| Transformation Customs | |
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| Tweet Topic Started: Dec 1 2013, 05:34 PM (1,518 Views) | |
| Sykes | Jan 21 2014, 04:01 AM Post #61 |
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I drew inspiration from heart punch and sucker punch, and i figured since Sykes is pretty exposed in a lot of ways. With this skill to replace Dyne, my moveset would be appropriately reaction-oriented. The point is to be a superior duelist. Should do the trick. Edited by Sykes, Jan 21 2014, 04:10 AM.
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| Detective Wesson | Jan 21 2014, 04:13 AM Post #62 |
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Got it. I see no reason not to approve it. Approved. |
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| Togashi | Jan 21 2014, 04:59 AM Post #63 |
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Warrior of Light
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Really? You're going to approve this thing at 0 ki? 1 ki I could see, but this literally means that no matter what he gets a shot at us. At least Heart Punch has a cost. The damage I could see. It's minimal. But you're talking about a 0 ki ability that lets you stop criticals, stuns, breaks, and the like. This needs to at LEAST cost 1 ki. Edited by Togashi, Jan 21 2014, 05:00 AM.
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| Trellocks | Jan 21 2014, 05:10 AM Post #64 |
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Either it takes up an AA and a skill slot and does no damage, or it would have to take up an AA slot and cost 1ki. or it would have to take up your turn. or a constant skill with an activation cost. {discussion on this will be reopened. this attack costs nothing and has no drawback, infact it takes up a skill slot, leaving more room for AA's} |
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| Sykes | Jan 21 2014, 05:18 AM Post #65 |
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I'm fine with 1 ki cost being added. the turn count can get get chopped to 4 also. ideas. |
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| Detective Wesson | Jan 21 2014, 05:51 AM Post #66 |
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The damage is minimal and applies to a small set of abilities. This game tends to favor counter builds and the like. But seeing as it has 4 (read em, 4) options, I can see it being boosted up to 1 ki. Let it be known to anyone making custom AA's and the like, try to avoid Heart Punch effects. The only reason I approved this as it was is because of the minimal damage. Heart Punch is a crazy good move against specific moves. Allowing a specifically tailored player killing move isn't something we want. Seeing as Sykes put the damage low and was looking for utility, I thought the effect should be allowed. 4 Turns for the Effects, 1 Ki, 10% power damage , Unrestricted, Takes up a Skill slot, Heart Punch-like Reaction against stopped weapon attacks, many of which are multi-dice. Does that jive with you Sykes? Edited by Detective Wesson, Jan 21 2014, 05:54 AM.
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| Sykes | Jan 21 2014, 07:33 AM Post #67 |
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I can dance to that jive my Djinn compadre. |
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| Trellocks | Jan 21 2014, 04:28 PM Post #68 |
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I don't think it needed to be nerfed by 2 turns, it costs 1Ki now. That was the only problem, it was something for nothing. Plus it's only vs. Weapon attacks. Weapon users are allowed access to non-weapon attacks. It's a slight disruption at best. Edited by Trellocks, Jan 21 2014, 04:30 PM.
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| Detective Wesson | Jan 21 2014, 04:34 PM Post #69 |
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6 turns it is |
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| Bastion | Jan 21 2014, 09:27 PM Post #70 |
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Noted. |
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| Togashi | Jan 22 2014, 12:04 AM Post #71 |
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Warrior of Light
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Unless Saga 2 changes it that if you use weapon masteries you can't use styled non-weapon moves, as has been hinted at by Kalk.
Edited by Togashi, Jan 22 2014, 12:05 AM.
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| Trellocks | Jan 22 2014, 12:25 AM Post #72 |
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We have been discussing weapon masteries, but decided that you forgo benefits of a styled mastery to gain weapon enhancements. That being said, there is no way to make weapon masteries balanced whilst only allowing freestyle moves, unless we increase options for freestyle attacks. You will likely keep your style, but have a mastery available to you as a freestyle mastery. You forgo the in styled mastery for one that affects only your weapon attacks. I think this is a fair trade off, but forcing people freestyle for a mastery doesn't seem fair. (so freestyle mastery, still keep your style. they will have little to no effect on your style.) this is all speculation based on the past week, and this really isn't the place for this kind of discussion. |
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| Strange | Jan 22 2014, 12:40 AM Post #73 |
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Not so much a transformation custom as it is my starting custom for my second character, a Kaizoku running galactic Pirate. Just so we are all on the same page here. Galactic Pirate – Whenever you kill an opponent in Battle, you may take one non-ship, non-custom item from their inventory and add it to your own. Your opponent's escape rolls gain -2 to the result. I have a custom idea to tie in with this that I want a look at or maybe some opinions on the matter. Classic Tom Foolery [SKILL] Description: This pirate lass is known for taking a break in battle once in awhile just to mess with her opponent. Effect: Restrictedx1: You may use this if your previous successful attack resulted in 30 or higher before results modification. You may remove one item equipped on the opponent. For the remainder of the match that item is considered in your inventory. The item stolen can be equipped mid battle if the slots are available. Customs are returned after the match regardless who wins. If the opponent wins or either escape, the item is returned to its original owner. This skill follows the same parameters and restrictions as Galactic Pirate Class. Costs 3 KI Points. Requirements: Available inventory space + Galactic Pirate Class While usually item stealing is a rare thing in itself, whether this goes into effect or not, assuming my character was to win I could simply take the item in question anyways. The difference between me using this move here and me simply waiting till the end of the match is that my choices in items are limited to only what the opponent has equipped to them, so I can't go digging into their inventory to grab other unique items or the like if I use this skill. Thoughts, opinions, suggestions, better ways of wording? |
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| Trellocks | Jan 22 2014, 02:07 AM Post #74 |
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Under the same restrictions yes, but I would say you have to choose that item if you win. as for equipping it, I can't weigh in. |
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| Togashi | Jan 22 2014, 02:56 AM Post #75 |
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Warrior of Light
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No way. We'll see mid-battle changes to stats and bullshit. At least the class requires you to beat the opponent in a fight to take the item. This may have a ridiculously high requirement for the roll but to allow them to take say my jacket, thus lowering my HP and raising their own, same with power, is bullshit. You're not talking about healing and damage reduction, you're talking about blatantly forcing an opponent to recalculate all of their stats in the middle of a fight and working from there. You're talking about a SKILL that does everything that a Class does but more so. On top of that, it allows the Galactic Pirate to steal 2 items if this skill goes off, and they win. The one equipped item they stole, and then whatever else they decide to take for killing the opponent. I for one am not putting up with having my equipment stolen from me in the middle of a fight. No class, racial, mastery, or anything allows that so far, so to allow someone to create a custom skill that does it, A SKILL, would break the game far beyond anything Aiden's done so far to this one. |
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