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Move Creation Workshop - Printable Version +- Omni Archive (https://omni.zulenka.com) +-- Forum: Administration Forums (https://omni.zulenka.com/forumdisplay.php?fid=5) +--- Forum: Help Desk (https://omni.zulenka.com/forumdisplay.php?fid=8) +--- Thread: Move Creation Workshop (/showthread.php?tid=2137) |
RE: Move Creation Workshop - Ebonywood Hellscythe - 11-18-2017 @Guu: I think you're good. RE: Move Creation Workshop - Ash - 11-21-2017 Piss Off T1 Super Defense (600) Requires Debuff One of Ash's major weakness is that when she is caught by someone, they tend to not let go. So when she gets involved with the abusive types, the type that will hold her down and pound her face in - not the good way - Ash pulls out her Up and Close trick. Using both force magic and electricity magic, she creates an explosion that is centered on her and then is directed out towards the attacker. The force is harmless but shoves them back 10 feet, the electricity is also harmless, but locks them up while she escapes, or up to one minute. While intentionally harmless, it has the ability to stop a weak heart - killing the unlucky victim. (Fodder) RE: Move Creation Workshop - 13-Jzall - 11-21-2017 Warp storm (1200 OM) Warp storm is a giant purple storm that covers the entire battlefield, extending or retracting as needs be to fit in all prime combatants although it has a maximum range of about 100 metres. After a 10 second charge up time, a purple wind will extend from the emperor's ribcage, extending to the maximum size. It will give all allies and enemies in the radius -1 to a picked stat. This can only be used once per round but will last all of it. RE: Move Creation Workshop - Ebonywood Hellscythe - 11-21-2017 @Ash: Your move doesn't really read like a super defense. As far as the description says, if just does knockback and stuns. If you wanted a super defence: Ebony's T1 (soon to be T2) Super Defense is a good example of a near identical move that blocks attacks and does knockback (it has a 2m radius explosion). So, you could remove the stun and add some lines describing that the explosion is strong enough to block super attacks (with a note that T2s and higher can break through). But, if you want the stun, just change it to a super utility at the top. Add in something about being damaged breaking the stun. And you should be good to go. Lastly, knockback doesn't require debuff. Debuff is only for lingering effects - and knockback is an instant push. But this move does need physical (close range?) in its current state. And it would also need area attack if the explosion is bigger than 3ft wide. RE: Move Creation Workshop - Ash - 11-21-2017 Debuffing for 1minute long stun. Thanks for advice. Will work on later after i finish the fight. RE: Move Creation Workshop - Ebonywood Hellscythe - 11-21-2017 @13-Jzall: It looks fair, but I think your duration is likely too long. 30 seconds duration with a 2 minute cooldown after use would be my 'offer' to you. I can't say it'd be approvable after that since I haven't looked at a lot of debuffs, but that personally seems fair to me. Also, is the charge stationary? Or can he move while charging? After adding that in, I think it'll have all the details needed. RE: Move Creation Workshop - Ebonywood Hellscythe - 11-21-2017 @Ash: Sorry, I missed the stun part, somehow. Yeah, you could do that with a super utility. And if the intent is to flee, I think you should add something about the stun wearing off if they take damage. Sorry. Ignore my other comment (I edited it). This is fine, just change it to super utility at the top, add something about the stuff wearing off if your stunned person takes damage, and give the actual range of your move. RE: Move Creation Workshop - Daniel - 11-21-2017 Just to let you know, the last time a normal buff move (not a super) gave someone stats, the person doing the buffing had those stats taken away from their own, plus they were exhausted/ fatigued and felt pain for an hour after using the move. And that was only for one or two stats on one person. As it is, I would outright deny 13's move. it's way too OP for just a 10 second charge and a 2 minute cooldown. Another piece of advice, split the move up into two moves. It'll make it much simpler. RE: Move Creation Workshop - 13-Jzall - 11-21-2017 The version I'm working with just removes stats from everyone, including the user. I decided to scrap the buff one since it was a bit too OP. RE: Move Creation Workshop - 13-Jzall - 11-21-2017 Warp storm (1200 OM, requires debuff and area attack prof) Warp storm is a giant purple storm that covers the entire battlefield, extending or retracting as needs be to fit in all prime combatants although it has a maximum range of about 100 metres. After a 10 second charge up time, a purple wind will extend from the emperor's ribcage, extending to the maximum size. It will give all allies (including the emperor) and enemies in the radius -1 to a picked stat. This can only be used once per round but will last all of it. The charge up time is 30 seconds and the emperor can not move while charging it but he can still rotate. I was in the middle of working on this one anyway so may as well see if it works. RE: Move Creation Workshop - Ebonywood Hellscythe - 11-21-2017 @Daniel: My last comment was referring to 13's most recent version, a move that debuffs everyone (the user, allies, enemies) within the radius. Should that make any difference. But I agree, his buff variant was definitely too strong. And, thinking on it, he should make his most recent one more deliberating. RE: Move Creation Workshop - Daniel - 11-21-2017 Even for a reg debuff I'd still recommend a downside that is a little more significant than just a - 1 to himself. RE: Move Creation Workshop - Ebonywood Hellscythe - 11-21-2017 @13: You mention two charge times. Which is it? And a round is too long for a duration. 30 seconds duration with a 2 minute cooldown is the best case scenario I can think of for it. Also, this move should be tiring or have another drawback, I think. Even with the numbers I suggested. RE: Move Creation Workshop - 13-Jzall - 11-21-2017 I didn't notice that, I'll add it in to the new version. RE: Move Creation Workshop - 13-Jzall - 11-21-2017 Would changing it so that the emperor can't move while it's active or make it so that it only lasts 1/2 posts (depending on how many primes there are) make it more approvable? RE: Move Creation Workshop - Ebonywood Hellscythe - 11-21-2017 @13-Jzall: I'm still going to say you should have a standard timelimit. Say, 30 seconds. A minute tops. Half a post is too long. Also, changing the duration based on the number of people would increase your cost by 300 (variability), and should also come with an additional drawback. As for stopping the Emperor from moving, I get the feeling he wasn't going to move much anyway (he has 0 SPD in your joining app). Either way, it's not enough of a drawback to warrant something that lasts as long as you want. Your 'best case' imo is 10 seconds charge, 30 seconds duration, 2 minute cooldown, and it being very tiring. Maybe you might get it a bit longer, depending on what the other staff say, but I can't say you will. Also, you need a comment that people's stats can't go below 0. RE: Move Creation Workshop - Schwi Dola - 11-22-2017 Random thought for a tier 3 super move Prinny Sentence (Tier 3 Utility Super Move) (Requires Debuff Proficency) Desco charges immense power into one of her Yogsothoth tentacles for 5 seconds which then reaches out with its purple glow to bite into an enemy, not for damage but to get a grip on the target's soul and rip it from the body then swallow it. After 10 seconds inside, the tentacle spits the soul back out as a whole Prinny, a stitched together stuffed penguin. In this form the target has free access to all powers and moves and its stats remain unchanged. However, the target's body remains limp and soulless, and damage to either the Prinny or the target's body is considered the same and is reflected by both. This form lasts for 50 seconds, plus 5 seconds for every TEC Desco has more than the target or minus 5 seconds for every TEC less than the target. At the end the target's Prinny body becomes empty and soulless as their soul escapes and zips back into their original body. RE: Move Creation Workshop - Handsome Jack - 11-22-2017 Honestly? Looks fine. Maybe even a little weak for a T3. You could probably get away with it at T2. That said, I think it'd be better defended with Def than Tec. Def isn't just physical toughness. It also applies to mental and spiritual hardiness. RE: Move Creation Workshop - Schwi Dola - 11-22-2017 But Telepathy debuffs don't act that way. I think a spiritual debuff would follow suit and act on TEC. High DEF would still help against this move since you haven't lost it and would mitigate the damage you take while having two bodies. RE: Move Creation Workshop - Handsome Jack - 11-22-2017 You may be right. Roll with it as is, though I still think it'll work as a T2. If being a Prinny comes with drawbacks or rules, you'll need to include those as well. As read, your SM just gives Desco another, albeit helpless, target. |