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Post by Alex on Mar 6, 2021 15:53:06 GMT -5
Full list of changes can be found here: alexsdbzrpg.com/archdetails.phpI will use this post to give a little explanation on some changes. First, I addressed the action economy problem by removing several things that ignored the action limit cap (which is normally 7) and also reduced the bonus actions sneak attacks give. Since action economy was now dealt with a bit better, I eased the restriction on advanced techs being used in battle from 1 per post to 2 per post. I also made some of the utility advanced techs not count toward the limit (e.g. tri-form) since those aren't exactly problematic. Finally I dealt with some fighting style technique changes that I felt also became spam problems. Leave any feedback on this post. We're not done with battle system changes so if you have any ideas or any other problems that we should look at let me know. Also be sure to check out the Guide to Roleplaying in Battle post on the Roleplay School: forum.alexsdbzrpg.com/thread/14376/guide-roleplaying-battle?page=1&scrollTo=41714
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Post by Kale on Mar 7, 2021 9:58:51 GMT -5
Second Wave and Ki manipulation were the biggest factors in enabling overwhelming ki spam, but I think making second wave only usable on fundamentals is too restrictive, since Advanced techniques can only be done twice a post now. It makes second wave underpowered and takes away many strategic possibilities as well as the synergy Tactical could have with the builds of the players that choose this fighting style. Being able to use advanced with it shouldn't be problematic if advanced can only be used twice a post along with the fact that two consecutive attacks can be blocked in one action. I like what you did with ki manipulation making it a choice to increase power or reduce energy expenditure, that'll help with the issue of fundamentals being DR 4 for 1% ki.
I don't agree with placing a limit on how many times Double/Lightning strike and Pummel can be used in battle, combos have already been disregarded by the majority of players for a long time, melee has always been overshadowed by ki. A strength of Balanced and Aggressive was that the combos of characters with these respective fighting styles were better than the physical combos of characters that didn't have them. There are only 4 physical techniques on the site. Hammerhead, Rock Crusher, Double Assault(which needs 2 people), and Kinjutsu no Ken. I think these fighting style abilities should be free of such a limit so that melee focused builds can keep the limited amount of things they have going for them. Honestly I don't see combo spam becoming an issue where 2 attacks can be blocked in one action(even with diminishing returns), along with there being hybrids with DR that can be done for as little as 1% ki.
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Post by Alex on Mar 7, 2021 11:39:54 GMT -5
The restriction on advanced techs per post is all the more reason to make Second Wave fundamental only, as that advanced restriction in of itself actually makes Second Wave BETTER. Second Wave was already among the best, if not the best, fighting style techniques which when you consider it's only a level 5 ability should not be the case. Changing it to fundamental only also makes more sense in relation to that style's "ultimate" ability Endless Waves which also works with fundamentals.
The Double Strike/Pummel/Lightning Strike change was a buff. Before, it was only usable on "a" combo. It did not say "your combos." I understand this is how it was being used, but that was incorrect. I did consider making it that way briefly but considering it on the overall meta, it would have led to more spam based on how restricted advanced techs were. We don't need people throwing 8-12 attacks per physical combo. I feel that one of the issues is that refs have been undervaluing physical combos in terms of damage rating. A "standard" physical combo, which consists of 2 quick attacks or 1 special attack, is roughly equivalent to a fundamental ki attack so you can assume between DR1 and DR2. When you start adding more and more attacks onto your combo, for example with Pummel, Hassuken, and other abilities, you are now looking at DR4+ physical combos which ultimately cost you 0% ki. And then we're right back where we started with a problem of high DR attacks being spammed with little consequence. We wanted to prevent that and thus felt that limiting these to more strategic use on certain combos was more beneficial.
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