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Unread 09-23-2010, 08:01 AM   #5
Geminex
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Join Date: Jun 2009
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Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay!
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To be fair, you could have pokemon if you wanted them. Impact has a Latios for Chrissakes.

You don't see me bitching about not getting a RPDA. I could've chosen to get that level in Slayer, after all.
I'm not bitching, just saying that not having pokemon is a pretty significant weakness. It should count in my favor now.

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Problem is that the abilities that they rely on are key.

Imagine taking away a Slayer's ability to use weapons or wear armor. Take away a Trainer's pokemon.

Admittedly, Impact's Tactions aren't quite like that. Some of them are most specific, while others disrupt on a grander scale.

I mean, seriously, taking away a Signature Technique for one Taction?
Well, yes. He does take away some key abilities. That can cripple the enemies, sure. But it's gonna take him a while, and it's not like the enemies are static. If he starts take some abilities away, they can start relying on others, he takes away key abilities, not core! They can counter him by quite simply changing the way they fight. So yeah, he can do damage, but he can also be nullified. And once again, I think that if we compare the amount of damage he can do, to the investment I'm making, it's pretty fair. Or seems thus.
And look, I get Ability drain at level 6 (well, 5 actually, but I'm combining 5 and 6 in one). Already, pretty much all the enemies we fight have sigtechs. One each. Assuming they don't outnumber us, that's 9 sigtechs on the enemy side. So what if he can block one tech for 1 Taction? He's not going to come anywhere near locking them down permanently, and he certainly can't use it constantly, since he needs those tactions elsewhere. He can disrupt an enemy plan, or protect his allies by eliminating one or two, but that's situational. And he certainly can't lock them down with brute force. Especially considering that our foes are gonna be getting more and more techs in the future. I mean, 9 foes, 2 techs each, what can Impact do? Hit them where it hurts when it hurts, sure, but how many times is he gonna have that opportunity?
I mean, I really don't see what the problem is.
If you want to, I'll limit it to 3 uses per turn. Or even 2, if you're really insistent, but then I'm gonna ask for you to concede more in all the other areas.

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Technically Impact can "break even" as long as he attacks in the same turn and limits himself to Haunting only two targets at a time.
At which point the technique becomes less 'disruptive' and more 'rage generator'. And not a very efficient one at that.

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Difference is, Tsujimi isn't going to kill the boss by himself.

He could give us a head start on killing them, or disrupt the boss from charging an attack while they're otherwise invincible.
That is exactly what Impact does. He doesn't kill anyone by himself, he makes it easier for others to do so.
And hell, I'm actually putting levels into this. If you had put even one level into getting Tsuyimi, I would have been way more lenient.

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It'd be nice if we could actually, y'know, define how we switch back. If it were too easy, what's the point of having a formation in the first place?

If it was too hard, then Formation Shift's power increases exponentially.
Oh come on, that's just details. Give the affected opponent the ability to pay 10 or 15 rage to shift back in the following turn and that's that. It's not hard!

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If Superanalysis is a debuff, would it work on enemies that already have debuff immunity?
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No? Obviously? What's the point?

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Actually, the description says that it takes effect next turn. Y'know, the turn after it's used.

So if your Tactions are debuffs, and you use your Taction explicitly stated to make debuffs more effective on the following turn...
Then that is worded stupidly. I meant for it to be during the turn it's used. That is to say, Impact goes 'superanalysis', foes get weakened defensively, Impact's allies go nuclear on their asses. That's more than balanced for the cost.

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... You're shitting me, right?

What have we just been saying?

Even if your Tactical Actions are debuffs, they're going to hit 100% of the time on any enemy that doesn't specifically have debuff immunity!
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Yes? That is correct. What's your point?

Sure, have Faynoc. There's other bigshots to kill.
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