Bing Gan
Administrator
PL: 374,871
Enlightenment (x16P), S. Ascension (x23)
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OOC Name: Bing/Biggums/TruetoCaesar
Posts: 3,722
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Post by Bing Gan on Feb 22, 2017 23:40:50 GMT
Greetings, fellow Warriors! The idea of a technique which allows one player to share their energy with another is most certainly not a new one. Many have tried to forumlate the perfect version of this technique, but most either come out as much too strong, or not strong enough. With the recent application of the technique by a longtime member, Cipher, I figured it was a good a time as any to bring up the discussion for one last round. To kick-start us, here's what Cipher's version of the technique looks like: Technique Name: [SU1] Ki Transfer > Wiki dragonball.wikia.com/wiki/Ki_TransferDescription: With some control over his own ki, Cipher is able to transfer 1 KP of energy over to another, replenishing their own energy. Only 1 KP can be transferred at a time, and cannot restore them over 3 KP. I think this is a very good start, but it's just a bit too strong. My suggestion would be as follows: [SU] Ki Transfer: Using your own Ki, you can restore the energies of one of your allies. Replenishes 1 KP to a targeted ally at the cost of 3 KP. Cannot be used if the target is already at 3 KP. Its a bit pricey, but giving someone even a single point of KP is a big boon. In a 2v1 scenario where the second player on the 2-man team is a bit weaker, he's giving a major edge to the player who's within 80% of the opposition; essentially giving Player 1 a 4-KP pool, while Player 2 only has 3. I'd like to hear everyone's thoughts and suggestions on this subject, so please, feel free to suggest what you think would work best!
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Post by Katherine on Feb 22, 2017 23:42:46 GMT
I like it. I'm down with it
Edit: Actually, I noticed something of caution. Will this be a PL Requirement tech? Like Oozaru Mastery, or will anyone be able to get it including as a starter tech?
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Post by Purika on Feb 22, 2017 23:44:23 GMT
I say 2 for 1, and not 3 for 1.
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Post by Tomoyo on Feb 22, 2017 23:46:52 GMT
This is just my opinion, but i feel like you just made the move uneccessatily and nonsensically costing. Cipher's seems pretty good imo, maybe add something akin to a cooldown to further avoid spam, but giving up all your energy to essentially transfer a 3rd of it doesn't really make sense. Even outside of dbz where thats never really the case, why wouldn't all the energy be transfered? a 1:1 exchsnge seems the most sensical to me while the 1:3 seems unecessarily limiting when there are better alternatives; at least in my opinion.
Edit: A 2:1 exchange seems slightly fairer, but I still think there are better alternatives for balancing.
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Post by Alaistair on Feb 22, 2017 23:48:29 GMT
I'm... Not sure what you're saying is too strong about this, as that'd be common sense about a 2 on 1 setup.
Now, if this were required for Ki Suppression, and Ki control to be had (with the subsequent requirement of Ki Sense), I'd say that would be fitting for it to just be at 1 lone tier (final tier for Ki control)! The whole 'Ki Intimidation' thing strikes me as a Stun set up, while this I feel would be sensible to have as the final tier for the whole Ki control support skills.
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Post by Helix Crust on Feb 22, 2017 23:55:18 GMT
spend 2 give 1 should be the second limited upgrade, for dragon caste mystic skill
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Post by Tomoyo on Feb 22, 2017 23:56:33 GMT
In a 2v1 scenario where the second player on the 2-man team is a bit weaker, he's giving a major edge to the player who's within 80% of the opposition; essentially giving Player 1 a 4-KP pool, while Player 2 only has 3. Also, Wouldn't player 2 have a 2 kp pool in this scenario; since not only is he giving P1 added kp, but taking away from his own.
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Bing Gan
Administrator
PL: 374,871
Enlightenment (x16P), S. Ascension (x23)
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Tag: @bingg
OOC Name: Bing/Biggums/TruetoCaesar
Posts: 3,722
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Post by Bing Gan on Feb 23, 2017 0:04:10 GMT
Helix Crust I quite like that idea! If we do add this tech, I think that'd be a really cool choice for Mystics. Tomoyo in the scenario I posed, the second Player in the 2-man team is below 65% of the opposition, essentially making them a non-issue aside from a few small things they can do, including using this technique. If it cost simply 1 KP, then player 2 could spam-add to Player 1's pool. Even if we added some cooldown to it, it'd still be incredibly strong in this scenario. The reasoning for the harsh cost is more mechanics-based than it is in-show logic. Keep in mind however that most Ki Transfers we've seen in-show were done when the givers were wounded or incapacitated in some form (Broly movie being the major case I can think of)
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Traus
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Post by Traus on Feb 23, 2017 0:15:03 GMT
As for the current cost, I think it's justified. Giving another KP to an ally is very powerful. I definitely agree with Kathrine's point. The tech should require that you be in a certain range of the ally's PL; this would avoid the case where a 300PL player could give an additional KP to someone in the millions. If the tech has a limitation like this, the KP trade will be consistently fair.
As a side note, I also think it would be cool if a player that was below 3 KP could still use the transfer, but they would be practically KO'd for the rest of the thread; pretty much only able to lay there and talk. It could make for some intense "do or die" moments.
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Queen Habana
Moderator
Queen of the Evil Space Monkey People Special Item: GPW Universal Championship Belt
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Post by Queen Habana on Feb 23, 2017 0:27:28 GMT
My idea for it is such
[SU1] Ki Transfer If you are within 80% of a target you can spend 3 KP to transfer 1 KP to them Minions and Guards cannot use this technique except on other Minions and Guards
[SU2] Ki Transfer If you are within 80% of a target you can spend 3 KP to transfer 1 KP to them If you are within 60% of a target you can spend 3 KP to transfer 1 KP to them Minions and Guards cannot use this technique except on other Minions and Guards
[SU3] Ki Transfer If you are within 80% of a target you can spend 2 KP to transfer 1 KP to them If you are within 60% of a target you can spend 3 KP to transfer 1 KP to them Minions and Guards cannot use this technique except on other Minions and Guards
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Post by Deleted on Feb 23, 2017 0:29:21 GMT
Just to check, we would be restricting this from Minions and Guards, correct? Much like healing, it would be kind of broken otherwise. I'm in favor of Helix's idea, seems like a good "Mystic" skill, and means Use, turn break, Use, empty from Full. Seems like a good support thing.
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Post by Alaistair on Feb 23, 2017 0:29:24 GMT
Hmm... This stuff got me thinking an idea to work with, for this tech, and this is in regards to the scaling of things with our site's battle equality determination.
Ki Transfer to someone below 65%: Person giving the transfer must give all KP to restore the receiver 1 KP.
Ki Transfer to someone between 65% and 80%: 2KP needed for 1 KP.
Ki Transfer to someone 80% or higher: 1 KP for 1 KP.
In hindsight, this would make it so, even if someone's below the threshold of 65%, they still have a chance to assist.
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Post by Plato on Feb 23, 2017 0:32:14 GMT
Honestly, i think this should be a special skill not a skill anyone could learn off the bat, a school skill prehaps?
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Post by Alaistair on Feb 23, 2017 0:44:14 GMT
That would be unfair to people, Plato. Increased KP transferring for a special, too, would just break the combat system.
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Post by Helix Crust on Feb 23, 2017 1:20:58 GMT
[SU1] Ki Transfer: Using your own Ki, you can restore the energies of one of your allies. Replenishes 1 KP to a targeted ally at the cost of 3 KP. Cannot be used if the target is already at 3 KP.
[SU2] Efficient Ki Transfer: Using your own Ki, you can restore the energies of one of your allies. Replenishes 1 KP to a targeted ally at the cost of 2 KP. Cannot be used if the target is already at 3 KP. (Dragon caste mystic skill)
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