Post by Colin Arascain on Jul 9, 2014 20:48:35 GMT -5
Celestial Warrior: Approved
Battle Hardened: Approved
Battle Armor: Hold on, what? No, you don't get to take non scaling techs and then sacrifice some of those tech slots to get passive bonuses. I'll get back to this when I can actually look at the techs, because you have this split up in a really confusing manner, but I'm probably going to take a hammer to it.
Balanced Warrior: This is actually a little underpowered. You should be getting +20 Power at Advanced, so chuck another +5 there somewhere. Additionally, passive bonuses at the other ranks would not be a bad thing. Rather than decreasing the costs of individual things, you'd probably be better off regenerating an additional 2 stamina as in Reishi Manip's master effect.
We already talked about Ravage, but
>Unleashing a massive blast of energy more destructive than usual or a vicious melee strike coated in Aedric energy,
This part is confusing, and I'd like to see it clarified just because it says >melee attack. Just write a bit more flavor explaining that part.
Crushing Blows: Wat? This doesn't make any sense to me. How is this any different from a power boost? Are you trying to get around skill cap? Do you only pay this on a successful hit? Am I crazy or was this a different effect before?
Undaunted: We discussed this and it's fine. I may want to see the cost decrease go away if you add the increased stamina regen.
Just to save my own sanity, I'll be addressing skills/powers/techs in separate posts. Part 2 incoming.
Post by Colin Arascain on Jul 9, 2014 20:55:20 GMT -5
The Astral Star Forged Champion: I believe this is still exactly what we talked about last time, though I'm honestly thinking The King's Ruling is a little too strong right now. However, I don't know how to scale that back without nerfing you in the way way too hard, so you can have it unless one of us comes up with something. Approved.
Fire Forged: What? No. You don't get to debuff an enemy without the use of an action with no skill check, out, or cooldown. Think of a limiter.
Hero of Midgard: I don't like this either. A boost to EVERYTHING? With no action to activate, no duration, no anything? Adi why. You can do better than this. Additionally, it should cost double as you have no limitations on what it effects.
Post by Colin Arascain on Jul 9, 2014 21:21:23 GMT -5
Aedric Armor: Sure.
>Effect: Launch a small AoE attack, hitting everything within Intermediate Range,
>50 meter radius
Why isn't this using power for precision like other AoEs? Why aren't you paying for the barrage?
Graceful Eclipse: Should probably be melee. Should probably have a duration.
Pursuit of Justice: You can't just ignore range rules completely anymore. Do this as a Hoho skill swap.
Searing Sunfire: Why can't I dodge the latch-on?
Roaring Lion: Why doesn't this use Power for Precision?
Lawful Bindings: Yeeeeah no. Base of 7 stamina. I'll need a second opinion on the detonation part. Double cast cost actually seems legit. No to your limitation. Bindings have their own rules, no imposing alternate outs.
The Rising Sun: I like this concept, a lot, however it kind of feels... clumsy right now? It should have a range limitation for sure if the effect is caused by Adi's aura. It feels like the effects should scale differently, but I don't have a good idea for it at the moment. I'll come back to it. We'll figure it out.
Wrath of the Roaring Dragon: Why isn't this a continuous effect? Why do you have all these flavor-light 'I'm stronger' things? Jesus stahp. No. Denied. Make it continuous. Put a duration on it. Double the cost for the first round if you don't have an action to activate.
Raging Tiger: I'll need to open up my page to double-check this, but I think you're overpaying. I'll come back to it. Also, what happens if they don't block?
Raging Wasp Strike: Why does bleeding = stamina drain? That's a pretty flimsy justification and I'm going to need to double-check to make sure it's acceptable. This is actually just all kinds of wonky. Denied for now, I'll come back to it.
Pierced Veil: Clarify in the effect field that this is an actual attack, it doesn't really read like it. Dunno about the cost either. Or the lowering of the skill rank. 8 seems more reasonable. Will have to double-check this one but I doubt this'll pass as-is.
No more having the Battle Armor techniques completely separated from your skill. No. Too much of a headache to read and try to figure out what's going on. The next section addresses both the skill and the techs.
Dazing Light: How is this attack avoided without moving?
Backlash: Get that action loss shit out of here.
Empowerment: This really should have a duration just to prevent flow-of-battle complaints. Also the second cost should be 6.
Guardianship: Actually, I'll let you have this one at 1 stamina per turn. The second action should cover the boost cost.
Master benefit: Nooooope.
Dawn's Light: Nooooooooooooooooooooope. You don't get Intermediate Kaido as a benefit of another skill. You especially don't reduce it later on. If you want healing in another skill, you make it outrageous. Try doubling the cost.
Aedric Evisceration: I'll have to check this against Garra's later.
Post by Colin Arascain on Jul 14, 2014 14:51:31 GMT -5
Battle armor: "Casting Skill Resembles Type B (2 techs per rank, static)." <-- This needs to die in a fire. Because the skill doesn't have anything to do with this at all in its present form.
What you're doing with the blades are kind of similar to hardened areas, as far as I can tell? So use that model, swapping the passive bonuses for techs because you already have all the passive bonuses I'm going to allow you.
Beginner: Tech and bladed area Basic: Tech Intermediate: Tech and bladed area Advanced: Tech Master: Tech and effect and bladed area GM: Tech and effect and bladed area
Dazing Light: Let's clean the shit out of this effect line.
Effect: Adimus unleashes a blast of light at base Power and Precision that blinds anyone within close range who does not avoid it in some way, reducing their Precision by 40 in the next turn. This effect does not occur if successfully dodged or blocked, and is halved in the case of a glancing hit; it occurs when damage is dealt to anyone within Melee range, and instead of damage to those within Close range.
Let me know if I've messed this up in any way, I'm not trying to change it, just write it more cleanly.
>Limitations: Enemy may pay 10 Stamina to "ignore" (Logic Permitting) the effects of the attack if they simply cannot run away or turn/cover their eyes in time.
Backlash: I think this is really just too much in one tech. Stamina loss and AoE is probably not a great combination, especially when combined with all these other effects. AoE block + knockback is probably enough for one tech, and I think you would need to increase the cost substantially to justify the stamina drain anyway. Besides, the normal justification for stamina drain is that it's risk/reward, and if you're using this it's very likely to hit, so...
Maybe something about having to wait until the next turn before they can close the distance again, to represent the stun effect?
Empowerment: We're good here.
Guardianship: I told you to drop this to 1 stamina per turn. The 6 stamina to summon is unnecessary.
Aedric Evisceration: 2lazy. I'll hit this when I don't have piles more of your stuff to wade through.
You're not getting a precision bonus at Advanced.
You didn't finish writing your effect at Grandmaster.
It doesn't look like you made any changes to Balanced Warrior. I'm still waiting to see edits there, and on your second power, and on your third power.
Cleansing Wrath: You're still confusing the shit out of me. Explain how this works in pure flavor, please?
Graceful Eclipse: I don't think you actually edited anything, but... sure? Seems awfully suboptimal, but I have too much of your stuff to wade through to care.
Pursuit of Justice: Okay.
Searing Sunfire: Why can't I dodge the latch-on?
Roaring Lion: Okay. Might be nice to add something about how wide the cone is.
Lawful Bindings: After discussion, very tentatively approved. Overrulable with a dissenting second opinion.
Rising Sun: This is still on the 'I'll deal with it when other stuff is out of the way' list.
And so are the Celestial Warrior techs because now my brain hurts.
Post by Colin Arascain on Jul 14, 2014 16:51:18 GMT -5
Battle Armor: Approved
Dazing Light: Approved
Backlash: My issue here is the knockback and the block mechanics don't really mesh, thematically?
The way I see it, there are three things that can be affected.
- An attack
- An opponent
- An opponent attacking you
The first one is simple, it's a block check. And you're probably going to want to be able to boost this (I'm assuming this is what one of your many action modifying boosts is for) so that you can actually win this.
The second is also pretty simple, though you probably shouldn't be boosting this because they won't be able to boost their power to compensate. Whether they get knocked back far or super far should probably just be base stats and releases bonuses? Maybe continuous effects?
The third is less simple. Knocking back someone in the process of making an attack you weren't strong enough to block is just messed on so many levels. I'd make the block check the same as the knockback check if someone is actually making a sword slash or whatever at you if you use this, and change the results based on that check. IE: Dominant in their favor would be absolutely nothing happens to them and they attack you successfully, Dominant in your favor would be you block their attack and knock them back to intermediate. Unsure how you want to scale it but you should at least get what I'm trying to say from that example, you shouldn't be failing the block and succeeding the knockback at the same time. Should be checking against the attack they're making instead of their base power, if they're making an attack.
Celestial Warrior: Yup
First Power: Yes to changes made after skype discussion.
Second Power: Yup
Third Power: Yup
Roaring Lion: Yup
Aedric Empowerment, Cleansing Wrath, Searing Sunfire, and the four Celestial Warrior techniques are not yet approved because I need to recharge my brain before looking at them. Unless I've missed something, the rest should be muy bueno aside from what I said about Backlash.
Are on the chopping block still. I believe we were talking about the mechanics for Raging Tiger not too long ago and were deciding a way to normalize such an effect, and Praying Mantis might just need to go bye bye since it's basically a rip of Bala Preciso but for melee and technically not of a unique skill set, and Stinging Wasp strike needs a better justification in your eyes, which may or may not need to happen depending on the alignment of the stars and the moon your current mood.
Post by Colin Arascain on Jul 28, 2014 10:57:28 GMT -5
I'm still waiting for an explanation as to why the latch part of Searing Sunfire can't be dodged. A stat check isn't the same as dodging something, they don't respond to it, it's just win/lose. Honestly I think this entire technique is massively overly complicated.
Apparently I haven't approved Rising Sun yet either? Eh, I'll hit it after the CW techs.
Wrath: Your flavor is lacking and this is yet another awfully generic boost, but you have a cooldown and I think I've killed most of your other ones, so approved while frowning.
By the way, I would remove Graceful Eclipse. Between the mixed aspect of your second power and Empowerment, you've covered this already.
Raging Tiger: To be clear, this is:
- Normal combat rules if dodged (success or fail)
- Normal combat rules if blocked at Advantaged+
- Normal damage + knockback if blocked at Equivalent
- Normal damage + knockback + additional damage at base Power if failed block
- Normal combat rules if neither dodged nor blocked?
That's what it reads like. Not sure if that makes sense. Verifying before I proceed.
Also didn't we have an 'I hit you in the face with your own barrier' effect lying around somewhere? For Naz's human I think?
Stinging Wasp Strike: I don't think I like this. Flavor aside, the point of stamina loss is that the stamina you pay happens up front, and you don't have that for the per-turn part of the effect, so it isn't balanced. And neither is paying stamina to stop losing stamina. Why? ._.
Just... rework this.
*frowns at Pierced Veil*
I'll think about it.
Aedric Evisceration: Look at Garra's, try again. Or just ask him about it. I can't be arsed to middle man but you're definitely doing it wrong right now.
Don't worry about a couple of these actually, talking it over with you has made me want to change a few of things around, it's just....where and how to change them is the question, and it is too early in the morning to deal with talking and "negotiations" right now.
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Meanwhile, a Shinigami assassin on an unsanctioned mission strikes at a hospital, aiming to rid the world of the Quincy queen's newborn children. Several Quincy rush to the queen's aid as Lieutenant Ogawa escalates the hostilites between mortals and Shinigami.