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Post by Bersimmon on Jan 2, 2020 15:45:52 GMT -5
Why nerf spirit sword/Scythe of madness? Even if they hit the same person multiple times, they only deal damage once. You can strike your foe twice and still only deal 1 instance of the attack's damage. That seems fair. Sorry for sounding salty, but that's just how it was ruled in the past. Alex basically said so
Edit: OK NVM lol, I should've checked the rulings again. The ruling I brought up was from 2012.
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Post by Bersimmon on Jan 2, 2020 16:17:44 GMT -5
I think the old way is worse, you could basically get hit or block the spirit sword and then meta-game by taking the next attack with it afterwards and be undamaged by it. but your suggestion is not one I enjoy because you removed an LG-only moves' power and left a CE-only move untouched. being Evil is already OP.
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Post by Bersimmon on Jan 2, 2020 16:22:59 GMT -5
LOL srry again, I see you only accidentally left goku black's thing in. IMO just lower his actions or give him a DR Bonus.
So since I embarrassed myself twice, i'mma bow out of this debate.
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Bishop
Fabled Member
Posts: 721
Race: Android
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Post by Bishop on Jan 3, 2020 7:06:36 GMT -5
Question, why make flame shield a hybrid style move? The way it is currently it is exactly what it says, a shield. The way you're suggestion it makes it more of just a fire breath enhanced punch or kick it seems. I could be misunderstanding this one but I was just curious. As well as the buff to transmute energy, the tech doesn't seem that bad to me so the changes your suggesting I don't understand. Maybe it is due to my lack of battle experience and other's will agree but making them into hybrid attacks doesn't make sense to me.
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Bishop
Fabled Member
Posts: 721
Race: Android
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Post by Bishop on Jan 5, 2020 12:51:25 GMT -5
thanks for the insight, as I said I didn't really know. Makes sense that it needs change if you can really do all that.
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Chaos
Veteran Member
The Best Bout Machine
Posts: 454
Organization: Kelioux Scholars
Race: Celestial
Status: Away / Inactive
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Post by Chaos on Jan 5, 2020 14:50:26 GMT -5
Remove flame shield, nightmare, hypnosis, and grapples. Those are suggestions to add.
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Post by Kale on Jan 5, 2020 16:56:02 GMT -5
Flame shield is fine and not hard to work around tbh. #Notastrategyguide But you can use any conventional defense to nullify it, heck I've thought of other workarounds that I won't get into Cause #NotastrategyGuide. I guess I don't care for the idea of removing things that have something that sets them apart from the more commonly used and more direct techniques.
I like the idea of Transmute energy being a hybrid counter, I do love me some counter techniques.
I'm against removing hypnosis, you can mitigate it with determination and when high enough you're immune it. I also think Nightmare and Telepathy don't need to be removed. I would suggest making a system for mental defenses against techniques of this nature apart from slippery mind and psychic null. Maybe a passive that gives you resistance or an immunity to psychic abilities.
I'm also against grapples being removed because now there is a way to avoid them without being outed actions by countering them. And if that's not enough then a cool down or other means of avoiding them should be implemented. Grapples give a way to prevent ki spam, and they open possibilities of interesting tactics.
Things shouldn't be outwardly removed unless they ruin the balance of the game or simply stop battling from being fun because then there's is less to work with and thus less room for trying different ideas making battle less interesting.
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Chaos
Veteran Member
The Best Bout Machine
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Organization: Kelioux Scholars
Race: Celestial
Status: Away / Inactive
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Post by Chaos on Jan 5, 2020 18:43:28 GMT -5
So instead of removing meta breaking techs, you suggest adding a whole system to deal with them? Simplest solution imo but whatever floats your boat tbh. Based on how long it took to even get a somewhat satisfactory change to grapples I doubt any such system will be implemented this decade.
Hypnosis could be CHANGED at the least...because it is a telepathic thing that convinces you something hurts more than it does, doesn't actually physically increase its damage. Therefore it shouldn't be factored into things like blast counters and it shouldn't even add DR. Simply say it doubles damage of next attack would be better imo.
Also remove thieves gloves while we're at it.
Trust me, all the things mentioned have ruined the balance of the game at times and definitely made some less fun. Removing them doesn't mean theres inherently less to work with; it means you dont have to be a slave to the meta by making sure you have flame shield and telepathy and hypnosis just to be competitive.
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Mira
One Percenter
Posts: 2,102
Soul: Tri
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Post by Mira on Jan 5, 2020 19:00:34 GMT -5
I take credit for breaking Hypnosis even if I don't get it
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Post by Kale on Jan 7, 2020 15:19:20 GMT -5
Hypnosis being factored into things like blast cancels should be a hard Hell No Kaioken x20. Also it should probably be limited to like once per opponent or once per battle period. I'm not against it adding DR for damage purposes but the fact that it can make moves reach finisher class DR does seem excessive. The way telepathy based abilities work in general is questionable tbh.
You have battled a lot more times then I have so you are likely seeing things I'm not seeing. I just want to be sure that it's apodictic that removal would be optimal to improve the balance/quality of the game.
Sometimes I feel like ki cost/stamina drain mitigation is too potent between things lucidity earrings and tactical and they promote ki dumping without real worry of resource management, everyone seems to has tactical in the current meta, but I wouldn't advocate their removal because I'm sure there are ways to work around dealing it.
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