| Ryan's Fixes | |
|---|---|
| Tweet Topic Started: Oct 15 2013, 01:56 AM (694 Views) | |
| Aiden | Oct 15 2013, 01:56 AM Post #1 |
![]()
Time Traveling, Dimension Hopping, Planet Saving Extraordinaire
|
As I usually do with these SLs I've been looking through the various styles, races, and transformations to try to find anything that I find to be overly powerful. At the same time I also wind up seeing a lot of things I find to be underpowered (a key way of finding these is to look at moves that are obsolete or have never been used) to actually make better. I've noticed a ton of nerfing - some of which I'm not even sure on the reasoning - while all the same there's been very little, if any, improving. Some of the rule changes alone warrant changes to some moves to prevent them from being utterly useless. This is my opinion and suggestion on some things I think ought to be changed. Take it however you'd like. |
![]() |
|
| Aiden | Oct 15 2013, 01:57 AM Post #2 |
![]()
Time Traveling, Dimension Hopping, Planet Saving Extraordinaire
|
Afterlife Kaio-Ken Effect: RESTRICTEDx1. Your next three attacks do +(10% Power) Damage. Your Dexterity bonus gains +3 for the next 6 turns. You must pay the cost of this Skill in order to use it. The cost of this Skill cannot be modified. This does not take up your turn. Costs 2 KI Points Kaio-Ken Attack Effect: Physical attack doing (50% Power) Damage. SUCCESSFUL - If your Dexterity is higher than your opponent's Dexterity, your next attack cannot be STOPPED by dice rolls of 7 or less. SUCCESSFUL - Your next Styled Advanced Attack does +(10% Power) Damage. Costs 2 KI Points. Suggestion: Under the current Dexterity rules it is possible to have a higher dexterity than an opponent but a lower dice bonus and vice versa. Kaio-Ken was designed to work directly with Kaio-Ken Attack (obviously) but as it stands now if you use KK you gain a bonus to your sides but you can still have a lower Dexterity than an opponent making you miss the bonus effect of KKA. My recommendation is to add "Your Dexterity is considered higher than your opponent's Dexerity for the next 6 turns" to Kaio-Ken or change KKA to "If your Dexterity bonus is higher...". - Final Revenger Effect: Physical attack doing (50% Power) Damage. If you have received damage from a CRITICAL attack this combat, the result of your next 3 attack rolls gain +4 to their results. SUCCESSFUL - If you CRITICAL with any of your next three attacks, STUN. Costs 2 KI Points. Suggestion: Under the new rules for Critical and Counter this attack becomes virtually useless. In the old system they were more common due to result manipulation but in this system you must have a natural roll making Final Revenger's entire effect nearly non-existent. My recommendation is an overall on the move. Something along the lines of: "If you have received damage from an attack on your opponent's last turn, the result of your next three attack rolls gain +4 to their results. SUCCESSFUL - If you roll 30 or higher with any of your next three attacks, STUN." - Teamwork Kamehameha Effect: RESTRICTED x1. Energy attack doing (50% Power) Damage per hit. You must have at least one other person, and no more than two other people in combat who know this attack be willing to help you perform it in order to perform this attack. Each attacker rolls an attack roll and pays the cost of this attack. All attacks roll are 1d40 for this attack. Costs 3 KI Points. Suggestion: To be blunt, no one ever uses this attack. Way back in Mythos when everyone was in a faction at all times in all sagas and every saga ended with a large-scale, everyone in the SL battle free-for-all the idea of using this attack for a faction was flirted with (Resistance ftw). Since then its collected dust in the afterlife. My recommendation is to make the move more appealing. Something like: "Effect: RESTRICTEDx1. Energy attack doing (75% Power) Damage per hit. You may have an ally in combat perform this attack with you on your turn. Each attacker rolls an attack roll and pays the cost of this attack. Alternatively, you may have up to two players on the same planet as you who also possess this attack join in combat for one turn and perform this attack with you. All attack rolls are 1d40 for this attack. Costs 3 Ki Points." - Hellzone Grenade Effect: RESTRICTED x1. Energy attack doing (10% Power) Damage per hit. Your attack roll is 12d32 for this attack. SUCCESSFUL - If 8 or more dice rolls are SUCCESSFUL, the next time you modify the cost of an attack, double the amount it is modified by. Costs 7 KI Points. Suggestion: Again, never used. I feel that's mostly due to needing 3/4 of all attacks to hit as well as needing an outside source of modifying attacks. I recommend dropping the 8 or more to 4 or more and maybe adding "Your next two attacks cost -1 Ki Point to perform" before the SUCCESSFUL. - Destructo Disc Effect: RESTRICTED x1. Energy attack doing (105% Power) Damage. This attack gains +2 to the result. If your attack roll result is 28 or higher, SEVER. SUCCESSFUL - If your attack roll is 20 or higher, you may Power Up on your next turn without it taking up your turn. Costs 6 KI Points. Kienzan Effect: RESTRICTED x1. Energy attack doing (105% Power) Damage. This attack gains +2 to the result. If your attack roll result is 30 or higher, SEVER. SUCCESSFUL - If your attack roll is 20 or higher, you may Power Up on your next turn without it taking up your turn. Costs 6 KI Points. Suggestion: The moves are identical but Kienzan has a higher requirement to SEVER. Feel it should either be reduced to match Disc or something else should be changed like perhaps the 20 or higher of the SUCCESSFUL reduced to 15 or higher otherwise there's no reason to use Kienzan outside of being stuck in Hell and not having access to the other without that Konos Quest. - Wolf Fang Fist Effect: RESTRICTED x1. Physical attack doing (15% Power) Damage per hit. Your attack roll for this attack is 10d30. If you have no CONSTANT Skills currently active, this attack gains +5 dice sides. Costs 6 KI Points. Suggestion: This move has great potential damage for its cost but no one ever uses it regardless. I recommend changing the +5 sides to +5 results. Gives more incentive to using it with a set that doesn't use CONSTANTs. - Hyper Tornado Effect: Physical attack doing (45% Power) Damage. If your Dexterity is more than your opponent's Dexterity, this attack cannot be BLOCKED. SUCCESSFUL - Your opponent cannot activate a Skill until they roll an attack roll of 25 or higher. Costs 2 KI Points. Suggestion: Again, relating back to Kaio-Ken how you can have higher bonus but lower dex. Should add "If your Dexterity or your Dexterity bonus is more than your opponent's" - Big Bang Attack Effect: RESTRICTED x1. Energy attack doing (130% Power) Damage. If your Power is 1.5x your opponent's Dexterity or more, your opponent's defensive roll for this attack is 1d25. If your Power is not 1.5x or more your opponent’s Dexterity, you may pay +1 KI Point to have your opponent’s defensive roll be 1d25 instead. SUCCESSFUL - Your opponent’s dice sides cannot exceed 30 for the remainder of combat. Your opponent cannot CRITICAL with their next two attacks. Costs 8 KI Points. Suggestion: Last line should be improved due to the new Critical rules. Maybe "Your opponent cannot modify their dice results for their next two attacks." - Big Bang Crash Suggestion: See Big Bang Attack. - Vanishing Ball Effect: RESTRICTED x1. Energy attack doing (130% Power) Damage. Your dice sides cannot exceed 1d35 with this attack. The results of this attack cannot gain more than +3 . SUCCESSFUL - If used in a Battle and your attack roll is 32 or higher, set your opponent‘s HP to 0. Your opponent cannot gain HP or set their HP with items or effects. Costs 10 KI Points. Suggestion: Without the old Scouter or Yardrat Outfit as well as a number of other factors getting the effect of this move to work is nearly impossible (harder than a SEVER, even). I'd recommend dropping the requirement to 30+ for the effect? Not sure, though. I'd actually like to see this move used and its effect actually applied at some point. As it currently stands, no one is going to use this. - Special Fighting Pose 1-5 Suggestion: There are 5 poses but only 4 skill slots. I sort of like the idea that the poses can stack into one slot. It lets a player, if they spend the days, use every one of the poses in true Ginyu Force style. Entirely up to you but something like, "Your skills with Fighting Pose in the name take up one slot, combined." can be added to these. Perhaps even something to the learning days similar to Protective Aura in Kihakai like "If you know another Special Fighting Pose already, this takes -1 Day to learn". Edited by Aiden, Oct 15 2013, 07:24 PM.
|
![]() |
|
| Aiden | Oct 15 2013, 01:58 AM Post #3 |
![]()
Time Traveling, Dimension Hopping, Planet Saving Extraordinaire
|
Akaikaru Adrenaline Rush Mastery Effect: Your Akaikaru base cost 1 attacks do +(10% Power) Damage and gain +2 to the results. After turn 10, your Akaikaru base cost 1 attacks do +(15% Power) Damage and gain +3 to the results instead. After turn 20, your Akaikaru base cost 2 or less attacks do +(15% Power) Damage and gain +3 to the results instead. If you CRITICAL against your opponent, your opponent cannot Power Up for their next two turns. Suggestion: The last line could be improved as, again, Critical now requires a natural perfect. I'd recommend something like "If you roll a perfect attack roll (including modifications), your opponent cannot Power Up for their next two turns." - Rage Mastery Effect: When your opponent activates a CONSTANT skill, they lose (5% Their Current HP) HP. Your attacks that can deactivate a skill cannot have their effects negated, changed, or erased. Your opponent’s Blocks against your Akaikaru Advanced Attacks cost +1 KI Point to use. Whenever your opponent would COUNTER one of your Akaikaru Advanced Attacks, they must forfeit their COUNTER or have you gain 2 KI Points. Suggestion: Last line again. Outside of Counterstrike or Straightjacket someone needs a natural perfect to Counter. Recommended change "Whenever your opponent STOPs one of your Akaikaru Advanced Attacks with a defensive roll result of 28 or higher, gain 1 Ki Point." - Shotgun Blast Effect: Energy attack doing (15% Power) Damage per hit. Your attack roll is 3d40 for this attack. If all dice rolls are SUCCESSFUL, your opponent cannot COUNTER until they perform two SUCCESSFUL single dice attacks in a row on consecutive turns. Costs 2 KI Points. Suggestion: Again on the COUNTER bit. Perhaps a change to "opponent cannot modify their defensive rolls until they..." instead? - Accelerated Shoulder Tackle Effect: Physical attack doing (45% Power) Damage. You can only CRITICAL with this attack if your dice are d33 or higher. If you have more physical attacks in your moveset than your opponent, the result of this and your next attack roll gains +4. If you have an equal number of physical attacks in your moveset as your opponent, your next attack roll gains +3 to the result. You cannot perform this attack on your consecutive turns. Costs 2 KI Points. Suggestion: I'd drop the "You can only CRITICAL with this attack if your dice are d33 or higher" line as, again, you can't CRITICAL with result modding anymore. - Buckshot Effect: Energy attack doing (7% Power) Damage per hit. Your dice roll for this attack is 10d30. SUCCESSFUL - If 8 or more dice rolls are SUCCESSFUL your next attack roll is considered 2d30. The attack does its normal damage except per hit and any SUCCESSFUL effects on that attack now say "If all dice rolls are SUCCESSFUL". Costs 3 KI Points. Suggestion: Another move that never saw use. I'd reduce it to 6-7 or more dice instead of 8. - Scorched Earth Effect: RESTRICTEDx1. Energy attack doing (100% Power) Damage. SUCCESSFUL - Your opponents cannot escape for the remainder of the match. If your attack roll result is 25 or higher, your next Advanced Attack with STUN in the effect costs 0 KI Points and cannot have its cost increased by other effects. Costs 6 KI Points. Suggestion: A lot of really nice STUN moves in Akai can't have their cost reduced. I feel this signature should override that effect. Something like "with STUN in the effect costs 0 Ki Points (regardless of any other effects)." Edited by Aiden, Oct 15 2013, 02:00 AM.
|
![]() |
|
| Aiden | Oct 15 2013, 02:01 AM Post #4 |
![]()
Time Traveling, Dimension Hopping, Planet Saving Extraordinaire
|
Aoyusumu Reversal of Fortune Effect: CONSTANT - When your opponent performs two SUCCESSFUL attacks against you in their consecutive turns, you may lose 2 KI Points to COUNTER (the attack is not STOPPED by this effect). You may perform the last attack they performed against you if you can pay the cost. If not, you must pass. Costs 2 KI Points. Suggestion: Never see this skill used. Maybe add a -1 Ki cost to the attack being used back? Seems counter productive in Aoyu as they usually want to be stopping attacks. Could reverse it so that it goes off whenever you STOP two attacks on your opponent's consecutive turns. "When you STOP two consecutive attacks, you may lose 2 Ki Points to COUNTER etc. etc." Just an idea. Either way, its a hefty Ki Cost to use. I think it should get more use, however, as its one of the few ways to Counter in Aoyu now without a natural perfect. - Opportunist Effect: Your next attack does +(5% Power) Damage. Your next defensive roll gains +5 to the result. Your next defensive roll gains +1 to the result for each time you have COUNTERED this match. You may exceed the dice results cap with this effect. You cannot COUNTER your opponent‘s next attack. If your opponent has 5 or more KI Points, your opponent must perform an Advanced Attack, Signature Technique, or pass. Costs 2 KI Points. Suggestion: Can't COUNTER with result modding so, again, you could easily lose the "You cannot COUNTER your opponent's next attack" line. - Stoicism Effect: Activate when modifying your dice sides or result without the use of a Mastery. Double the amount modified. You cannot exceed 1d40 with this Skill's effect. You cannot exceed an extra +6 to the result from this Skill’s effect. Costs 2 KI Points. Suggestion: Again, can't Critical or Counter with result manipulation. I'd remove all caps on this, add "this can exceed standard cap" and add "you cannot SEVER with that attack". - Quiet Preparation Effect: Your next 2 Aoyusumu attacks do +(5% Power) for every time you have COUNTERED this match to a maximum of +(15% Power). You may use this Skill during a COUNTER in place of an attack. If you do, it costs 0 KI Points. Costs 2 KI Points. Suggestion: With only natural rolls granting a Counter this skill has lost a ton of its usefulness. I'd recommend adding a line: "Your next defensive roll with a base sides of d30 or less can COUNTER with a result of 30 or higher. You cannot use this skill on consecutive turns." Makes it more likely to gain a COUNTER to even use the damage mod. I feel with so many COUNTER-heavy moves, Aoyu could use another solid method of gaining a COUNTER that isn't Straightjacket. - Heart Punch Effect: Use only immediately after STOPPING a Punch-Type or Kick-Type attack. This does not take up your turn. Physical attack doing (30% Power) Damage. SUCCESSFUL - Choose one: Your opponent cannot STUN you for the next 4 turns OR your opponent cannot CRITICAL against you for the next 4 turns. Costs 1 KI Point. Suggestion: Second effect. Loss usefulness with change to Crit rules. Change to 6 turns? Or change to something else completely. Can't BREAK? Can't mod attack dice results? - Shaolin Cross Punch Effect: Physical attack doing (40% Power) Damage. The cost of this attack cannot be reduced. SUCCESSFUL - If you stopped your opponent's last attack, your opponent's base cost 3 attacks cost +1 KI Point until they roll a 25 or higher on their attack roll result. Costs 2 KI Points. Suggestion: Saw this attack was nerfed but I feel it was done in the wrong direction. I'd drop it back to base 2 but make it so the effect can no longer stack (leaving Cross Punch still viable but less powerful). - Impenetrable Defense Effect: RESTRICTEDx1. Block. Stop a physical attack. For the remainder of the match, you may lose 3 KI Points to STOP a physical attack with a base cost of 2 or less. You cannot use this effect on your consecutive turns. Costs X+1 KI Points. Suggestion: Saw the clause that was added to this technique but its not correct. It should say "You cannot use this effect on your opponent's consecutive turns" as its being used to STOP attacks and wouldn't be on your turn in the first place. - Defiant Stance Effect: RESTRICTEDx2. Block. Stop a physical or energy attack. Costs X KI Points. Suggestion: Uh... no effect? I get that its RESTx2 which is nice but there's no block in the game that doesn't have an effect with it. Don't see the need for removing its ability to block unblockables. If you're absolutely set on not giving Defiant Stance an effect the least you can do is reduce the cost (X-1, at least). |
![]() |
|
| Aiden | Oct 15 2013, 02:01 AM Post #5 |
![]()
Time Traveling, Dimension Hopping, Planet Saving Extraordinaire
|
Kurokonwaku Trickster Mastery Effect: Your opponent's attack and defensive roll results against you gain -2. All of your Kurokonwaku single dice physical attacks gain "SUCCESSFUL - If your attack roll result is 25 or higher, deactivate a CONSTANT Skill". All of your Kurokonwaku single dice energy attacks gain "SUCCESSFUL - If your attack roll result is 25 or higher, your opponent cannot gain HP or KI Points on their next turn." Suggestion: Saw this was changed to single dice attacks. Not a fan of that. The roll requirement is pretty high for a mastery. The old version of this mastery used to make Stategic Breakdown a really nice skill killer. I'd like to see this returned to its original in that it works with multidice. If not, at least a reduction to the number required (20+?). - Cancellation Mastery Effect: Whenever an opponent uses or activates an UNRESTRICTED Skill, you may lose X-1 KI Points to a minimum of 1 to negate/deactivate it. Whenever an opponent uses an UNRESTRICTED Advanced Attack's effect to STUN, you may lose X-2 KI Points to a minimum of 2 to negate the STUN effect. Whenever you perform a SUCCESSFUL Kurokonwaku attack with an attack roll result of 22 or higher, your opponent cannot use the effect of their Mastery on their next turn. X = The cost of the Skill or Advanced Attack. Suggestion: Go through every single style. Seriously. Every one. Pick out how many non-CONSTANT skills exist that aren't RESTRICTED. Adding that UNRESTRICTED line to the skill cancellation completely ruins this mastery. =\ - Flashback Effect: RESTRICTEDx1. You must perform the last UNRESTRICTED attack you performed this match. The attack does +(15% Power). Suggestion: Kuro doesn't have many high-damage moves and even still this skill doesn't see much use. I'd recommend increasing it to RESTRICTEDx2 instead. - Second Chance Effect: RESTRICTEDx1. Use after you roll your defensive roll. You may re-roll your defensive roll. The cost of this Skill cannot be increased. Costs 0 KI Points. Suggestion: I'd also increase this skill to RESTRICTEDx2. I'd add a clause that it can't be used more than once per turn, though. - Shadow Stalker Effect: CONSTANT - You may pay the cost to activate this after performing a SUCCESSFUL attack with a dice roll result of 20 or higher instead of taking up a turn. Your opponent's attacks with the same natural roll result as your last attack are automatically STOPPED. This Skill does not prevent tournament knockouts. Costs 1 KI Points. Suggestion: Lets be honest, this rework kinda sucks. Its incredibly situational (you have a 1/30 chance to roll any one number on an attack, then your opponent has a 1/30 chance to roll that exact same number). It'll never happen. I'd keep the turn on effect but change the rest of it. Something like "Your opponent's attacks must be +3 your defensive roll results to gain any SUCCESSFUL effects." It fits more of Kuro's playstyle anyway. - Puppetmaster Effect: (You cannot activate this Skill through any move's effect.) CONSTANT - After you perform a SUCCESSFUL Advanced Attack, if your opponent chooses to perform an Advanced Attack on their next turn, their attack must match at least two of the traits of your SUCCESSFUL attack. If they cannot perform an attack that match two of your attack's traits, they cannot attack. Your opponent may lose 4 KI Points at the start of any of their turns to deactivate this Skill. Costs 3 KI Points. Suggestion: As it stands, if I'm understanding how this is worded, someone can lose 4 Ki on their turn to shut this off (after you just had to lose 3 Ki to turn it on) and immediately Power Up to mitigate the loss. The shut off should at least require the use of a player's turn to do so. - Squeeze Box Effect: Energy attack doing (40% Power) Damage. SUCCESSFUL - Deactivate one of your opponent's CONSTANT skills. Your opponent may negate this effect. If they do, and they attack on their next turn, their next attack costs +1 KI Points. Costs 2 KI Points Suggestion: This is kind of sucky for one of Kuro's only skill kills. Opponent can negate and just power up. No loses whatsoever. Make it so that their next attack costs +1 regardless of whether they attack on their next turn or not. Edited by Aiden, Oct 19 2013, 04:05 PM.
|
![]() |
|
| Aiden | Oct 15 2013, 02:02 AM Post #6 |
![]()
Time Traveling, Dimension Hopping, Planet Saving Extraordinaire
|
Haokiru Conservation Mastery Effect: When you roll an attack roll result of 20 or higher with a Haokiru Advanced Attack, it costs -1 KI Point to a minimum of 1. Your attacks cannot have their cost modified by non-Haokiru effects. This Mastery can modify the cost of attacks that cannot have their cost modified. At the start of a match, if your HP is higher than all of your opponents', you start the match with +2 KI Points. Suggestion: This is overshadowed by Focus Mastery. I'd lower the 20 to 15 and remove the second line. I'd also just make the player start with +2 Ki Points regardless of HP. - Eternal Mastery Effect: When your HP drops below 0 for the first time in combat, gain (10% Total HP) HP. Whenever you gain HP from a Haokiru effect, your next attack does +(5% Power) Damage. Suggestion: Another mastery that's only ever seen use once (by Aiden, no less!). Back when I used this Mastery there were far more viable healing moves in Haokiru. Since then they've been nerfed pretty hard making Eternal Mastery lose a lot of its luster. To make it more appealing again I'd add a third line: "While at 25% Total HP or less, your attacks do +(15t% Power) Damage." - Channeling Mastery Effect: When you perform an attack, you may lose (10% Current HP) HP to have the attack do +(10% Power) Damage and become UNBLOCKABLE. When you lose HP from a non-damage effect, your opponent’s next attack does -15% Damage. When you perform a Haokiru Signature Technique, you may lose (X% Current HP) HP. You choose the value of X. For every 10% you lose, that Signature Technique costs -1 KI to a maximum of -3 KI Points. Suggestion: I think that last line could use a buff of some sort. Maybe just make it lose 10% Current HP to have signature cost -3 Ki. You're only getting two uses out of it at most. - Karmic Chameleon Mastery Effect: Choose an opponent. You are considered to have that opponent's Mastery. Any effects of the Mastery that refer to your opponent's Martial Arts Style are considered to refer to Haokiru instead. Whenever your opponent would CRITICAL against you, they may choose to have the attack not CRITICAL or they must lose (25% That Attack's Damage) HP. Suggestion: This mastery really kinda sucks. Your opponent's mastery is no doubt going to work for your opponent's attacks better than your own. Not to mention with how CRITICAL works now the second effect is all but pointless. This needs a very big overhaul. I'd keep the first part (copying Mastery) but maybe add something like, "At the start of combat choose one Advanced Attack from your opponent. For the remainder of combat you may use that Advanced Attack as if it was in your moveset." There also used to be an effect where you gain +1 Ki on a Power Up with this mastery. I'd like to see that returned. Seriously, this Mastery has never been put to use. - Dragon's Pride Effect: Use at the start of the match. If your opponent's Dexterity is more than your Dexterity, you may choose to start combat with +(10% Total HP). Costs 1 KI Point. Suggestion: Another skill never used. Any reason we can't just drop the Dexterity part? Use at the start of combat. Start with +10% Total HP. 1 Ki Point. Simple enough. - Martyrdom Effect: CONSTANT - When your HP drops to 0 as a result of your opponent's Advanced Attack or Signature Technique, your opponent loses X HP. X = The base damage of the attack that brought you to 0 not including modifiers. This skill may not be in the same move set as Eternal Mastery or Survival Instinct. Costs 2 KI Points. Suggestion: This was never used either. You had to give up on the awesome Survival Instinct skill. Should be some more incentive for this one. I'd say add a line where it can be activated when you fall below (50% Total) HP. - Tornado Uppercut Effect: Physical attack doing (25% Power) Damage. Triple any damage modifiers made to this attack by a move or Mastery's effect. You cannot exceed +(40% Power) Damage with this effect. SUCCESSFUL - You may forget any one of your Advanced Attacks. If you do, the next Advanced Attack or Skill you use that requires you to lose HP to gain an effect, you do not have to lose HP to gain the effect. Costs 1 KI Point. Suggestion: That effect. Bleh. Forgetting moves will eventually leave you with no moveset. I'd change it to something like "SUCCESSFUL - You may lose 2 Ki Points. If you do...". - Dragon Blast Effect: Energy attack doing (40% Power) Damage. Once per match when performing this attack, you may choose to have your next UNRESTRICTED attack unable to be forgotten for the remainder of the match in order for it to cost -3 KI Points. SUCCESSFUL - If one of your attacks has been forgotten this match, your opponent cannot use a move with the word 'Power Up' on their next turn. Costs 1 KI Point. Suggestion: Ugh. Another really, really bad move. Keep the first part, I guess, but that SUCCESSFUL effect is awful. Need to have forgotten a move and your opponent can't use an attack with Power Up in the effect? How situational can you get? Change it to "SUCCESSFUL - Your opponent cannot Power Up on their next turn." Its simple and nice, control move that Haokiru is lacking in. - Dragon Beam Effect: Energy attack doing (45% Power) Damage. SUCCESSFUL - If your attack roll result was 15 or higher, you may choose for this attack to deal no damage to gain (15% Total HP) HP. Costs 3 KI Points. Suggestion: This attack used to be the bread and butter of Haokiru but its been reworked so many times its barely playable. I'd change it to this to see more use out of it again: "SUCCESSFUL - Gain (15% Current HP). If your attack roll result was 25 or higher you may gain (15% Total) HP, instead." - Five Finger Shot Effect: Energy attack doing (40% Power) Damage. SUCCESSFUL - Your opponent cannot modify their attack’s damage or their dice results until one of your single dice attacks are STOPPED or all dice on one of your multi-dice attacks are STOPPED. Costs 3 KI Points. Suggestion: A really nice move that's got a unique effect which has never been used. I think the cost is the reason for that. I'd either cut the cost to 2 Ki Points or up the damage to maybe 55%. Edited by Aiden, Oct 19 2013, 04:05 PM.
|
![]() |
|
| Aiden | Oct 15 2013, 02:03 AM Post #7 |
![]()
Time Traveling, Dimension Hopping, Planet Saving Extraordinaire
|
Midorikatai Flawless Execution Mastery Effect: You gain +1 Signature Technique slot in your moveset. Your Signature Techniques cost -2 KI Points to perform to a minimum of 5. You can perform Signature Techniques from turn 8 and onward instead. Your Signature Techniques gain +3 to the results Suggestion: I'd add "Your Signature Techniques can exceed the standard result cap. You're banking on your signatures with this mastery and +3 really isn't going to help you land them all that much. Being able to push beyond the cap (considering there's no more result crits) shouldn't be a problem. - Sucker Punch Effect: (This attack takes up a Skill slot instead of an Advanced Attack slot.) RESTRICTEDx1. Use when your opponent uses or activates an UNRESTRICTED Skill. Physical attack doing (10% Power) Damage. This does not take up your turn. SUCCESSFUL - Negate the effect of or deactivate the Skill. Costs 0 KI Points. Suggestion: This attack is RESTRICTED. No reason it shouldn't be able to be used on RESTRICTED skills, too. |
![]() |
|
| Aiden | Oct 15 2013, 02:03 AM Post #8 |
![]()
Time Traveling, Dimension Hopping, Planet Saving Extraordinaire
|
Kiihakai Power Surge Mastery Effect: Your Kiihakai attacks do +(5% Power) Damage. Activate when you roll an attack roll result of 30 or higher on a single dice attack. Gain 5 KI Points and your next Kiihakai Advanced Attack gains its SUCCESSFUL effects even if they are not SUCCESSFUL. Suggestion: Alex pretty much killed this Mastery's effect when he got rid of the old Scouter and any outside source of dice modding. At it stands there's only one move in Kiihakai that can even exceed 30 dice sides without another effect (Heat Seeking). With that in mind I feel the requirement for this should be reduced so that its at least somewhat feasible to see this work during a fight. I'd say 27+, perhaps. - Chained Lightning Mastery Effect: Whenever you use a multi-dice attack with 3d or more and all attack rolls are SUCCESSFUL, STUN. Activate when you perform different Advanced Attacks that share 2 or more identical traits within two of your consecutive turns. Your opponent loses 1 KI Point for every CONSTANT Skill you have active to a maximum of 2 KI Points. Suggestion: Another mastery that sees almost no use. Its even worse now that there's a cap of 2 Ki Points. I'd remove the CONSTANT bit and just have it where if you use two attacks with two matching traits on consecutive turns they lose 2 Ki Points. Seems simple enough. - Evening the Field Effect: CONSTANT - During your turn, you may de-activate one of your Skills with a CONSTANT effect that is not this one to de-activate one of your opponent's Skills with a CONSTANT effect. Costs 1 KI Points. Suggestion: This skill sucks. Seriously. They can just reactivate it again and you'd have to reactivate yours again to even attempt to shut it off again. Kind of silly. I'd add "At the end of your next turn you may reactivate the skill you deactivated with this effect." - Orange Burst Effect: Energy attack doing (40% Power) Damage. SUCCESSFUL - You may choose for this attack to do no damage. If you do, you may de-activate one of your opponent’s CONSTANT Skills with a base cost of 2 or less. Costs 2 KI Points. Suggestion: I'd remove the base cost bit at the end. As it stands this and Evening the Field are Kiihakai's only method of shutting down skills. |
![]() |
|
| Aiden | Oct 15 2013, 02:05 AM Post #9 |
![]()
Time Traveling, Dimension Hopping, Planet Saving Extraordinaire
|
Stay tuned, I plan to give my feedback on the races at some point when I'm more awake to do this more. I know Namekian and Android are both on my list of things I'd recommend fixes for. Namekians have the absolute worst classes (they're so, so bad) while Android racials are practically unplayable now. I'll chime in with my thoughts tomorrow. |
![]() |
|
| Detective Wesson | Oct 15 2013, 04:45 AM Post #10 |
![]()
|
Thanks Ryan, It was a great read. I'll talk to Brian tomorrow about some of them. |
![]() |
|
| Kalkavek | Oct 15 2013, 08:51 AM Post #11 |
|
Actual World Ender
|
Looking good so far. A lot of these we'll be using, hoping to get races/TFs revised if you have the time, I don't want to push the start date back for everybody if I don't have to; I get enough hate-mail as it is haha. (Admin problems, amirite?)
I'll be using a lot more than just those, but those are the ones that stood out the most. Edited by Kalkavek, Oct 15 2013, 09:08 AM.
|
![]() |
|
| Strange | Oct 15 2013, 09:24 AM Post #12 |
|
Shadow Stalker Mayor Adam West: I should warn you, I have a tiny bullet-proof shield the exact size of a bullet somewhere on my body, and if you hit it, i will be unharmed, and your plan will be foiled. You will be the laughing stock of me... haha, sorry. The whole Shadow Stalker thing reminded me of that quote. damn fine catches btw. |
![]() |
|
| Glacier | Oct 15 2013, 10:51 AM Post #13 |
|
Heir to the Throne
|
Brian, if you're throwing d36 you've given up quite a lot of HP and damage in order to so. Even with d36, you've got less than a 1/5 chance of actually activating the effect. I personally think Ryan's suggestion is too conservative. I'd make the requirement 25+ and cap the amount of sides the user can throw to d33. Makes it viable with Human/Android result modifications, or a clever Bio thief. Another off-topic point I'd bring up while we're scrutinizing things, HP is too low in this game. While using the same attack percentages (generally), we've dramatically lowered the amount of life each player has. 2.5(Endurance) + 0.05x (Power+Dexterity) That's the old HP formula. Below, you'll find Jay's starting stats from Dragonball Sagas: HP - 206 Power - 75 Endurance - 80 Dexterity - 45 http://s1.zetaboards.com/Dragonball_Sagas/topic/3165868/1/ The following are some of the starting stats of actual players we have: Alistor: HP - 250 Power - 100 Dexterity - 2 Ms. Strange: HP - 200 Power - 100 Dexterity - 3 Togashi (w/o modifications) HP - 200 Power - 100 Dexterity - 3 Using a (40% Power) attack, Jay has to hit himself 7 times in order to kill himself. Alistor has to hit himself 6 times, and please note he currently has a Dexterity penalty under the current system. Ms. Strange has to hit herself 5 times. Togashi has to hit himself 5 times. Using a 100% signature attack, Jay has to hit himself 3 times. Alistor, taking a dex penalty, has to hit himself 3 times. Ms. Strange has to hit herself twice. Togashi has to hit himself twice. PL: 410 HP: 525 Power: 75 + 85 = 160 + 7% = 171 Endurance: 80 + 100 = 180 + 14% = 205 Dexterity: 45 + 25 = 70 http://s1.zetaboards.com/Dragonball_Sagas/topic/3180932/1/ This is Jay at the end of Week 1 in Dragonball Sagas. Eliminating his equipment, his stats look like this: PL: 410 HP: 462 Power: 160 Endurance: 180 Dexterity: 70 Pushing Ms. Strange up to Bracket C, which is where Jay would fall in our system, this is what her stats will look like if she continues allocating SP in the same fashion she's started: HP - 300 (2) Power - 160 (3) Dexterity - 6 (3) Jay has to hit himself 8 times with a (40% Power) attack in order to kill himself. Ms. Strange has to hit herself 5 times. Jay has to eat 3 100% Signature Techniques from himself to die. Ms. Strange only has to eat 2. Personally, I vote we move back to the same system Sagas had. Failing that, we need more HP. Edited by Glacier, Oct 15 2013, 10:55 AM.
|
![]() |
|
| Strange | Oct 15 2013, 11:19 AM Post #14 |
|
In fairness to the above, he's right. I mean their are double attack moves that can be buffed like my chained strike, moves that make counters easy like Straitjacket, and who knows what else that lets you sneak more damage quickly that will make a match much shorter then the old ones. It's not the moves fault, its the lack of HP that makes it too quick. Endurance was always a little weird with me personally, just my opinion when I was starting out it was math that I'd like to avoid. Upping the HP per stat sounds ideal to me. That's my two cents. Edit: Then again, Hao may tip the balance with all its HP recovery moves if stats were granted more HP per point. Maybe endurance should be considered. Edited by Strange, Oct 15 2013, 11:25 AM.
|
![]() |
|
| Kalkavek | Oct 15 2013, 11:27 AM Post #15 |
|
Actual World Ender
|
I was going to ask who you were, but reading that I'd say Gus/Waltz (Unless those are 2 different people, in which I am horribly confused), so welcome back! Kiihakai Power Surge's main buff is adding +5% Power to all attacks, so its secondary effect should be as strong as Overwhelming Mastery's secondary effects (Another mastery that adds damage to everything). I'll be fiddling around with it, as it's currently stronger but more situational. As for the system, I heard the same thing from Aiden earlier. The weird thing is, this is taken directly from the system you guys ran, except I halved the starting power and HP and upped the starting SP to add more choice (and because it helped fix Dex...well, "fix", Dex is a fickle bastard).
Did anyone from Revelations feel that fights were too short there? (I'm not saying this rhetorically, I'm asking for opinions). I may change it to 60 HP or add 5*Total SP to HP or somesuch, but that buffs Haokiru a lot and I'd have to give a few HP gain moves a minor revision. This close to the start date I'm definitely not switching entire combat systems, but an HP change and some other tweaks I could manage. I'm trying not to push the start date back, but I could go as far back as 2 weeks late if it's mandatory to help out the system. Edited by Kalkavek, Oct 15 2013, 11:57 AM.
|
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| Go to Next Page | |
| « Previous Topic · Dragon Ball: Revivals Discussion · Next Topic » |








4:24 AM Jul 11