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Post by Yan Cass on May 28, 2023 16:12:46 GMT -5
So before Alex created the advanced limit, Masters were limited to using a fundamental once like they are with advanced. This was hugely unbalanced when you could only use two of your large stash of Advanced per turn, so when brought to the attention of Alex who changed the rule to begin with, he just uncapped them entirely. Not a huge amount of thought on it.
The question now is whether people are still comfortable with that, or if they’d prefer a limitation. Not one, but maybe 3 like advanced or 5 for more flexibility? Or maybe just a limitation on their custom fundamentals, since that’s where we’re seeing an outcrop of techs?
Personally, I think it’s fine if we change the current rule that masters can Signature an advanced or custom, to only an advanced. This stops DR6 fundi spam and leaves it at DR5 fundi spam. Since people can spam Seraphin Punches at DR4 for 1% ki I think thats fine considering the limitation on harder hitting attacks and power ups.
There’s definitely a lot less determent to being a master however, and I cue up the stage for Hal.
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Tien
Grizzled Veteran
I'm Digu
Posts: 555
Race: Human
Soul: Main
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Post by Tien on May 28, 2023 16:31:36 GMT -5
So just to be clear (I'm obv still catching up, sry), as a whole we are limited to 2 advanced per turn. This is fine, except that masters could only use each fundamental 1 time so this caused them to burn fundies incredibly fast, ultimately leaving them with few/no techs to fill the rest of their actions with. This was addressed by uncapping Master's Fundie use. Now we have Masters creating Signature Fundies with insane DRs and unlimited use, so the 2 advanced per turn limit hardly even applies to them.
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Assuming I have that all correct, then... I'd say the fix should be two-fold. For one, Masters should only be able to Signature their Advanced. Just about any signature attack from the anime that comes to mind is an advanced. That said, I'd also suggest that Masters be capped to 3 uses of each fundie. If their advanced are capped like Finishers, then their Fundies should be capped like Advanced.
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Post by Dr. Ghast on May 28, 2023 16:55:22 GMT -5
so, let's first break down the meta for site mastery:
-They always go with the fisticuffs which end up giving +0.5 DR to hybrids and +1 dr to physicals, +2 power ups, +3 advanced slots and +2 rush slots on their own. -Site mastery itself gives +1 DR to every tech and raises the cap limit by 1 DR on all techs, +10 fundamental slots, +5 advanced slots, +3 power up slots, +1 rush slot and +5 custom slots one of which may be a finisher (not sure if this was in conjunction with the custom finisher item or not) with the only drawback being the fact you couldn't join another org.
-Site mastery expansion: Another rush slot, another finisher slot, and a second signature tech that can be used twice.
Total: +10 fundies, +8 advanced, +4 rush slots, +5 power-ups, and +1 additional finisher slot beyond the limit of the donation item for the custom tech, +5 customs and 2 signature techs which can be used twice each.
If we look at this logically, with the limits of what you can use in combat, if say...3 of the 8 total customs a master can theoretically have are fundamentals, they'd have 13 extra fundies, all with a much higher DR cap (because obviously, they'd also all be either physical or hybrid due to fisticuffs.). I mean...why don't we reset it back to one use for fundies...with maybe a kind of signature on those as well allowing their unlimited use.
Sidenote: rather than limiting fundies and stuff, separating site mastery from fisticuffs would be better though, since this may stop the whole need for a weapons mastery and makes mastery a thing on its own without the benefits of fisticuffs.
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Post by Yan Cass on May 28, 2023 17:09:57 GMT -5
I will also add that the reason I made all custom fundies was because I felt the Advanced crit would be too high to fuck around with and I really like the concept of linked Fundies. Generally Fundamentals are really boring but you have mine now and Puar’s that build off of themselves in unique ways to add more creative use of them so people want to learn them versus Fire Breath. Limiting masters fundamentals again ruins that.
And again, a DR5 vs a DR4 aint that crazy.
I like Hal’s thoughts too but I’ll think on them more before quoting the man.
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Post by Puar on May 28, 2023 17:11:22 GMT -5
Let's nerf Puar because we are scared of her!
I mean, anyway lol...
How about the DR bonus just doesn't apply to fundamentals and we call it at that. If they want to signature a fundamental custom cool beans. Let the DR bonus hit everything else except fundies. The signature will just give one fundie a +1 DR and what not.
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Post by Lilim on May 28, 2023 17:34:56 GMT -5
Daji only really focused on fundamentals, because back then, a lot of fundamentals were rather boring or bad. Barely anyone wanted to learn custom advanced, but folks tended to have a surplus of Fundamental slots to swap things around, so that's why I made a lot of them as Daji, that way, folks felt motivated to actually learn stuff from him, lmao. I'm not sure if making a fundamental a signature was entirely intended, but that's how it's written.
Honestly, I like Puar's idea/first post's suggestion though. This doesn't really effect me though, I think. DR6 for a fundamental does seem high, but I don't battle. If specifically DR higher than 5 is an issue, just put a firm, hard cap on that. I feel like making a laser-precise ruling on something will serve better in the long run, rather than trying to do something more generic (which would probably unintentionally hurt something else later on).
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