”

    Blessing of Stone -- “Friendly champions gain 2 ranks Resistance: Physical for 2 turns.”

    Blessing of the Fallen -- “When this champion is destroyed, friendly champions get +1 DEF for 4 turns and heal for 10 HP. The bonus DEF does not stack.”

    Blind -- “Target champion within 4 spaces becomes Blinded for 2 turns.”

    Blindfire -- “When an opposing champion within this champion’s range makes makes a successful ranged attack against a champion, this champion makes a non-basic ranged attack against the attacking champion for free.”

    Blinding -- “When a champion makes a successful attack against this unit, the attacking champion becomes Blinded for 2 turns.”

    Blitz -- “Whenever this champion moves, it gets +1 DMG for 1 turn for each space it moves.”

    Blockade -- “When an opposing champion comes into play, it becomes Distracted for 2 turns. Opposing champions may not gain AP on the turn they come into play.”

    Blood Frenzy -- “While champion has less than 50% of its max HP, it gets +2 / 4 / 6 DMG, -0 / 1 / 2 DEF, and gains 1 / 2 / 3 ranks of Multiattack.”

    Blood Rage -- “This champion makes a non-basic Physical attack at RNG 1, and loses 8 HP. The AP cost this ability cannot change from 1.”

    Bloodseeker -- “This champion relocates adjacent to target champion with either Bloodied or less than 50% of its max HP within 6 spaces. This champion gets +2 SPD for 3 turns.”

    Body Jumper -- “When this unit is destroyed, the nearest opposing champion becomes Possessed for 3 turns and gains Immobile for 3 turns.”

    Boghopper Rider -- “When this champion is destroyed, it drops no nora globe and a Boghopper with no upgrades is spawned in the space this champion occupied.”

    Bold -- “Whenever this champion moves, it gets +1 DEF for 2 turns for each space it moves, up to a maximum of +5 DEF.”

    Bolt -- “When this champion makes a successful attack against an opposing champion, this champion relocates adjacent to the defending champion.”

    Bone Mason -- “When this champion damages an opposing champion with a melee attack, this champion’s owner’s shrine heals 4 HP.”

    Bounty Hunter -- “The first time this champion makes a successful attack against an opposing champion, this champion gains the Hunter abilities that match the defending champion’s factions. This may only trigger once.”

    Brain Eater -- “When this champion destroys a champion with a different owner, this champion gains one of the destroyed champion’s upgrades, at random.”

    Brainless -- “When this champion is destroyed, it drops no nora globe and re-spawns in the space where it was destroyed. The re-spawned champion has Headless and Unequipable.”

    Brand of the Outlaw -- “When this champion damages a champion with a basic attack, the damaged champion becomes Cursed for 4 turns, and gains Pariah and Liability for 4 turns.”

    Bravery -- “While this champion is within 3 spaces of a friendly champion that shares a race or class with this champion, this champion gains Surge: Enemy and Iron Will.”

    Broodcaller -- “When this unit is deployed, summon a Broodling in each friendly deployment zone.”

    Bubble -- “Target friendly champion within 4 spaces gains a Buffer for 10 HP. This ability may not target champions that already have a buffer, and does not destealth the user. May target self.”

    Buckethead’s Revenge -- “When this champion is destroyed, it drops no nora globe and a Buckethead is spawned in the space this champion occupied.”

    [DoT] -- “When this champion damages a champion using a basic attack, the damage champion becomes [DoT].”

    Calcify -- “When a champion makes a successful attack against this unit, this unit gains +2 DEF for 1 turn.”

    Careless -- “This champion loses all AP at the end of its turn.”

    Censure -- “This champion makes a non-basic loss of life attack against against target opposing champion at RNG 1-4. If that champion is Cursed or occupies Dead Magic Zone, it takes 3 additional Psychic damage and loses all AP.”

    Chain Lightning -- “This champion makes a non-basic Electric attack for 11 DMG at RNG 2-4. If the attack is successful, each opposing champion within 2 spaces of the target of the attack takes 7 Electric damage, then each opposing champion within 2 spaces of those champions takes 4 Electric damage. Champions may not be damaged more than once by this ability. This damage ignores DEF.”

    Chains of Amareth -- “When a friendly Fairy, Wizard, or Elemental is deployed, it gets +5 max HP, this champion gets -5 max HP, and you gain 5 nora. This ability does not stack.”

    Charge -- “This champion moves 1 / 1-2 / 1-3 / spaces in a straight line towards target unit, and then makes a non-basic attack against that unit for +1 / 2 / 3 DMG at RNG 1.”

    Charged Attack -- “Spend 3 Charges. This champion makes a non-basic attack. This attack if off of the attack chain.”

    Charged Barricade -- “Spend 2 Charges. Summon a Barricade to target space within 4 spaces.”

    Charm -- “Opposing champions within 1 / 2 / 3 / spaces become Charmed for 3 turns.”

    Chuck: [Unit] -- “This champions makes a non-basic Physical attack against target champion at RNG 2-5. If the attack is successful, a [unit] is summoned adjacent to the target.”

    Combat Awareness -- “Prevent all damage that would be dealt to this unit by spells or abilities which do not specifically target this unit. Damage from Terrain effects, conditions, and equipment is not prevented.”

    Command: Block -- “Friendly champions within 3 spaces become Blocking. This condition is removed once triggered.”

    Command: Charge -- “Friendly champions within 3 spaces gain Charge 3 for 1 turn.”

    Command: Dodge -- Friendly champions within 3 spaces become Dodging. This condition is removed once triggered.”

    Command: Heal -- “Friendly champions within 3 spaces become [condition name] (The next time this champion is healed, that healing is increased by 6). This condition is removed once triggered.”

    Commander -- “Friendly champions within 5 spaces that share a race or class with this champion get +2 DMG. This does not stack with other Commander abilities.”

    Complex Machine -- “While this champion is within 4 spaces of a friendly champion that has Class: Tinkerer, this champion gets +1 SPD and gains 2 ranks of Regeneration.”

    Confuse -- “Target champion within 5 spaces becomes Confused for 4 turns.”

    Conqueror -- “While this champion is within a neutral or opposing font, it gets +2 DMG, +1 DEF, and gains Fear 3.”

    Consecration -- “Area 3, Range 4: Affected spaces become Hallowed Ground for 3 turns.”

    Constriction -- “This champion makes a non-basic attack for 50% DMG at RNG 1. If the attack is successful, the target becomes Constricted for 3 turns (This champion may not move, activate non-basic-attack abilities, or attack units other than the one Constriction it. This champion takes 5 Physical damage at the beginning of each turn.)”

    Consume -- “Destroy target owned adjacent champion. This champion heals for an amount equal to the destroyed champions current HP.”

    Contaminate -- “Target champion within 4 spaces gains 1 rank of Poison for 4 turns.”

    Cooperation -- “While this unit is within 2 spaces of a friendly champion, this unit gains 2 ranks of Regeneration.”

    Coordination -- “Friendly champions within 2 spaces of this unit gain Encouraged.”

    Corporeal Form -- “This unit is no longer Incorporeal. If it is already not Incorporeal, it becomes Incorporeal instead.”

    Corrosive Grenade -- “Area 2, Range 5: Units within the affected spaces take 8 Acid damage and become Sundered for 3 turns. This damage ignores DEF.”

    Council: Spells -- “When an opposing player successful casts a spell, this unit’s owner gains 5 nora.”

    Counter Attack: [melee/ranged] -- NOTE: This text includes a mechanical change that removes the miss clause. The remainder remains unchanged. “When a champion makes a melee attack against this champion, this champion makes a free melee attack against the attacking champion.”

    Craft -- “Equipment runes in your runedock that share a faction with this unit have their cooldowns reduced to 0.”

    Crazed Charger -- “When this champion uses Charge, the ability’s cooldown is reduced to 0.”

    Create Chasm -- “Target unoccupied space adjacent to this champion becomes Chasm, and this unit gains Throw Boulder. Create Chasm cannot come off cooldown while this champion has Throw Boulder.”

    Creativity -- “When this champion makes a successful basic attack, non-champion runes in your runedock have their cooldowns reduced by 1.”

    Creep and Crawl -- “While 4 or more champions with Race: Arthropod are in play, this champion gains Mountaineer and 1 rank of Multiattack.”

    [Cripple/Weary/Debilitate] -- “When this champion damages a champion using a basic attack, if that champion is not [condition], the damaged champion becomes [condition] for [duration] turns.”

    Crushing Blow -- “When this champion makes a successful basic attack, the defending champion becomes Shrunken for 3 turns.”

    Crushing Charge -- “This champion moves 1-5 spaces in a straight line to target unoccupied space. Champions in the path of this movement are knocked back 2 spaces to a random side. If a champion remains in the path, this champion stops moving.”

    Crystallize -- NOTE: This ability has awkward mechanics because of the timing on the healing trigger; it lasts slightly more than 2 turns. Additionally, the Crystallized reminder text makes no mention of cleansing the crystallized champion, but it does cleanse. This is a minor attempt at a rework, it should see more comprehensive attention. “Target friendly champion within 2 spaces becomes Crystallized until the beginning of its next turn. (This champion is Shielded and may not move, attack, or activate abilities. At the beginning of its turn, this champion heals 4 HP.) May target self.”

    Cull -- “This champion deals 50% more damage, rounded down, to Fatigued champions when using basic attacks.”

    Curse -- “This champion makes a non-basic attack for 5 / 8 DMG at RNG 1-5. If the attack is successful, the target becomes Cursed for 2 / 4 turns. If the target was already Cursed, then this attack is made for 5 additional DMG.”

    Cursed Treasure -- “When a nora globe within 8 spaces is recovered, opposing champions within 2 spaces of the nora globe become Cursed for 5 turns. Any champions that were already Cursed take 5 Disease damage.”

    Cyclopean Machine -- “While this champion is within 4 spaces of a friendly champion that has Class: Tinkerer, this champion gets +1 SPD, and gains Mobility and 1 rank of Tough.”

    [Location] Menace -- When a friendly champion with Race: [race 1] or [race 2] is deployed, this champion gains 2 AP and deals 5 [Element] damage to opposing champions within 3 spaces. This ability may only trigger once per turn.”

    Damage Shield: [Element] -- “When a champion makes a melee attack against this unit, the attacking champion takes 2 / 4 / 6 [Element] damage. This damage ignores DEF.”

    [Terrain] Awakening -- “This champion gets +1 DMG, +1 SPD, and +1 DEF for every 2 opposing champions occupying [Terrain].”

    Dark Favor -- “When this unit is deployed, opposing champions lose 3 HP.”

    Dark Healing -- “When an opposing champion is healed by a spell or activated ability, the amount healed is reduced by 50%. At end of turn, heal friendly champions for the same amount of HP, dividedly evenly among them, rounded down, to a minimum of 1. This effect does not stack.”

    Dark Rider -- “When this champion is destroyed, it drops no nora globe and a normal-sized General Korsien is spawned in the space this champion occupied.”

    Dark Summons -- “Deploy a random champion from your runedock with Race: Demon and nora cost of 65 or less on target adjacent space. If there are no valid champions, deploy an Imp instead. This ability begins play on cooldown.”

    Dazzling -- “When this champion becomes engaged, adjacent champions become Blinded for 2 turns. This ability may only trigger once per turn.”

    Dead Eater -- “When this champion recovers a nora globe, it recovers an additional 6 nora.”

    Deafening Aura -- “Whenever an opposing champion moves to a space within 3 spaces of this unit, that champion takes 3 Sonic damage and becomes Distracted for 2 turns. This damage ignores DEF.”

    Death Harvest -- “When a friendly champion is destroyed, you gain 12% of its nora cost, rounded down, to a maximum of 7. This does not stack.”

    Death Pact -- “Target champion within 5 spaces loses 50% of its current HP, rounded down. This unit loses HP equal to the amount lost by the target.”

    Death Sentence -- “This champion makes a non-basic attack for 50% DMG. If the attack is successful, the defending champion loses all negative conditions, and then loses 5 HP for each condition removed this way.”

    Death Spawn: Carrionling -- “When this champion is destroyed, a Carrionling is summoned in each space it occupied.”

    Death Spawn: Spiderling -- “When this unit is destroyed, 2 Spiderlings are summoned in the space it occupied.”

    Death Toll -- “When this champion comes into play, destroy the nearest real champion with the same owner. If no other units with the same owner are in play, destroy this champion instead.”

    Deception -- NOTE: This ability is a mechanical mess. I will handle the description later.

    Declare Hunted -- “When this champion comes into play, the nearest opposing champion gains Hunted.”

    Hunted -- NOTE: This is currently an ability, rather than an infinite duration condition. “This champion receives 50% more damage from champions with Declare Hunted. This ability cannot be removed.”

    Declare Target -- “Target opposing champion within 5 spaces becomes Declared as Target (When this unit is successfully attack, the attacking champion gains 3 AP. This only triggers once per attacking champion.) for 1 turn.”

    Deconstruct -- “When this champion destroys a champion using an attack, the destroyed champion drops no nora globe and a Stitched Remains relic is summoned in the location that champion occupied.”

    Deep Dive -- “This champion relocates to target water space. This ability may only be activated if this champion occupies a water space.”

    Deep Wounds -- NOTE: The old text used the ambiguous word “strike” to describe the attack. I am assuming that mechanically that means the attack deals damage. “When this champion damages a champion using a basic attack, that Champion becomes Wounded (This champion receives 50% more damage from attacks made by champions with Deep Wounds. This condition stacks up to two times.)”

    Defender -- “Friendly champions within 5 spaces that share a race or class with this one get +2 DEF. This does not stack with other Defender abilities.”

    Defender of Chaos -- “When your shrine would take damage, prevent that damage. This unit loses HP equal to the amount of damage prevented /, reduced by 2.”

    Defensive Stance -- “This champion gets -2 DMG and +2 / 3 / 4 DEF for 4 turns.”
     
    Last edited: Oct 20, 2015
    DiCEM0nEY, flador, Anima26 and 15 others like this.
  2. kalasle

    kalasle Forum Royalty

    Thanks for catching that, thought I had sussed out the ones that linked stats with their effect. Fling Corpse is not an attack, no. For Aerial Supremacy, though, I believe it does gain the DMG bonus against relics, in which case the first "unit" should change to "champion," but the second "unit" should remain as it pertains to the +2 DMG portion of the ability. Would have to test it though. I'll do another pass -- I wanted to leave some of them open, such as Broodcall or Calcify, so that they could be comfortably placed on relics later.
     
  3. Cydna

    Cydna Forum Royalty

    I can confirm that champs get the +2 damage from Aerial Supremacy when attacking relics/shrines.
     
  4. kalasle

    kalasle Forum Royalty

    Thanks. Kept that one as is. Just updated the source document (and the OP) with about 30 changes of iffy "unit" tags to "champion" tags, specifically in the cases where attacks, stats, or races were involved.
     
  5. Bellagion

    Bellagion I need me some PIE!

    Why did you choose the word "get" for stat-related benefits? Also, I wonder if indefinite effects like Ally: X could be better delineated from temporary ones by using a word like "has." Ie. "When one or more friendly Faction champions are in play, this champion has +2 DMG and +7 HP."
     
  6. kalasle

    kalasle Forum Royalty

    I used "get" because it's a single word that can universally apply to any change in stats. It's bland and simple, and actually better because of that. In any context, a text can say a champion "gets +3 SPD" or "gets -4 DEF." That supplies greater verbal consistency across a broad spectrum of abilities, and can begin to cue in players that "this is related to stats" -- I'm also using "gain/lose" for abilities, and "becomes" for most conditions (Reverie and Benediction are notable points of frustration). For the Ally abilities, "gets" seems ok so long as the opening is a "while" clause rather than a "when" clause. Does that seem too messy? Or would swapping over to using two verbs for stats be better? "Has" and "is" both currently apply to checks for abilities and conditions -- "has" for abilities, "is" for conditions.
     
    Kampel and themacca like this.
  7. Bellagion

    Bellagion I need me some PIE!

    Okay. I see that. "While [condition], this champion gets [stats]" seems reasonable now that I reread it.

    I do wonder, though, if you've thought about the non-ability sources of descriptions that would (assumably) continue to use the same non-standardized wordings. It may get confusing and run counter-intuitive to your project unless you were also planning to rewrite all spells, conditions, relics, etc. Which would be an enormous undertaking.
     
  8. kalasle

    kalasle Forum Royalty

    That was setup for a later part, but yeah, that was also in the works. There are already a couple spells that I know could use some obvious and easy cleanup.
     
  9. IMAGIRL

    IMAGIRL Forum Royalty

    Stickied - For this to get the proper support it needs. Well done kalasle.
     
  10. Ultima

    Ultima I need me some PIE!

    Do any other rrunes beside akakios have blessing if the fallen(assuming he has it, can't recall) think it would be neat to throw it in totem of the fallen for skeezicks.
     
  11. Kampel

    Kampel I need me some PIE!

    That.. actually makes sence
    And fallen draksar, why not?
     
  12. kalasle

    kalasle Forum Royalty

    Bring that up in a thread about rune design.
     
  13. Ultima

    Ultima I need me some PIE!

    Will do, was going to tag him here but let's keep it on topic.
     
  14. Hiyashi

    Hiyashi I need me some PIE!

    I didn't get far in that list, but I felt the need to comment. English is not my main language and I have no idea how professional TCG texts are created so it might not be useful input, but I shall try anyway.

    I believe that everything ability related should be written as simple as possible. Mainly for the reason that the internet is full of people like me who kind of can speak English, but not really. So here's an example of how things can possibly go wrong.

    Absorb -- “When a champion makes a successful ranged attack against this unit, this unit gains Arrow Eater for 1 turn.”

    See how that text starts with the present tense? Or at least I think it is in present tense because the verb makes is used in it's simple present form. For a moment it leaves the impression that the ability triggers in the instant the attack is being used. (This also might be a problem because some other games have rules that go something like [Attack > Reaction to / Effect of the Attack > Damage of the Attack].) It is followed up with the "successful ranged attack" thing which should indicate that the damage has to happen for the ability to trigger, and I guess it does that, too. But to me those are still kind of two conflicting bits of information.
    Then there's also a comma in the sentence. Commas make everything difficult. I'd avoid them as much as possible if I tried to make text that is easily understood by a broad audience. Next part is the "ranged attack" bit. It's clear to any Pox player. Though when I began playing forever a go a "successful ranged attack" would be any champion ability that dealt damage. So basically I'd probably wonder why that frost cone didn't trigger my absorb if I had that absorb ability description.

    So basically I'd write it something like..

    Absorb -- "This unit gains Arrow Eater for 1 turn after being damaged by a basic ranged attack."

    (At least I seem to remember that hitting for zero also doesn't trigger Absorb... if it does then it would have to be "This unit gains Arrow Eater for 1 turn after being successfully attacked with a basic ranged attack." This version doesn't sound as clean as the one that assumes that damage has to happen, though. Might need better wording. Though if damage does not have to happen then I'd be confused about what exactly a "successful" attack is, but that's another story.)

    Also I really only briefly looked at the list. I noticed how backlash mentions something about "half" but doesn't say if it's being rounded up or down, which is horrible. Should be fixed in every instance if there are multiple instances of numbers being halved (or amped, or whatever else creates floats instead of ints) but the rounding isn't mentioned.

    And I feel the need to mention that I fully support your work. Otherwise I'm bound to be jumped at by somebody going "boo hoo, stop complaining about people doing things or whatver!"... I know.. it's a weird fear, but I have to live with it.
     
    Ozariig likes this.
  15. themacca

    themacca Master of Challenges

    That's pretty much the goal here. To make it so all abilities use the most efficient and simple wording to make it easier and faster to read through and understand.

    Whether or not an ability rounds up or down should be something consistent among all abilities i think. And it certainly shouldn't be stated in the abilities themselves as that will make them seemingly much more messy.
     
  16. kalasle

    kalasle Forum Royalty

    Thanks for the feedback. I'll try to keep it in mind when working on this more, however much that ends up influencing the re-writes. It's really helpful to hear from someone who has a different first language.
     
  17. Hiyashi

    Hiyashi I need me some PIE!

    That would be neat, but since this thread is about rewriting ability descriptions and not actually changing what abilities currently do there's still a need to note if things round up or down.

    If you honestly think that any kind of input from me can be helpful I can add more of it eventually, maybe. It would be rather biased since all I can talk about is stuff that I find difficult / strange to understand. I knew Russian and German before I started with English. And luckily German shares a lot of basic grammar with English so I probably still don't find the pox texts as confusing as they could be to somebody who just knows.. whatever non germanic language they might know + (some) English.

    So yes, if you think it's helpful I can add more. If not it's fine too~ I mean, I'd rather not spend my free time on something completely useless. So don't be polite for politeness' sake. ^^b
     
  18. kalasle

    kalasle Forum Royalty

    Oh, don't feel the need to do any more. What you've said already is helpful, but I'm really just looking for opinions and considerations -- exactly the kind of stuff you already gave -- rather than large contributions.
     
  19. Senshu

    Senshu Administrator Octopi

    Very impressive @kalasle. Because so many different people have had their hands on Pox and the terminology has evolved over the years there one can see distinct differences in how abilities have been written. One thing that stood out was the using RNG 1 instead of close-combat or melee. It is more technical, but it does make the description a lot more concise and removes the guess work on terms.

    Also, kudos to @DMrBadguy for pointing out the terminology of unit vs champion or relic that is a key one that can easily be overlooked.
     
  20. 4NIK8

    4NIK8 I need me some PIE!

    Nice initiative!

    Btw, I think Ambush should be in there. Current description says:

    "While stealthed, if an opposing champion moves within 2 spaces of this champion it makes a free attack against that opponent that ignores DEF if it is greater than 0 and causes Ensnared 2."

    I've been using a champion with Ambush lately and it doesn't trigger the attack when enemy unit gets within 2 spaces, but only when it get's within 1 space. Note that the champion has range 1, might be different on champions if range greater then 1. So unless this is confirmed to be a bug the text should say:

    "While stealthed, if an opposing champion moves within range of this champion it makes a free attack against that opponent that ignores DEF if it is greater than 0 and causes Ensnared 2."

    Also, on the text of [Elemental] Eater -- “When this unit would take [Element] damage, prevent that damage. This unit heals HP equal to half the prevented damage, rounded down. This unit may not become [DoT].”

    Shouldn't the first part be like this:

    “When this unit would take [Element] damage, the damage is prevented."

    I'll post other abilities with wrong descriptions as I remember them.
     

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