4.8 • 743 Ratings
🗓️ 18 January 2019
⏱️ 48 minutes
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0:00.0 | I'm pulling out of the parking lot. We all know what that means. It's time from the drive to work. |
0:07.0 | And I drop my daughter off at school. |
0:09.0 | Okay, so today we're going to start of a new series. The series is called Designing Blink, |
0:17.0 | where what I'm going to do is take basic things that we do, you're just basic effects the magic has, |
0:22.5 | and talk about how we design for them. |
0:24.6 | So our first foray into this will be designing counterspells. |
0:29.3 | So I'm going to talk all about what we need to do to make counterspells. |
0:34.0 | So first thing we need to do is we need to do some definitional stuff |
0:37.3 | and talk a little bit about how we define counterspell. |
0:40.5 | So the first distinction I want to bring up is what we call a soft counter spell and a hard counter spell. |
0:47.5 | This is a term that R&D uses. |
0:50.1 | Okay, so a hard counter spell is a counter spell where it just says counter-target spell. |
0:57.2 | What that means is it counters anything. |
0:59.0 | It doesn't matter what the spell is. |
1:01.0 | It doesn't matter what the opponent does. |
1:04.0 | It's just going to counter the spell. |
1:06.0 | You have 100% certainty that you are going to be counted in the spell with a spell. |
1:19.4 | A soft counter means that there's some condition to it that means it won't necessarily counter everything. |
1:21.9 | It could only counter a certain subset of spells. |
1:25.3 | It could only counter the... |
1:27.7 | Sometimes it could counter them |
1:29.7 | unless the opponent does something. |
... |
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