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Unread 09-23-2010, 02:34 PM   #21
Geminex
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I... really don't think so. Like, that just doesn't seem reasonable.

2x rage generation is unnecessary. I don't want it, part of playing Impact this way is gonna lay in having to use my rage very, very carefully.

So are the stats. I mean, 15 to everything is nice, and certainly powerful, but it doesn't fit in with Impact's role!
And no, don't accuse me of min-maxing, cause that's not what this is. I'm trying to specialize. And hell, specialization is encouraged. Min-maxing would be my swearing off attacks and RPDAs altogether, in favor of more tactions, for instance. It would be customizing his stats so that speed and attack are minimal, putting all that into special attack, and then tying taction generation to special attack. Both were ideas I had, but I rejected them as bullshit. What I'm doing now is specializing. And trying to get me to take the stats boosts or rage generation to the demerit of my other skills, that's like trying to force Renny to make his next sigtech an insta-kill, and make his love tech deal direct damage. Just doesn't make sense.

But back to the skills...
I'm going to assume you're bartering here. Like, you're aware that the offer you made is ludicrously low, and now you're waiting for me to make one that's ludicrously high. That's how they do it in China. Though it's a waste of time, you usually just make a final offer and stick to that until they rend their hair in frustration. I'm gonna do that.

Also, just to mix it up, I'm doing it from the bottom upwards. Just because I need to make this interesting somehow. Also, the sane stuff is mostly down there and I like the bits where you're sane and not a complete blathering maniac.

Quote:
Signature Break:
Cost: 2 Tactions
Effect: Impact mentally assaults the target's aura, disrupting the target and preventing them from focusing enough to bring their strongest abilities to bear. One Sig-tech, Sync-tech, love-tech or Co-op technique (or anything else of that nature) cannot be used until the end of next turn (effect counts as a debuff).
Conditions: Can be used 1 time per turn at most
Cost of 1, twice per turn.

Quote:
Formation shift:
Cost: 3 Tactions
Effect: Impact coordinates rapid maneuvers to modify either an allied formation, or force the enemy to modify theirs. Select one member of a formation somewhere on the battlefield and replace this member somewhere else within the same formation.
Conditions: None.
Cost of 2. Usable three times per turn. Again, not versatile or useful otherwise.

Quote:
Fire at will:
Cost: 2 Tactions to activate, up to 6 optional Tactions
Effect: Impact helps coordinate the team's Destroyer to unleash a rain of destruction upon their hapless foes. For every two optional Tactions payed, the destroyer gains 100 aditional rage, for this turn only. Rage generated by this technique can raise the destroyer's gague above maximum.
Conditions: 6 optional tactions (working out to 300 rage max), can be used only every other turn
Eh. This was actually my greatest worry. So fine, 2 tactions to active.

Quote:
Ability drain
Cost: 2 Tactions
Effect: Select one enemy ability. This ability is nullified for one turn.
Conditions: 2 times per turn at most
If it were permanent? Yes. Fine. But it isn't. It's a 1-turn technique, it's not worth more than a single Taction. And make that 3 times per turn.

Quote:
Despecialize:
Cost: 4 Tactions
Effect: Select 1 enemy specialist. This specialist loses all 'priveleges' and counts as an ordinary unit for 3 turns. For the first turn only, this removes any protective effects on this specialist.
Conditions: Use once per turn only.
Example: Enemy medic is pissing us off. Use despecialize to take away his ability to use items.
Shock Troopers can only use one pokemon when despecialized, Snipers are attackable, Engineers cannot construct. And so on.
Very well. I can live with this.

Quote:
"Haunting"
Cost: 4 tactions initially, 2 per turn afterwards
Effect: Impact pierces the target's mental defenses, to strike directly at its aura and mind. Instead of just attacking, however, he does something more subtle. He leaves a fragment of his mind in the foe's, then withdraws. This fragment disrupts the foe, haunts them, causes them to become confused for two turns, and utterly exhausted thereafter. It cannot be dispelled. When the foe in question faints or dies, Impact partakes in its agony and rage, gaining a quarter of what the foe had left. The fragment then jumps to a random adjacent foe, to do the same to it, unless Impact recalls it, at the cost of another 4 tactions.
Conditions: Can use once per turn at most, and three times per battle. For every fragment of Impact's mind in circulation, he loses 2 tactions.
Ok, that's three in a row. I explained to you above, very reasonably and understandingly, that the practical effects of this technique could be much more easily achieved with the move Confuse Ray, and at a far lower cost. I really don't see your problem. The whole 'jumps from foe to foe' aspect is more than cancelled out by the fact that it's a constant drain on his tactions, and the fact that it generates rage makes up for the fact that it's a lot more expensive than it should be. So no, this thing is fine with an initial cost of 4, and an ongoing cost of 1 taction, screw the rage cost.

Quote:
Massive feedback:
Cost: 25 rage to activate, 2 tactions per attack
Effect: Impact gathers his strength and responds to every enemy attack with a massive wave of Aura-shock. The enemies take no damage, but they're so shaken that the attack or weapon they last used is now disabled.
Conditions: Once every two turns only.
Once again, how is this useful? Disable isn't that great! Not to mention the rage cost. This was also fine the way it was and I don't intend to budge. If it turns out to be OP, we can nerf it later. But until then, I think this is good the way it is.

Quote:
Superanalysis
Cost: 40 rage to activate, 4 Tactions per target
Effect: Impact rapidly analyzes the condition and vulnerabilities of various foes and feeds that info to his allies. For the duration of next turn, all affected foes become extremely vulnerable to secondary attack effects such as status effects, debuffs, stat reductions, flinch, etc... Attack with these effects are 2 times as likely to successfully inflict them. If a target is immune to an effect, it becomes normally vulnerable under the effect of this ability. Foes also gain an increased vulnerability to critical hits (equivalent to a 2-stage boost to all attacks), and suffer -2 stages to defense and special defense.
Coniditions: 2 targets max, once every two turns only
This is fucking ridiculous. I mean seriously, are you even trying? Weaken the defense of two enemies, for one turn, at that cost? You flinch 6 enemies for less, and you can spread that between two characters!
No. And fuck you for suggesting it. It was fine the way it was. In return for a full turn's Taction and quite a lot of rage, comparatively, Impact can make the enemy team (or 6 members of it, anyway) way more vulnerable to allied attacks for one turn. I'll even drop the bit with the crits, if you're really desparate. But that is it.

Quote:
Weatherman:
Cost: 4 tactions per change
Effect: Impact channels power through the RPDA to change the weather. He can remove and add different weather effects at will.
No. 3 at most, and that's really pushing it. It's just not effective otherwise! I won't be changing the weather if I can do dozens of other things. Especially if each change, each effect removed and added costs that much. Seriously, it'll take him a turn to just clear up hail, rain and sandstorm, and another to add the ones he wants. 3 at most, and if you accept that, then I'm going to expect quite a few concessions from you above.

Quote:
Dust Stream:
Cost: 5 tactions:
Effect: Impact eliminates FOW on the enemy side by 30% and increases FOW on the allied side by as much.
Again, don't quite like it. But ok. In China, I'd be maintaing the 35%, because this is small change and one of us is gonna give in eventually, but ok. I'll give in in order to soften the stuff that's coming up.

Quote:
Doom Howl:
Cost: 4 Tactions
Effect: Deals no direct morale damage. However, enemies become subtly, but powerfully unsettled by the unearthly sounds of this device, and become far more (x1.5 times) vulnerable to negative morale effects for three turns.
... I'm willing to play-test this one. See how it does. 1.5 doesn't seem too fantastic, but ok, I pay 4 tactions. I can deal. 3 turns will make, like, 30 morale, on average? So I'd be paying 4 tactions to do 15 morale damage...
Like I said, I'll try it. But if our enemies start losing morale less quickly, I'm gonna want to buff it again.

____
All-in-all, I don't like it. I think your attempts to nerf Impact are unreasonable.
If you agree to the above, we forget any 'failure percentage'. Stuff works unless foes are immune to it.
Also, I yet have to create something for that final level. In your guide, you seem to have filled that, but yeah. Nope. I'll fill that one myself, thanks very much. Probably with another taction and a more powerful TA (cause y'know I haven't actually used my uber yet). Suggestions?
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Unread 09-23-2010, 02:43 PM   #22
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Ok, let's try to take this calmly. There is time to look things over. What I'm going to say below are suggestions and not attempting to enforce anything until a bit of time later after some suggestions.


Moves I got no immediate issues with and don't need to be changed:
Doom Howl
Dust Stream (I'm assuming Defog works as normal to deal with this?)
Weatherman (Only thing I would think is that this would be Matthias domain, but this is a RDPA ability, so that's evens out)
Analyst
Fire At Will


Things that need more detail:

RDPA: Missing stats and Overdrive
Formation Shift: Details on how altered formation can be remedied. Would advise that it takes trainer/pokebrid actions or an action like attack or item use.
Massive Feedback: How long is the Disabled status for? Disable randomly lasts anywhere from one to 8 turns in the games. Otherwise ok since it mainly inconviences slayers and pokebrids, since pokemons can be switched out (although it prevents the pokemon from spamming a certain move)



Specific moves issues:
Ability DrainAbility Drain: I don't have an issue technically with its power level. Part of the inherent downside with Ability Drain is that when used on pokemons, the trainer can switch out pokemons, thus voiding it when it comes back out next turn. It's really more useful against pokebrids although it would work against long term combos which rely on the pokemon not being switched out or something. (Unless there are other abilities you're talking about?) What I'm thinking is how it would be used in PvP. I would assume that PvP would be done via PMs to AB and the person/pokemons who has the higher speed goes first, unless someone faster is intentionally waiting their turn for a partner with lower speed to do a move for the sake of a combo or so. However...
Let's say you intend to put Ability Drain on Metagross, but Drac had intended to switch Metagross in the first place, which is an instant free action. So basically the round would resolve with Pierce switching out Metagross for someone else (like Dialga) and you end up using your technique on someone you didn't mean to use. Is that going to be a problem for you? Since in the games, it's natural that if a pokemon gets switched out during combat, then the move that would have hit the pokemon being switched out would hit the new pokemon instead.


Deathly Calm
Deathly Calm: Let's say you're using this and you're in a battle against Pierce and he has some additional allies. You choose to target two of his allies. However, can I assume that if you target Pierce but not his pokemons for the third one, then he would gain rage when his pokemon attacks but loses rage when he attacks? Or are you intending that if you target Pierce that he loses rage however he gets it? Because my gut feeling at this momnet feel the former is acceptable but not the latter.


Ultimate Warlord
Ultimate Warlord: The biggest issue that bugs me most is the sniper defense. What if the enemy group has no sniper? That would make you practically invincible. I feel this is too much. However, defense is pretty cruical for your survival. So I propose the following.
1) Can take up an enforcer slot behind any active character able to defend themselves.
2) As a slayer action or item use action or attack, you can move from slot to slot. (So if the person who was protecting you gets knocked out, you can move to another slot, switching with anyone who was there in the first place.)
3) Unless caught in the middle of a pincer formation, only attacks that cannot miss have a chance of hitting you when you're in tactian mode, and even then at a lower chance. (not 100% accuracy moves. Only non-missable attacks such as Shock Wave or a move boosted by Lock On.) You can designate your protecting ally to take the blow for you at a certain percent chance of success ahead of time.
4) You can choose to start battle either in combative mode or tactian mode.
5) The cost to switch from one mode to another is something like 3 tactions.
6) Everything else such as gaining extra taction and harder to resist stays.


Signature BreakSignature Break: Drac's suggestion is acceptable although I would personally allow it to have 1 tactions, maximum 2 twice per turn but the same move cannot be disabled two turns in a row.

HauntingHaunting: I agree with what Drac proposed. (Although he made that typo in the end where it would take 1 taction and 5 rage every turn instead of the 2 he typed prior.)

SuperanalysisSuperanalysis: I feel it really has too much power as it is to sweep an entire team at the right time. However, Drac's nerf is a bit too much in my view. 3 targets and 3 tactions each.

DespecializeDespecialize: Shutting down a specialist for 3 turns is an awful long time especially removing all healing from PvP. I would suggest making it cheaper but shorter and can't be spammed endlessly. This way you can screw over the group at a cruical junction if you plan things right, but you can't do a total lock-down completely. The cheaper cost also allows you to spend tactions on a few other things. 2 tactions, last 1 turn, can be used 3 times. Cannot be used 2 turns in a row on the same target.


Basically, I don't want to enable Impact to totally lockdown a character for all time. That would make the character feel more undesireable to play and not as fun. I'd want to be able to use Lola effectively SOME of the time, even if she ends up failing at a cruical junction because you mess her up for example. So basically, hopefully what I done is made things more flexible, but not dambably potent over several turns. You'll be able to lock down several characters at one point making that particular turn a total NIGHTMARE or cause several pains and headaches spread among turns. Some of the actions are cheaper but with restictions that you can't SPAM SPAM SPAM them all the time. That should take off a LOT of the PvP worries of making our characters feel useless and not fun at all while still giving you protection and lots of potential.

Anyhow, let me know what you think of these changes and the ones that Drac made. I don't have much more time at the moment. Got class to go to. But once again, try not to take my suggestions too hard. Trying to discuss things and see how it goes.

All of that said, if you can provide a viable roleplay situation of a turn by turn basis of how your way would play out would be helpful.

EDIT: About Tactions, what speed are they during PvP? Because I would object to them being all nigh instant speed. Like I said before, I would suggest they have the same speed as if Impact was actually attacking with them and that Tactions be blockable by Protect or redirectable by moves like Cover. Might be a good idea to boost Impact's defenses and speed if you want to ensure that he reacts fast enough or so, maybe at a cost of one of your abilities or making certain ones weaker.

Last edited by Menarker; 09-23-2010 at 02:58 PM.
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Unread 09-23-2010, 03:07 PM   #23
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I actually really think that PVP is only gonna be of minor relevance, this RP anyway. Once we've established what rules will govern the arena mission, we can nerf the stuff specifically for that arena mission if your guys want to. And we'll see about the sequel.

If you've been going into this with the mindset of 'It's too strong, he'll use it against me', then there you have the reason why this is taking so long. I'm an ally, people. These techiques aren't going to be targeting you. Balance them, please. But if self-preservation comes into it on your part, then I'm gonna be ending up with a pile of useless drivel while you get the warm glow of having fought off a menacing threat. The latter might be nice, the former not so much.

But anyway...

Quote:
RDPA: Missing stats and Overdrive
In consideration. Probably some defense, some speed. As for the latter, I was thinking about something that halves the cost of all TA for a turn. But I dunno...
Quote:
Formation Shift: Details on how altered formation can be remedied. Would advise that it takes trainer/pokebrid actions or an action like attack or item use.
Not an attack action. I'm thinking the affected target can pay rage to get back to its initial position.

Quote:
Massive Feedback: How long is the Disabled status for? Disable randomly lasts anywhere from one to 8 turns in the games.
Eh. 3 turns? Probably won't need more. All this stuff will mean a lot for AB to keep track of, but I can take care of that.

Quote:
Deathly Calm: Let's say you're using this and you're in a battle against Pierce and he has some additional allies. You choose to target two of his allies. However, can I assume that if you target Pierce but not his pokemons for the third one, then he would gain rage when his pokemon attacks but loses rage when he attacks? Or are you intending that if you target Pierce that he loses rage however he gets it? Because my gut feeling at this momnet feel the former is acceptable but not the latter.
This is a good question, actually. Lemme consider...

Quote:
Ability Drain
I'd be fine with it if that happens, but like I wrote above, we can discuss PVP when we reach it, and nerf my shit accordingly once we know all the rules.

Quote:
Ultimate Warlord: The biggest issue that bugs me most is the sniper defense. What if the enemy group has no sniper? That would make you practically invincible. I feel this is too much. However, defense is pretty cruical for your survival. So I propose the following.
Can take up an enforcer slot behind any active character able to defend themselves.
As a slayer action or item use action or attack, you can move from slot to slot. (So if the person who was protecting you gets knocked out, you can move to another slot, switching with anyone who was there in the first place.)
Unless caught in the middle of a pincer formation, only attacks that cannot miss have a chance of hitting you when you're in tactian mode, and even then at a lower chance. (not 100% accuracy moves. Only non-missable attacks such as Shock Wave or a move boosted by Lock On.) You can designate your protecting ally to take the blow for you at a certain percent chance of success ahead of time.
You can choose to start battle either in combative mode or tactian mode.
The cost to switch from one mode to another is something like 3 tactions.
Everything else such as gaining extra taction and harder to resist stays.
I see your point... seems overcomplicated though. I like the whole 'bodyguard' concept, but lemme think about it again, there's got to be a way to simplify this...

Quote:
Signature Break: Drac's suggestion is acceptable although I would personally allow it to have 1 tactions, maximum 2 twice per turn but the same move cannot be disabled two turns in a row.
I like this. Let's do this.

Quote:
Haunting: I agree with what Drac proposed. (Although he made that typo in the end where it would take 1 taction and 5 rage every turn instead of the 2 he typed prior.)
Like I said, I think 2 tactions per turn is too high a price. I mean, what does it actually do? Confuse a lot of opponents, and it doesn't even affect pokemon. Give Impact some rage. Not worth draining himself that much for.

Quote:
Superanalysis: I feel it really has too much power as it is to sweep an entire team at the right time. However, Drac's nerf is a bit too much in my view. 3 targets and 3 tactions each.
More reasonable, but come on. It's not gonna aid a sweep any more than an engineer, building an amplifier. And it does cost quite a lot. I'm gonna have to maintain this one, minus the crit.

Quote:
Despecialize: Shutting down a specialist for 3 turns is an awful long time especially removing all healing from PvP. I would suggest making it cheaper but shorter and can't be spammed endlessly. This way you can screw over the group at a cruical junction if you plan things right, but you can't do a total lock-down completely. The cheaper cost also allows you to spend tactions on a few other things. 2 tactions, last 1 turn, can be used 3 times. Cannot be used 2 turns in a row on the same target.
3 Tactions, lasts 2 turns, can be used once per turn at most. Can't be used twice on the same target in the space of 4 turns (That is to say, for ever 2 turns a specialist is blocked, they get to do shit for 2 turns). That or the suggestion I made to Drac.

Quote:
Anyhow, let me know what you think of these changes and the ones that Drac made. I don't have much more time at the moment. Got class to go to. But once again, try not to take my suggestions too hard. Trying to discuss things and see how it goes.
Well, I see a lot of your points, and they are good ones. So yeah, I think we can come to an agreement.
In fact, I'd like to THANK YOU for showing reasonableness and working with me to balance my character, utterly unlike a DIFFERENT INDIVIDUAL NOT TWO POSTS AWAY.

Quote:
All of that said, if you can provide a viable roleplay situation of a turn by turn basis of how your way would play out would be helpful.
Huh. Gimme a scenario, and a level. I'll tell you how I'd respond.
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Unread 09-23-2010, 03:11 PM   #24
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Can Charlotte kill Burkmont instead? I saw Drac claim it a few post back, and I saw no one contest it. I am now contesting it.

Anyways, I'll get a bit up with Charlotte and Phantomere soon. Time has cleared up recently.

And would it be possible to have Spits or Pike get an evolution? Because if so, I'm thinking of one for Pike.
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Unread 09-23-2010, 03:14 PM   #25
Geminex
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Yah. It's even a standard upgrade. X-th level upgrade, evolve a standard pokemon or power up a legendary one. Go for it.

Charlotte gets to kill him if Impact gets to tell her to.
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Unread 09-23-2010, 03:27 PM   #26
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Quote:
Originally Posted by Geminex View Post
Quote:
Signature Break:
Cost: 2 Tactions
Effect: Impact mentally assaults the target's aura, disrupting the target and preventing them from focusing enough to bring their strongest abilities to bear. One Sig-tech, Sync-tech, love-tech or Co-op technique (or anything else of that nature) cannot be used until the end of next turn (effect counts as a debuff).
Conditions: Can be used 1 time per turn at most
Cost of 1, twice per turn.
Menarker's suggestion.

Quote:
Originally Posted by Geminex View Post
Quote:
Formation shift:
Cost: 3 Tactions
Effect: Impact coordinates rapid maneuvers to modify either an allied formation, or force the enemy to modify theirs. Select one member of a formation somewhere on the battlefield and replace this member somewhere else within the same formation.
Conditions: None.
Cost of 2. Usable three times per turn. Again, not versatile or useful otherwise.
I'm reserving judgment.

Quote:
Originally Posted by Geminex View Post
Quote:
Fire at will:
Cost: 2 Tactions to activate, up to 6 optional Tactions
Effect: Impact helps coordinate the team's Destroyer to unleash a rain of destruction upon their hapless foes. For every two optional Tactions payed, the destroyer gains 100 aditional rage, for this turn only. Rage generated by this technique can raise the destroyer's gague above maximum.
Conditions: 6 optional tactions (working out to 300 rage max), can be used only every other turn
Eh. This was actually my greatest worry. So fine, 2 tactions to active.
Hey, it's a buff. The way you had it it would've cost 3 Tactions for a 100 Rage.

What I meant was, 2 Tactions buys you the first 100 Rage. No need to pay 1 Taction first.

Then again, I don't really know what I was thinking when I came up with that.

Quote:
Originally Posted by Geminex View Post
Quote:
Ability drain
Cost: 2 Tactions
Effect: Select one enemy ability. This ability is nullified for one turn.
Conditions: 2 times per turn at most
If it were permanent? Yes. Fine. But it isn't. It's a 1-turn technique, it's not worth more than a single Taction. And make that 3 times per turn.
My worry about this is that foes like Pokemercs are, unlike trainer pokemon, actually worthwhile. This might be kicking them in the balls too much.

I mean, look back at the last time we fought Pokemercs. There were one or two with some troublesome abilities like Sturdy and Volt Absorb, and we used Worry Seed to eliminate those.

And that was fine.

Also, Pokegeddon. What with being Pokesapiens and all, despite all their other augmentations, they probably have abilities. Big badass abilities. And while Ability Drain would certainly be useful for them, I'm worried it's too much. Yeah, for Pokegeddon.

I'm so iffy about this TA that I'm worrying on Pokegeddon's behalf.

Quote:
Originally Posted by Geminex View Post
Quote:
Despecialize:
Cost: 4 Tactions
Effect: Select 1 enemy specialist. This specialist loses all 'priveleges' and counts as an ordinary unit for 3 turns. For the first turn only, this removes any protective effects on this specialist.
Conditions: Use once per turn only.
Example: Enemy medic is pissing us off. Use despecialize to take away his ability to use items.
Shock Troopers can only use one pokemon when despecialized, Snipers are attackable, Engineers cannot construct. And so on.
Very well. I can live with this.
Menarker's suggestion.

Quote:
Originally Posted by Geminex View Post
Quote:
"Haunting"
Cost: 4 tactions initially, 2 per turn afterwards
Effect: Impact pierces the target's mental defenses, to strike directly at its aura and mind. Instead of just attacking, however, he does something more subtle. He leaves a fragment of his mind in the foe's, then withdraws. This fragment disrupts the foe, haunts them, causes them to become confused for two turns, and utterly exhausted thereafter. It cannot be dispelled. When the foe in question faints or dies, Impact partakes in its agony and rage, gaining a quarter of what the foe had left. The fragment then jumps to a random adjacent foe, to do the same to it, unless Impact recalls it, at the cost of another 4 tactions.
Conditions: Can use once per turn at most, and three times per battle. For every fragment of Impact's mind in circulation, he loses 2 tactions.
Ok, that's three in a row. I explained to you above, very reasonably and understandingly, that the practical effects of this technique could be much more easily achieved with the move Confuse Ray, and at a far lower cost. I really don't see your problem. The whole 'jumps from foe to foe' aspect is more than cancelled out by the fact that it's a constant drain on his tactions, and the fact that it generates rage makes up for the fact that it's a lot more expensive than it should be. So no, this thing is fine with an initial cost of 4, and an ongoing cost of 1 taction, screw the rage cost.
Confuse Ray doesn't do that shit.

First of all, Confuse Ray's effects run out, and they're not undispellable. When this thing's confusion effect runs out? The target gets Exhaustion instead.

And one Taction per? That's bullshit. At most you'd spend 3 Tactions on it. You'd still have seven left to keep fucking over the enemies on top of them already being afflicted with undispellable Exhaustion that jumps around.

Keep the goddamn Rage cost.

Quote:
Originally Posted by Geminex View Post
Quote:
Massive feedback:
Cost: 25 rage to activate, 2 tactions per attack
Effect: Impact gathers his strength and responds to every enemy attack with a massive wave of Aura-shock. The enemies take no damage, but they're so shaken that the attack or weapon they last used is now disabled.
Conditions: Once every two turns only.
Once again, how is this useful? Disable isn't that great! Not to mention the rage cost. This was also fine the way it was and I don't intend to budge. If it turns out to be OP, we can nerf it later. But until then, I think this is good the way it is.
Disable is pretty great, actually, when you can use it for a paltry cost. Couple it with Menarker's Scapegoat move, and Serene Blessing for Impact, at 1 Taction cost? Shit, you could wreck ten different enemies in one turn.

Quote:
Originally Posted by Geminex View Post
Quote:
Superanalysis
Cost: 40 rage to activate, 4 Tactions per target
Effect: Impact rapidly analyzes the condition and vulnerabilities of various foes and feeds that info to his allies. For the duration of next turn, all affected foes become extremely vulnerable to secondary attack effects such as status effects, debuffs, stat reductions, flinch, etc... Attack with these effects are 2 times as likely to successfully inflict them. If a target is immune to an effect, it becomes normally vulnerable under the effect of this ability. Foes also gain an increased vulnerability to critical hits (equivalent to a 2-stage boost to all attacks), and suffer -2 stages to defense and special defense.
Coniditions: 2 targets max, once every two turns only
This is fucking ridiculous. I mean seriously, are you even trying? Weaken the defense of two enemies, for one turn, at that cost? You flinch 6 enemies for less, and you can spread that between two characters!
No. And fuck you for suggesting it. It was fine the way it was. In return for a full turn's Taction and quite a lot of rage, comparatively, Impact can make the enemy team (or 6 members of it, anyway) way more vulnerable to allied attacks for one turn. I'll even drop the bit with the crits, if you're really desparate. But that is it.
2 Tactions per target, drop the bit with the crits. I get to reserve judgment for later.

Quote:
Originally Posted by Geminex View Post
Quote:
Weatherman:
Cost: 4 tactions per change
Effect: Impact channels power through the RPDA to change the weather. He can remove and add different weather effects at will.
No. 3 at most, and that's really pushing it. It's just not effective otherwise! I won't be changing the weather if I can do dozens of other things. Especially if each change, each effect removed and added costs that much. Seriously, it'll take him a turn to just clear up hail, rain and sandstorm, and another to add the ones he wants. 3 at most, and if you accept that, then I'm going to expect quite a few concessions from you above.
Okay, this one was my bad. I meant for it to be 4 Tactions for you to change up the weather to anything you like, regardless of how many changes you're making.

But I guess that really does piss all over Matt's tech. Better do it your way.

Quote:
Originally Posted by Geminex View Post
____
All-in-all, I don't like it. I think your attempts to nerf Impact are unreasonable.
If you agree to the above, we forget any 'failure percentage'. Stuff works unless foes are immune to it.
Also, I yet have to create something for that final level. In your guide, you seem to have filled that, but yeah. Nope. I'll fill that one myself, thanks very much. Probably with another taction and a more powerful TA (cause y'know I haven't actually used my uber yet). Suggestions?
Y'know, some of us could consider your whole upgrade sheet to be one big uber.

Quote:
Originally Posted by Geminex
In fact, I'd like to THANK YOU for showing reasonableness and working with me to balance my character, utterly unlike a DIFFERENT INDIVIDUAL NOT TWO POSTS AWAY.
Obligatory derogatory comment about your mother.

Hey, I tried man. No one ever said I was good at balancing. Shit.

Besides, I probably would've caved around this point if you hadn't gotten all pissy about it. But I said I'd come up with some suggestions.

Anyway, I'm sorry I got so bogged down by your bullshit that I couldn't do it properly.

Quote:
Originally Posted by Geminex
Huh. Gimme a scenario, and a level. I'll tell you how I'd respond.
Well, I'd take a shot at this but I've completely lost faith in myself at this point.

No, that was sarcasm. Seriously, don't even think about saying what I know you would have said.

Also, fine, you wanna make separate versions of these for PVP? Sure.

Bard, I was joking when I called dibs on Burkmont and all of them.

In Faynoc's case, it's my sidequest and there's a character development reason for Pierce to get to kill him, so I asked for it.

In Burkmont's case, well, I don't think we should quite call dibs on these things yet. What if it fits Menarker's character better to kill the man that impregnated his Snorlax, causing Snorlax to give birth to Renny?
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Unread 09-23-2010, 03:29 PM   #27
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Charlotte gets to kill him if Impact gets to tell her to.
That's probably the dumbest thing he could do.

Go for it.
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Unread 09-23-2010, 03:38 PM   #28
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PS: dibs on Pokegeddon.

All of them.
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Unread 09-23-2010, 03:42 PM   #29
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You know what, I grant you Pokegeddon. All of them if he can handle them.

Charlotte doesn't like them either, no one does, but Pierce is probably the best fit to remove them.

Although, you would probably need to place them on the execution block to take them all out consecutively.
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Unread 09-23-2010, 03:51 PM   #30
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It was... another joke, man.

I mean, Pokegeddon isn't actually going to die.

Ever.

Pierce might get the last hit on them all in battle, though. Maybe a badass Infinity Crush? Would be hard to trigger.

Also, explain to me how Pierce is best fit to beat Pokegeddon. Please.
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