Vi-Poi
Administrator
Premier of Earth
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Posts: 2,833
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Post by Vi-Poi on Feb 22, 2017 0:49:22 GMT
Yeah, it's a badly-needed fix.
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Post by Samba on Feb 22, 2017 13:39:46 GMT
Not really rping here anymore as much as I used to in the past so you can take my opinion with a grain of salt or just discard it.
But-- I feel like the Barriers mechanics are fine as it is. Because it was obviously implemented to help new players not immediately die against those that are far stronger that they are. If the "60% of PL" thing is implemented, then that would potentially mean that lowbies would need to stack up on PL to even THINK about throwing a barrier technique in front of someone like, say, Celmaru or Habana, because the difference in PL would be so great that it would just be a waste in KP, since those that are at 250k PL already have like a x15 or a x20+ multiplier already, making it even more impossible to use a Barrier that would even get to 60% of their technique attack PL, not even thinking about 20% which if implemented would just mean again that they used a technique needlessly as at 20% it wouldn't even work at all if we decide to go with "at 20% it doesn't work).
Though, that said, I can see why it would be OP or a game breaker, so how about this:
Instead of halving an attack technique PL, how about it just takes off a third, or heck maybe just a quarter? Perhaps double the barrier's PL gets cut off from the attack (though bear in mind that could potentially be just as OP but just throwing that out there).
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Post by Alaistair on Mar 9, 2017 7:28:48 GMT
What if the attack, after being halved, just doesn't get the chance to be guarded by another barrier? It hits whomever the barrier was made by after the bleedthrough. Granted, a 50% reduction, in all fairness, is far too much and would work better with a 20%-25% reduction, regardless of whether or not they're within the 60% threshold. We've a way to make it so offensive techniques can split to hit multiple targets in a multi-man against 1 situation. It's not like one cannot simply direct 1 half an attack towards the powerful foe, while the rest of the pl is split into respective attacks towards other foes...
Unless it's told that splitting operates by only true even fractions between individuals (Example: 1/7 power per person, against a group of 7). Then, this would prove a problem if people use barriers!
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Nicolas Mclendon
Moderator
The Hero of the Cosmos: CAPTAIN NOVA!
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OOC Name: Nicolas
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Post by Nicolas Mclendon on Mar 9, 2017 15:33:19 GMT
within 60% halves, otherwise it's a 25% reduction I like this, it's simple and makes it so the barriers are effective for lowbies to a point
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Post by Alaistair on Mar 9, 2017 20:12:26 GMT
within 60% halves, otherwise it's a 25% reduction I like this, it's simple and makes it so the barriers are effective for lowbies to a point Actually like that idea too. Maintains ability for lower players to live, but lets them be continuous nuisance to someone who's fighting their ally, but not to the point they cannot be too effective.
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Post by Kaile on Mar 14, 2017 4:39:46 GMT
Alright alright alright, so I might be a bit late on this whole thing but I think I just thought of one of the best ways of rebalancing Barrier's but keeping them relevant at all stages of the game.
Reduce the bleedthrough damage by the % you're of your opponent.
What I mean by this is:
Piccolo vs Goku Goku uses Super Kamehameha for 100% of his power level, 500,000, Piccolo uses an MP3 Barrier at 100% of his power level, 250,000, It would reduce the damage by 250,000 and leave a bleedthrough of 250,000. What this could then do is reduce the BLEEDTHROUGH by the % Piccolo is of Goku's Power Level which in this case would be 50%. This would reduce 250,000 down too 125,000, just enough to survive.
See this would then scale either for or against you, being closer to your opponent makes the barrier stronger but the further from their power level you are the less they do (As one might expect). You could also make it so the amount it blocks is based PURELY on the % difference between you and the opponent and make it essentially completely based off how powerful you are. _________________________________________________________________________________________________________________
The previous is still applicable but here is a further clarification:
N1 Barrier - Blocks upwards of 20% of the opponents attack, based on your % PL to your opponent. (I.E. Opponent's PL is 125,000 and yours is 50,000 it'd be 40% however it is capped at 20% thus meaning you only block 20% of the attack).
UP2 Barrier - Blocks upwards of 35% of the opponents attack, based on your % PL to your opponent. (I.E. Opponent's PL is 125,000 and yours is 50,000 it'd be 40% however it is capped at 35% thus meaning you only block 35% of the attack).
MP3 Barrier - Blocks upwards of 50% of the opponents attack, based on your % PL to your opponent. (I.E. Opponent's PL is 125,000 and yours is 50,000 it'd be 40% thus meaning you'd block 40% of the attack).
Additionally: You could make it so Piercing either ignores Barriers entirely or make it so it reduces the cap by half. (Or less)
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