8 years ago
On the subject of uniques, wording, and leader abilities
Ok. So, there's (imo) a lot arguments over the interpretations of uniques, leaderships, and the wording of those things.
This is my interpretation, and I hope that it gives some people clarity. I am looking at this from the gameplay mechanics and the wording choices that cg has made.
Keywords.
There are a ton of keywords that cg uses in their ability descriptions. It is vital to realize some of these make sense, others are less intuitive (but just as important).
Many of these are intuitive, and go unnoticed. Terms like Jedi, empire, enemies, and allies are all keywords that denote very specific things. The problem arises with some of the more nuanced wording.
Leadership abilities.
Unless otherwise stated, all effects of a leadership last until the end of combat. This point gets argued because some of Darth Vaders leadership stops after his death. Note that this is only part of his leadership and the rest of it continues on (30% O and 50% chance for tm removal). Gameplay wise, realize that leadership abilities merely apply (hidden, unresistable, and undispellable) buffs to potentially BOTH sides. Heck, most of these buffs don't even expire on death.
Uniques. Uniques are assumed to persist only while the character who gives them is alive. Generally this is not a problem as most uniques grant only the primary character a buff or boost. Thus far, the only uniques that specify ending on death are uniques that apply to the team (Barriss and Echo). This is probably due to the fact that these uniques apply buffs to the entire team (or affiliation).
If X is present he also gains these bonuses.
Characters with this can be seen as simply creating a copy of that unique (or from a real gameplay perspective a buff) on the second character. This is why Chirrut/Baze and Wedge/Biggs do not lose the bonuses when one of the duo dies.
Gains X for every Y character.
Characters with this count themselves. In general, it is safe to assume that a character counts itself in any situation in which it does not specify the keyword other. This is why Wedge gains 45 speed at the start of an encounter (instead of 36), as he is counting five allies (counting himself). This also means Zarriss applies to herself and Geonosian Spy gains turn meter if gen inflicts a debuff on his turn.
What does this mean?
Simply put, it means comparing a unique such as Barriss to a leadership such as Vader is apples to oranges. It also explains how CG saw Zarriss as a "bug" (remember that prior to this, all triggers of her unique required her to end a turn or gain turn meter, triggers which cease when she dies).
It also means calls for Biggs/Wedge and Chirrut/Baze nerfs are based on faulty assumptions. Or a lack of understanding of how the gameplay mechanics work.
TLDR:
- leadership abilities persist after death unless otherwise specified
- uniques end upon death
- If X is present uniques grant a copy of the unique onto the second character, this is why Wiggs/Chaze function after someone dies.
This is my interpretation, and I hope that it gives some people clarity. I am looking at this from the gameplay mechanics and the wording choices that cg has made.
Keywords.
There are a ton of keywords that cg uses in their ability descriptions. It is vital to realize some of these make sense, others are less intuitive (but just as important).
Many of these are intuitive, and go unnoticed. Terms like Jedi, empire, enemies, and allies are all keywords that denote very specific things. The problem arises with some of the more nuanced wording.
Leadership abilities.
Unless otherwise stated, all effects of a leadership last until the end of combat. This point gets argued because some of Darth Vaders leadership stops after his death. Note that this is only part of his leadership and the rest of it continues on (30% O and 50% chance for tm removal). Gameplay wise, realize that leadership abilities merely apply (hidden, unresistable, and undispellable) buffs to potentially BOTH sides. Heck, most of these buffs don't even expire on death.
Uniques. Uniques are assumed to persist only while the character who gives them is alive. Generally this is not a problem as most uniques grant only the primary character a buff or boost. Thus far, the only uniques that specify ending on death are uniques that apply to the team (Barriss and Echo). This is probably due to the fact that these uniques apply buffs to the entire team (or affiliation).
If X is present he also gains these bonuses.
Characters with this can be seen as simply creating a copy of that unique (or from a real gameplay perspective a buff) on the second character. This is why Chirrut/Baze and Wedge/Biggs do not lose the bonuses when one of the duo dies.
Gains X for every Y character.
Characters with this count themselves. In general, it is safe to assume that a character counts itself in any situation in which it does not specify the keyword other. This is why Wedge gains 45 speed at the start of an encounter (instead of 36), as he is counting five allies (counting himself). This also means Zarriss applies to herself and Geonosian Spy gains turn meter if gen inflicts a debuff on his turn.
What does this mean?
Simply put, it means comparing a unique such as Barriss to a leadership such as Vader is apples to oranges. It also explains how CG saw Zarriss as a "bug" (remember that prior to this, all triggers of her unique required her to end a turn or gain turn meter, triggers which cease when she dies).
It also means calls for Biggs/Wedge and Chirrut/Baze nerfs are based on faulty assumptions. Or a lack of understanding of how the gameplay mechanics work.
TLDR:
- leadership abilities persist after death unless otherwise specified
- uniques end upon death
- If X is present uniques grant a copy of the unique onto the second character, this is why Wiggs/Chaze function after someone dies.