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Post by Toma on Oct 17, 2015 23:34:54 GMT
Honestly? No, having 1 KP able to counter 2/3 KP cost attacks is fucking stupid and broken as hell.
No need to make it complicated, just make dodging scale with KP usage like offensive abilities.
SU1 = 33% dodge, SU2 = 66% dodge, SU3 = 100% dodge. There, fair and balanced.
"but what about the specials" I hear you typing. Well, yea. They're specials. They're not ment to be taken lightly, and have signifigant backlash to the user in most cases. If you get hit, well, tough shit. Did you see Semi-perfect cell able to dodge tiens Kikoho? No. And Tien nearly died because of it. BALANCED!
(Sorry if I seem rude or ranty, I'm tired when I'm typing this and just laying out the truth)
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Zucceta
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Post by Zucceta on Oct 17, 2015 23:55:09 GMT
It feels like you ignored all previous responses when writing this one, but I'm pretty sure I've (and others have) already responded to a version of your suggestion in this very thread talking about HOW current dodging is balanced when you take into account the charge properties of offensive techs.
(And if you're feeling 'rude or ranty', maybe abstinence from speaking until your not is wisest?)
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Post by Alaistair on Oct 18, 2015 0:04:58 GMT
Toma, I know you mean well, but that's not gonna work out. Remember people are charging massive attacks for long durations. The person being targeted should be able to dodge a 300% attack, if the opposing cost is the same as what it would cost the charged attack, unless the person being attacked is 3x as strong, in which case this gets answered quite easily. It, at the same time, stops people from out right killing someone and gives the chance for battles to carry on and for the people to figure out how to strategize their fight.
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Bing Gan
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Post by Bing Gan on Oct 18, 2015 0:16:19 GMT
The problem with that change is that it makes After-Image/Rapid Movement entirely irrelevant, rather than simply a good option. If we were to add charges to dodges, then it makes dodges literally pointless. You could just as easily charge up your own offensive skill to counter instead of dodging, giving you the added bonus of dealing bleed-through damage if you have charged for longer (which btw I think should be entirely removed if the bleed-through damage doesn't exceed a certain PL, but that's for another time) This also would put Kikoho into the top spot even further. If dodges become irrelevant, the only conceivable way you'd ever avoid death or at the very least immense damage from a Kikoho is if the user of it is below 80% of your PL. You'd never be able to keep up in charge with someone who's using Kikoho, which is why I think dodges need to stay the way they are (Kienzan is another special that is quite strong seeing as it's unblockable, but nobody ever uses it so who cares ) We want Specials to be "special", not "the only good option".
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Zod
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Post by Zod on Oct 20, 2015 2:52:45 GMT
Gotta love this huge debate on how many maneuvers people can do per post and such. I've just seen it so many times! *cough* the reason boards do stats *cough*
ANYWAYS!!!!
rapid movement is, in no way, a dodge only technique. as I've looked into it with other approved forms, its best use is instantaneously engaging into melee range. you'll find it very hard to charge those ubber abilities while you're getting the smack down from point zero. Whats even greater about it is that most forms are continuous, meaning that if the opponent tries to escape you just jolt right back to them, no charge necessary, no time lag, no time for beams and complex maneuvers to fire off... and? you can fire off one of your own after using the rapid movement! ^-^ similar to Goku charging kamehameha and then using instant transmition to teleport into someone's blind spot before firing it off.
Afterimage is more of a genjutsu type dodge. Someone slams you with tier 3 maneuver and it ends up that they are the ones who are actually receiving the hammer. As you level it up you can do even more dangerous stunts, completely fooling your opponent before full thrusting a ki blast into their stomach and forcing them into the dirt.
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Post by Maeve Rakshasa on Oct 20, 2015 4:42:44 GMT
Rapid movement's uses other than dodges are nebulous at best. Especially considering you can't use a dodge like After image and follow it up with a technique so appearing beside someone and using a kamehameha wouldn't work unless you seriously outclass them power level wise (Even then it wouldn't be using a technique)
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Otto
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Post by Otto on Dec 25, 2015 17:05:59 GMT
Sorry for the necro but wanted to put my two cents in.
A benefit of escape moves being cheaper than big offensive moves is that it solves an issue we once had in priority providing too much of a benefit. At one point if you were on equal footing whoever attacked first was probably going to win 1v1. KP greatly diminishes this advantage and requires a higher level of tactical thought.
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