The Warring States of NPF  

Go Back   The Warring States of NPF > Games & Roleplaying > RP Signups & Discussions
User Name
Password
FAQ Members List Calendar Today's Posts Join Chat

Reply
  Click to unhide all tags.Click to hide all tags.  
Thread Tools Display Modes
Unread 09-23-2010, 07:05 AM   #1
Geminex
SOM3WH3R3
 
Geminex's Avatar
 
Join Date: Jun 2009
Posts: 4,606
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!
Default

Quote:
Ten Tactical Actions per turn?!
Like I said, it's literally all I'm getting. Pretty crappy rage generation. Level-5 attacks and defenses. No stats boosts. No pokemon, for god's sake! Just tactions. Why can't he have 10?
11, actually, since I was hoping to get one for the 10th level as well. And 12, if he's in tactician mode, or RDPA. Also, I'm thinking about an accessory that...
...
I feel like I'm not helping my cause here.

Quote:
So basically, Impact can keep fucking with the enemy formation with perma-confuse and exhaustion?
While simultaneously draining himself of valauble rage and tactions which he could have put to better use. Yeah.
And come on, when has an opponent ever survived against us for more than two turns? Especially when the death of this opponent gives us a rage bonus? I doubt exhaustion will come into it much, and even if, Impact's still paying for it, quite significantly!
Hell, I was even considering whether to remove the rage cost, since I mean for this technique to generate rage, and what with the rage drain, he'll be lucky to break even.

Quote:
And clarify: do Impact's leftover Tactions carry over to the next turn? So if he ends the turn with 4 Tactions leftover, and he gains 9 next turn, he starts with 13 Tactions?
Fuck no. That'd be utter bullshit.

Quote:
I mean, you know what I had to give up to get a pokemon that could bypass boss defenses? Through fucking plot?
Impact can't do anything like that, though. He gets a lot of stuff that no-one else can do, admittedly. But the thing with bypassing boss defences was that it pretty much gave you an ability that not only nobody else had, but that no-one was supposed to have, because the entire point behind boss defences was that they were supposed to protect the boss, and taking that away pretty much screws everything over!
Whereas what Impact does, how is that game-breaking? It just disrupts the enemy in a lot of different ways. It takes away abilities that they rely on, exposes and enhances their weaknesses, all that shizz. He can be really strong if used right, but so can all the other characters.

Quote:
On that note, your Superanalysis ability? No. Because if your Tactions are debuffs? While the 40 Rage cost is nice, 2 Tactions is not nearly enough when the fact is we're usually not going to be facing a lot of enemies immune to debuffs at a time.
What does that have to do with debuffs? You did read that the whole thing only worked for the duration of one turn? It's not permanent. But ok, what would you have me remove?

Quote:
But we really shouldn't be able to fuck with the enemy formation like that.
Well, I guess... why not? As long as we give them a way to switch back, how is this too powerful?


Quote:
The main problem is enemy Snipers.
We still have to kill them, though. Which would be hard if they were a trainer, even if the space of 3 turns. And it's not like we'd be incapable of killing them otherwise, this'd just free up our sniper for other tasks. I primarily intended this one against medics.

Quote:
I mean, are you saying a mechanical enemy would be immune to your Analyst Taction simply because it's immune to debuffs?
Allright, lemme rephrase that.
"All semi-permanent techniques that directly affect an enemy are debuffs". Analyst is passive, that's not a debuff. Ability drain? Debuff. Deathly Calm? Debuff. Superanalysis... hmm... yeah, debuff. Look, I can make a table for you, if you like.
And as such, yes, I would imagine it changes a little.

Quote:
That doesn't really count with his stuff covers every concievable situation.
After investing 10 levels in it, it had better! Seriously, look at what you're getting in the space of 10 levels. How is it not at least as strong as what Impact has?
Not to mention that you guys are still way more versatile than Impact, because attacking is always useful, whereas there's really no guarantee that one of Impact's techniques will hit the spot all the time.

Edit:
Also, in your inevitable respons, how about suggesting some solutions as well? Like, the techniques you have problems with, tell me how you'd nerf them to make them fair. That'd probably be quickest.

Last edited by Geminex; 09-23-2010 at 07:11 AM.
Geminex is offline Add to Geminex's Reputation   Reply With Quote
Unread 09-23-2010, 07:31 AM   #2
Dracorion
Moves Like Jagger, Kupo!
 
Dracorion's Avatar
 
Join Date: Jul 2007
Location: To the south, a little to the left... Or to the right.
Posts: 4,910
Dracorion is a ray of sunshine lighting up your life. Dracorion is a ray of sunshine lighting up your life. Dracorion is a ray of sunshine lighting up your life. Dracorion is a ray of sunshine lighting up your life.
Default

Quote:
Originally Posted by Geminex View Post
Like I said, it's literally all I'm getting. Pretty crappy rage generation. Level-5 attacks and defenses. No stats boosts. No pokemon, for god's sake! Just tactions. Why can't he have 10?
11, actually, since I was hoping to get one for the 10th level as well. And 12, if he's in tactician mode, or RDPA. Also, I'm thinking about an accessory that...
...
I feel like I'm not helping my cause here.
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.

Quote:
Originally Posted by Geminex View Post
While simultaneously draining himself of valauble rage and tactions which he could have put to better use. Yeah.
And come on, when has an opponent ever survived against us for more than two turns? Especially when the death of this opponent gives us a rage bonus? I doubt exhaustion will come into it much, and even if, Impact's still paying for it, quite significantly!
Hell, I was even considering whether to remove the rage cost, since I mean for this technique to generate rage, and what with the rage drain, he'll be lucky to break even.
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.

That he doesn't gain Rage? That's why no enemy lasts against us for two turns.

Quote:
Originally Posted by Geminex View Post
Impact can't do anything like that, though. He gets a lot of stuff that no-one else can do, admittedly. But the thing with bypassing boss defences was that it pretty much gave you an ability that not only nobody else had, but that no-one was supposed to have, because the entire point behind boss defences was that they were supposed to protect the boss, and taking that away pretty much screws everything over!
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.

Quote:
Originally Posted by Geminex View Post
Whereas what Impact does, how is that game-breaking? It just disrupts the enemy in a lot of different ways. It takes away abilities that they rely on, exposes and enhances their weaknesses, all that shizz. He can be really strong if used right, but so can all the other characters.
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?

Quote:
Originally Posted by Geminex View Post
What does that have to do with debuffs? You did read that the whole thing only worked for the duration of one turn? It's not permanent. But ok, what would you have me remove?
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...

Quote:
Originally Posted by Geminex View Post
Well, I guess... why not? As long as we give them a way to switch back, how is this too powerful?
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.

Quote:
Originally Posted by Geminex View Post
We still have to kill them, though. Which would be hard if they were a trainer, even if the space of 3 turns. And it's not like we'd be incapable of killing them otherwise, this'd just free up our sniper for other tasks. I primarily intended this one against medics.
Well, like I said, enemy medics don't really have items. I suppose you could disable their support moves.

As for Snipers... yeah, we may not see a lot of Trainer Snipers. Something tells me they'll mostly be Slayers.

Quote:
Originally Posted by Geminex View Post
Allright, lemme rephrase that.
"All semi-permanent techniques that directly affect an enemy are debuffs". Analyst is passive, that's not a debuff. Ability drain? Debuff. Deathly Calm? Debuff. Superanalysis... hmm... yeah, debuff. Look, I can make a table for you, if you like.
And as such, yes, I would imagine it changes a little.
If Superanalysis is a debuff, would it work on enemies that already have debuff immunity?

Lol, redundancy.

Quote:
Originally Posted by Geminex View Post
After investing 10 levels in it, it had better! Seriously, look at what you're getting in the space of 10 levels. How is it not at least as strong as what Impact has?
I think the main problem me and Menarker have is that Impact is getting a shitload of actions at the same time.

I mean, at most I'd get four, Menarker would get five.

Whereas Impact could get up to ten, plus attacking, items, accessories and Signature Techniques.

Quote:
Originally Posted by Geminex View Post
Not to mention that you guys are still way more versatile than Impact, because attacking is always useful, whereas there's really no guarantee that one of Impact's techniques will hit the spot all the time.
... 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!

EDIT:
Quote:
Edit:
Also, in your inevitable respons, how about suggesting some solutions as well? Like, the techniques you have problems with, tell me how you'd nerf them to make them fair. That'd probably be quickest.
Too much work.

...
Okay, I'll see about typing something up when I fully wake up. Let's just keep back-and-forthing for now.

Also, what do you have to say about this:

Quote:
So, kids. Yeah, I mean you jerks. Is it okay with y'all if Pierce gets the kill on Faynoc?
__________________
Dracorion's dumbass color is Royal Blue. If you see that color, you better run the fuck away.
Dracorion is offline Add to Dracorion's Reputation   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 12:33 PM.
The server time is now 05:33:33 PM.


Powered by: vBulletin Version 3.8.5
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.