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Unread 09-22-2010, 05:03 PM   #111
Dracorion
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First off:

Tactical Actions. Explain. The way I understand it, Impact's max number of Tactical Actions increases as he gains levels in Demon, correct? But how does he gain more Tactical Actions while in battle?

Also, Formation Shift might be overpowered.

Despecialize, too, could be overpowered as hell, even at 3 Tactical Actions per use.

Deathly Calm and Ability Drain too, perhaps. We really need to know how Impact generates Tactions in battle.

Also, elaborate on "Haunting" 's effect.
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Last edited by Dracorion; 09-22-2010 at 05:09 PM.
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Unread 09-23-2010, 12:42 AM   #112
Menarker
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I'll let Geminex explain himself about how this build is supposed to work, both mechanically and what the general results would be in a standard battle. List his pros and cons. That sort of thing...

But my first impression is NO NO NO. The benefits seem overpowered to the point where no one character can fight against you and win. (Even Pierce and Renny still have a chance to lose 1 on 1.) As it is, if all 5 of us PCs maxed out out levels (and we just compared yours and Drac and my character because we don't know Charlotte or Matthias's build, and we were to pit Pierce or Renny against your character, your chance of victory would be almost certain. Your tactions is almost like Double Attack or even Triple Attacking with status moves and you gain an additional sort of currency to pay for a bunch of your skills that seems to regenerate automatically.

With Drac's character, he is basically a pokemon trainer and slayer with increased stats and especially resilient stamina and ability to protect people and the 2 demon attacks. Roughly the same number of actions, and can only do 3 attacks and 1 action at most with Shock Trooper effect in action.

My character is much the same way but in a different fashion. Instead of super high stats all around especially defense, my character mainly attempts to take advantage of element types with ICT and bigger move pool, although his weapon power is technically no better than a slayer, only more flexible. But he can still only do 3 attacks and 2 actions at full upgrade with Shock Trooper.

Your character on the other hand is capable of shutting down several key parts of a team or a specific character while still able to attack and use accessories in one round! And even more so, your class feature seems to be able to shut down key character's features! The features that make up the character in the first place. It's like when it was objected to me having immunity to Snaggers but this is even bigger and more flexible.


First, let me list the stuff I'm fine with. (At the moment. Subject to change based on what you explain)

1) Analyst
2) Formation Shift seems fine if there is a way for us to spend actions to get back to our position somehow. Like maybe a trainer action for every 3 or so slots we been displaced or an attack to get back to our position? We're not motionless after all. (Does this switches out enforcers from the back row too?) Unless Drac can tell me why he thinks it's bad?
3) Your RDPA
4) Weatherman
5) Dust Stream
6) Massive Feedback
7) Fire at Will is scary as hell, but I don't have an objection to it atm.
8) Ability Drain. I don't know what Drac is worried about with this one. Of course, it will depend on further details on how your proposed upgrades work.
9) VERY POWERFUL, but it's a late game ability and has a significant cost. Practically a Nuke button on select target though, assuming you have allies (which is sure to happen the way you seem to be going.)
10) Doom Howl

Now for the stuff I definately have hesitations or outright objections to.

1) Signature Break. (For a moment, I thought you were trying to get us to stop playing.) Taking away a character's key ability completely for a turn at a price of 1 is really powerful, especially when it seems like you get additional Tactions turn by turn and can do it over and over. What I might suggest instead is that instead of stopping the technique, that afflicted targets trying to use the technique end up paying a certain percentage of their life total and make it last longer.

2) Despecialize should NOT work for that nearly that long, especially not without some way to dispel it.

3) Haunting. It's the undispellability and not knowing how you gain tactions that bug me.

4) Deathly Calm. Once again, this bugs me when I don't know how you gain tactions.

5) Ultimate Warlord. Just because I don't know how you're gaining Tactions and gaining too much of a supply would be justification to our concerns.


Next for the questions:

How many tactions do you start the battle with?
How do you get tactions? This is the biggest concern, so go heavy on the detail.
Why does your Ultimate Warlord have the ability "Reduce a person's ability to resist tactions"? Are these tactions normally resistable to a degree in the first place depending on some factor you have not mentioned? Because at first impression, they sound like they were meant to work 100% of the time.



Anyhow, I won't be available to respond until later on tomorrow, due to finishing off a paper that is urgently needed.

Looking forward to whatever comes.
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Unread 09-23-2010, 12:50 AM   #113
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That's not his max tactions increasing. That's tactions he generates per turn. I'll edit that in.

I was thinking about raising the cost for formation shift... Does 2 tactions sound allright? Keep in mind, it is fairly situational. Basically helps us use multi-target techniques.


Y'think Despecialize is that bad? It wouldn't be effective against destroyers, that'd be bullshit. And against the rest? Sure, engineer can't construct. And medics can't use items. But medic items have been nerfed anyway, and enemy engies... well, ok, they're good. But it's usually not at all difficult to kill them quickly. This just gives us an alternative to killing them.

Ability Drain: Again, you really think so? Nullify one ability for two turns?
Though I sorta see what you're getting at. With worry seed, this'd take us a full attack, albeit to make it permanent. What if the duration's just one turn?

Well, haunting. I've been thinking about this one.
What happens is:
Can't target pokemon (just thought of this one, cause that'd be stupid)
Turn 1: Impact pays 4 tactions to use techniuqe. Target A becomes confused.
Turn 2: Impact loses 1 taction and 5 rage at the start of his turn. Uses technique again, for another 4 Tactions. Target A still confused, Target B becomes confused
Turn 3: Impact loses 2 taction and 10 rage at the start of his turn. Target A becomes exhausted. Target B still confused
Turn 4: Impact loses 2 Tactions and 10 rage at the start of his turn. Target A gets knocked out. It had 60 rage left, so Impact gets 15. Impact now has the choice to pay 4 tactions to retrieve the fragment. If he does not, it jumps to an adjacted opponent, Target C. Target C then becomes confused, will remain so for another 2 turns, before coming exhausted. If Target C dies, Impact will gain another quarter of its rage, and the fragment will travel to another opponent.

My german sense is tingling. It is telling me that you will not like any of this very much at all, that you'd want to reduce the amount of tactions I get per turn, and nerf the techniques as well. Because fuck, look at all the stuff I can do! It's insane!
Well, yes. But see, that's all I can do. While all of you are getting combat ranks and better stats, better pokemon, better items, more rage, Impact's remaining at Slayer level 5. He'll be no better in combat in 10 levels' time than he is now. I'm putting everything I have into this whole "tactical disruptor" aspect. I'm thinking it has the right to be pretty powerful. It's all I'm getting.

Edit:
Menarker.
I'll leave to to read what I wrote above, Impact can do a lot, but this is really all he can do. He's not a fighter, doesn't generate very much rage, and a lot of his stuff is situational.
Quote:
Why does your Ultimate Warlord have the ability "Reduce a person's ability to resist tactions"? Are these tactions normally resistable to a degree in the first place depending on some factor you have not mentioned? Because at first impression, they sound like they were meant to work 100% of the time.
Well, I'm thinking that most of the stuff Impact does counts as a debuff. Enemies immune to debuffs would be immune to his shit.

Last edited by Geminex; 09-23-2010 at 12:54 AM.
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