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I'm the problem/Quitting
#12
Agreed... I said I wasn't going to, but... I lied... here's a little rant about the futility of a Defense build...

Picking apart Omniphysics:
Physical Strength and Ranged - both 1000 OM each, and feature primarily attacks.
Area Attack - 600 OM.
Area Defense - 400 OM. Right here we set the par that defense is less valuable than attacks.
Ranged Materialize - 600 OM, both offensive and defensive suggestions, but can greately reduce the TEC needed to land an attack...
Remote Control - 600 OM, miss your attack, use RC to bring it back for a second go!
Homing - 600 OM because who needs aim? 5+ Attack and a make believe stamina bar.
Buff - 400 OM ... wait for it...
Debuff - 1000 OM. Over twice the value. Should mean Buffs should be a dime a dozen, but sadly I've been looking through a lot of them and they all seem underwhelming compared to the attacks around them.

From Proficiencies alone it would seem so much cheaper to be a tank than DPS. What I see is that Omniphysics values damage over defense. There are ample ways to subvert Technique for aim in proficiencies alone...




Powers:
Movement Powers get their own slot. Speed is given value by being the only stat in the "RPG" to have a built in doubling system. Doesn't really matter since no one really agrees on how Speed works versus Technique, am I right? Move faster than they can react, reducing the need for Tec, so now you have very low need for Tec. 6/0/6/0 = Flash Punch with Burst Movement. Can you beat a 12 speed with 5 Technique? Stats argue that no. No you cannot. With proper downsides, the Flash Punch can become a proper, almost unblockable move - without being a super move. Can we say "Infinite Mass Punch?"

Master Acrobat - it mentions defending, but also Attacking... mutually shared for a measly 400 OM. This might be arguably more for flashy attacks, or evasion....

Physical Manipulation:
Elasticity; a lot of offensive roles...
Malleability; upgraded Elasticity to gain the true Defensive properties. Value in defense? +600 gives back a little of the tanky feel. Then again... guess what this does? Increase the size of a fist. Based on speed. Infinite Mass Punch is now an AoE with reach. Used defensively, its NOT governed by DEF, but again by SPD... so, defense gets no bonus from this.

Growth/Shrink Both mention a penalty to speed, and you are now a bigger target. But now everything has a natural reach for Growth, or Antman difficulty to hit for Shrink with all the punch of a little infinite mass bullet!

Intigration 1000 OM... Stone skin is suggested, but since we all know Elemental effects aren't a thing, this is essentially the same as any ablative armor as a move, and is superfluous. It mentions vulnerabilities - but from asking in QQ, these are fodder - not downsides... Again, a 1000 chunk of OM that acts as fodder. At lest Master acrobat let me run up walls.

Mimic: 2800 OM, See a defensive tecnique? Nice, copy it! See an attack technique? Wait for a better one. There's got to be a better one. There's always a better one.

Hive Mind: 400 If your Defense fails, at least you can choke someone with yoru severed arm. Doesn't boost defense...

Disassemble: Governed by speed, but it does add a bonus resistance to some damage types... Sadly, with almost 70% of moves approved being some form of attack, good luck finding that one opponent who just focuses on Blunt or Piercing (not slashing.)

Phasing: This one tries very poorly to outright nix Defense, except when it comes to Energy attacks - which are a dime a dozen. Also governed by speed.


Sensory Powers:
Foresight: This one is FINALLY a great defense! Wait... Speedy and skillful - IE SPD and TEC. For those of you who already thought DEF was out rated...

Telapathy: Technique, good luck trying to get this to work in a fight... No mind control for PC Primes - which... is arguably what the best thing about Telepathy is...


Subterfuge:
Technique, technique, technique. Defensive, possibly, but not directly.


Spacial Manipulation:
Telekinesis: Attack and MAYBE technique.

Teleportation: Speed, obviously... but difficult as shit in battle.


Time Manipulation: I... don't know how to register this. Both, maybe? Definitely 80% fodder.



Survival Powers:
YES The Defense capital of the list!

Aaaand the Healing does crap inside of battle. It can potentially end DoT effects, but even that is very under explained. This is a drain on SP - which is a good thing, I suppose. It puts a value on life. Except that 1 SP heals a stock 3 points, no matter your defense. The one thing that BY LORE says it relies on defense does not actually rely on defense... Meaning Wolverine and an Iron Golem (WHICH CANNOT HEAL) can heal at the same rate.

Don't... just... don't get me started on Survival. I buy this for flavor. Luckily there are no moves which aim for instant kills, meaning Survival lets you be cool by taknig a sword to the heart instead of just saying it was three milliliters too high. This does not have anything to do with defense, it allows you to ignore damage (pain) except that which severs tendens or other motor-function involving bits and bobbles. It allows you to suppress what was about 50% fodder in the first place.









To sum up... Defense governs a world of nothing. Speed/Tec builds are more survivable than Defense+anything, because of the number of things that they add to.

Survival build: 1/0/5/4, Foresight, Master Acrobat, Burst Movement, Stealth
No moves even needed.

Offense build: 4/0/4/2, Area Attack, Ranged, Remote Control, Malleability, Growth, Burst Movement
Infinite Mass Punch, using the above as prerequisits. Charge up time, do a bit of damage to yourself, universal cooldown, give it a bunch of downsides to really ramp up the power. Fatigue, because a few quick breaths while your opponent is recovering can knock this down a bit.







And a point on stats vs Moves... When you write a move, you generally have to add the damage. "Minor, Major, Moderate..." This is according to the ACTUAL DAMAGE SCALE... Moves hardly ever take in stat comparisons, and when you DO mention stats, you are told not to be so "Gamey."

This... is an RPG. You can deny it all you want, but its in the URL. By self-definition, this is a game... There are two viable classes; Glass Cannon and Ninja. Pick one.

Best part? Drop 3000 OM into Stat Upgrades... 5/0/4/4 you are now a Ninja Cannon. Pick up Advanced Regeneration, because 1SP for 3 Damage is stock, your 0 Defense doesn't matter here. Want to be nigh unhittable? 3/0/6/4. You still pack a punch, but good luck getting a hold of you.


There. Got that part of the rant out... Just waiting on the banhammer.


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I'm the problem/Quitting - by Oleander - 11-01-2017, 11:17 PM

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