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Post by Alex on Apr 10, 2022 12:17:13 GMT -5
Vote now.
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Post by Dr. Ghast on Apr 10, 2022 13:20:43 GMT -5
really...what physicals? Physical fundies and advanced techs? No, with almost everyone and their mother having fisticuffs, physicals already ARE buffed, some of the races also buff physicals in one way or another and Masters also do a +1 DR across the board on those. so no, they do not need a buff as long as this pertains to purely the techniques.
Voting on something without any proper elaboration is hard. Could you at least mention what KIND of physicals you had in mind (Techniques, SA&QA)
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Post by Seven on Apr 10, 2022 13:40:26 GMT -5
He's literally just talking about QA's and SA's and how no one does them at all and is asking if they need to be buffed. Personally they need to be greately buffed to me because the meta is to fundi and advanced tech spam over and over with little to no repercussions. More often than not if someone sees that their opponent is doing 3 actions of defenses and 1 or 2 of their offensive actions are QA's and SA's they're just gonna take them and keep ki spamming them to keep them on the defensive.
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Post by Shell on Apr 10, 2022 14:18:12 GMT -5
Posted 3/1/22 on Discord by a wise man (Me)
Consecutive Combos Landed (QA, SA, WA) (In my head here I'm saying combos landed between ki attacks used) next Ki attack used gets +.5 DR per up to +2 DR. Then at 2 Consecutive hits they become hard to dodge 3 hard to block too 4 very hard to dodge, 5 very hard to block (the combos not the ki blast) ki blast could get one of those maybe if Consecutive taken before attack.
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Post by Holly on Apr 10, 2022 14:27:26 GMT -5
Increase the stun rate!!! That way people will stop just tanking them if you tank like X amount of combos. Also let those physical combo stuns stack! People will stop taking them after that I promise you
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Post by Dr. Ghast on Apr 10, 2022 14:31:59 GMT -5
just raising the overal damage or the number of base QA, SA per actions might be the best option. I believe there's still quite a few people around that use base physicals, either as set up/warm up or as filler in between the more taxing techniques. Ofcourse the meta does tend to turn more towards fundies and advanced, but that's simply caused by just how easy it's been made to end up with 20 or so advanced and fundies with plenty of cost lowering opportunities. I'll retract my denying vote for now, but I do would like reassurance from Alex that this is inded JUST about the special and quick attacks and NOT techniques...
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Post by Holly on Apr 10, 2022 14:49:56 GMT -5
just raising the overal damage or the number of base QA, SA per actions might be the best option. I believe there's still quite a few people around that use base physicals, either as set up/warm up or as filler in between the more taxing techniques. Ofcourse the meta does tend to turn more towards fundies and advanced, but that's simply caused by just how easy it's been made to end up with 20 or so advanced and fundies with plenty of cost lowering opportunities. I'll retract my denying vote for now, but I do would like reassurance from Alex that this is inded JUST about the special and quick attacks and NOT techniques... How can it even be about techniques when we only have 3 official physical attack techniques?
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Post by Cell on Apr 10, 2022 14:54:43 GMT -5
Buff them, but don’t just “buff them”. That’s ADBZ’s biggest flaw is just increasing numbers all the time. Physicals don’t have a good place in the system, let’s fix that. I think someone mentioned increasing the stun chance, that could be good. There’s a lot of ways to do it. Tons
Don’t raise the damage. For the love of god don’t increase how many you can do. There’s nothing more boring than defending against someone that has RP’d ten different punches each done in their unique way.
If you land a physical, your next technique has a chance to stun. Or if you don’t use a physical, the opponent is guarded, taking half damage- you have to break their guard with a physical. Punch/kick/etc at least once per turn. Dbz never had a full turn where nobody punched
Random examples that were not fleshed out
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Post by Seven on Apr 10, 2022 16:23:37 GMT -5
I like the second part of your idea. If your opponent spends a turn not doing a single physical and is instead Ki spamming in theory you should be in a more guarded state so those techs should be "easier" to block or dodge.
But yea that's part of the issue with balancing it. Physicals are weak and useless because Ki spamming has become far too relevant even with the 2 advanced per turn rule because now it's DR 4 fundi Ki spam with 1% Ki costs.
Lowkey just need to bring back Exhausted. Before when it was implemented it was done too soon but now I think it's time. If you do more than 2 Ki attacks in one turn then in the next turn you are "exhausted" and can only do one or something to that effect. Just spit-ballin.
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Post by Cell on Apr 10, 2022 20:03:52 GMT -5
Tossing a couple ideas from discord:
1) QAs and SAs permanently drain. So, for example, landing an SA would drain a small percent of the opponent's vitality and a QA would drain stamina. This is a permanent accumulation, so you can greatly weaken somebody if you continue using physicals. 2) QAs and SAs temporarily debuff. So, for example, landing an SA would debuff somebody's toughness by 10% for that turn. Landing a QA would debuff somebody's speed by 10% for that turn. Numbers/effects can be adjusted. So if you want to really land your Kamehameha, QA them a lot first so they cannot dodge it. If you really want your finisher to hurt, SA them a lot first. Soften up their guard before using a big technique.
If we went with #2, we'd probably want to slightly reduce damage across the board for techniques, to prevent any issues. This is more of a talking point than a suggestion.
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Post by Puar on Apr 10, 2022 20:29:34 GMT -5
Ideas to shoot out.
Physical Combo Rework -
Physical Combo Base Damage - 0.5 DR (Flat, nothing changes this) Physical Combo Perks - SAs and QAs lower stats. . Amount drained is based on user's strength. Maximum of a 5% drain to victims stats per post. Only drains on undefended combos. SA - Lower stats by 2% of user's strength. QA - Lower stats by 1% of user's strength. Physical Combo Stuns - Per SA not per combo. (increases chances of a stun this way)
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Post by Cell on Apr 10, 2022 20:58:17 GMT -5
I like the strength thing, but is there ever a reason to use a SA over a QA in that example? Honest question, should we abolish the difference between them? Just make it physical combo, no qa/sa difference?
I don't think we should, but felt it was worth the ask.
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Post by Holly on Apr 11, 2022 0:00:25 GMT -5
Oh yea, for stunning purposes. Qas will be easier to land, SAs will also bring a chance to stun, ezpz
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Post by Quark on Apr 11, 2022 1:09:23 GMT -5
Buffed is the wrong word imo. They need to be balanced with energy attacks.
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Post by Dr. Ghast on Apr 11, 2022 4:44:36 GMT -5
Ideas to shoot out. Physical Combo Rework - Physical Combo Base Damage - 0.5 DR (Flat, nothing changes this) Physical Combo Perks - SAs and QAs lower stats. . Amount drained is based on user's strength. Maximum of a 5% drain to victims stats per post. Only drains on undefended combos. SA - Lower stats by 2% of user's strength. QA - Lower stats by 1% of user's strength. Physical Combo Stuns - Per SA not per combo. (increases chances of a stun this way) How do you explain strength though, lowering toughness would be more logical, no? Also is this a permanent drain or in line with how CE work, can this be stacked and if so is there a limit in mind currently? *I just point out that y'all completely overlooked the simplicity of Shell's proposal and went straight for the complicated stuff again...
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