07-29-2017, 02:14 PM
(This post was last modified: 07-29-2017, 02:42 PM by Ebonywood Hellscythe.)
@Asriel: Nice move idea. There's some basic information missing, however, but I get your idea. I think.
Firstly, I'd like to clarify a few things (and based on your answers you might be able to disregard some of my other questions):
>He can summon all 12 over the first few seconds if he wishes, right? (And not one at a time)
>He can summon up to 12, so since he can create any amount (and that influences the cooldown time) the move might end up costing 300 more, if I were you I'd simply always create 12 to make it cheaper.
>It takes 1 second to shoot 1 fireball, but if he waits for 2 seconds he can shoot 2 at once. If that's the case then the move will cost another 300 more for the variability. If I were you, I'd stick with shooting one per second each time to make it cheaper. (Maybe phrase it as him holding out an arm for one second to charge the shot, and then punching to shoot it)
>Can he also shoot 2 fireballs per second if he used both arms at once? (this wouldn't require variability)
>Does the cooldown start when he finishes summoning the fireballs, or once he's used them all?
>The limit on using other moves, is that while the fireballs exist, or while he's trying to fire them? (So could he pause shooting the floating fireballs and hit someone with a sword or use another move?)
>You said this doesn't work if he can't move, do you mean his arms specifically (as he needs those to shoot) or does he need his whole body?
About the summoning:
>When he summons the fireballs, how close to him do they float?
>Does he have to stand still while summoning them?
About the fireballs:
>How far can he shoot the fireballs? (50ft? 100ft? 200ft? Or even further?)
>How fast do the fireballs go? (Arrow speed? Bullet speed?)
About the shooting:
>Does he have to stand still while he's shooting the fireballs? (i.e. when he has his arms stretched out and is charging the shots)
>If he moves, do the fireballs floating in the air follow him?
About the timing in general:
>Be a bit more specific with your times. How long is a few second? 3 seconds?
>Similarly, how long is a few minutes or a few seconds in the cooldown time? 5 seconds per 1 fireball so a minute for all 12?
About the debuff:
>Your debuff is probably not going to be approved. Permanent debuffs (even if they can be healed with other moves) are considered to generally be too OP - especially for a regular move. The only move that has one that I know of that does that is my "Soul Strike" move I haven't bought yet, and that's only allowed because it essentially uses debuff for non-lethal damage.
>So, give it a time, how long do the burns weaken the affected area of the opponent? 2 seconds? 3 seconds? 5 seconds?
>How potent is the debuff? As in, how much does it weaken someone? Do their arms just feel a little bit heavier and sluggish? Or do the burns majorly inhibit moves? (stronger debuff = less damage, and since it's permanent until healed you can't make it very strong without it being too OP)
>Also, if hit by a fireball while already debuffed, would that refresh the debuff timer or add to it?
Comments:
>The cooldown is unnecessary. From a mechanical perspective, cooldowns don't really have much impact on the possible move strength. And there's nothing wrong with you spamming this move as far as I can see. I wouldn't bother with one (having to basically reload is good enough), but if you want it then have it.
>The delegation of fireballs to each arm isn't really needed (they could both share the supply), but if you want it as a cool fodder thing then go ahead.
>I'd advise to stick with cheaper and simpler moves rather than introducing variability. Especially while you're just easing into the swing of things. Although, charging and shooting multiple fireballs at once could be worth the additional 300 OM.
>Your general move was thought out fairly well, you're getting there. The drawback is pretty reasonable (having to stand there and obviously be charging something).
Firstly, I'd like to clarify a few things (and based on your answers you might be able to disregard some of my other questions):
>He can summon all 12 over the first few seconds if he wishes, right? (And not one at a time)
>He can summon up to 12, so since he can create any amount (and that influences the cooldown time) the move might end up costing 300 more, if I were you I'd simply always create 12 to make it cheaper.
>It takes 1 second to shoot 1 fireball, but if he waits for 2 seconds he can shoot 2 at once. If that's the case then the move will cost another 300 more for the variability. If I were you, I'd stick with shooting one per second each time to make it cheaper. (Maybe phrase it as him holding out an arm for one second to charge the shot, and then punching to shoot it)
>Can he also shoot 2 fireballs per second if he used both arms at once? (this wouldn't require variability)
>Does the cooldown start when he finishes summoning the fireballs, or once he's used them all?
>The limit on using other moves, is that while the fireballs exist, or while he's trying to fire them? (So could he pause shooting the floating fireballs and hit someone with a sword or use another move?)
>You said this doesn't work if he can't move, do you mean his arms specifically (as he needs those to shoot) or does he need his whole body?
About the summoning:
>When he summons the fireballs, how close to him do they float?
>Does he have to stand still while summoning them?
About the fireballs:
>How far can he shoot the fireballs? (50ft? 100ft? 200ft? Or even further?)
>How fast do the fireballs go? (Arrow speed? Bullet speed?)
About the shooting:
>Does he have to stand still while he's shooting the fireballs? (i.e. when he has his arms stretched out and is charging the shots)
>If he moves, do the fireballs floating in the air follow him?
About the timing in general:
>Be a bit more specific with your times. How long is a few second? 3 seconds?
>Similarly, how long is a few minutes or a few seconds in the cooldown time? 5 seconds per 1 fireball so a minute for all 12?
About the debuff:
>Your debuff is probably not going to be approved. Permanent debuffs (even if they can be healed with other moves) are considered to generally be too OP - especially for a regular move. The only move that has one that I know of that does that is my "Soul Strike" move I haven't bought yet, and that's only allowed because it essentially uses debuff for non-lethal damage.
>So, give it a time, how long do the burns weaken the affected area of the opponent? 2 seconds? 3 seconds? 5 seconds?
>How potent is the debuff? As in, how much does it weaken someone? Do their arms just feel a little bit heavier and sluggish? Or do the burns majorly inhibit moves? (stronger debuff = less damage, and since it's permanent until healed you can't make it very strong without it being too OP)
>Also, if hit by a fireball while already debuffed, would that refresh the debuff timer or add to it?
Comments:
>The cooldown is unnecessary. From a mechanical perspective, cooldowns don't really have much impact on the possible move strength. And there's nothing wrong with you spamming this move as far as I can see. I wouldn't bother with one (having to basically reload is good enough), but if you want it then have it.
>The delegation of fireballs to each arm isn't really needed (they could both share the supply), but if you want it as a cool fodder thing then go ahead.
>I'd advise to stick with cheaper and simpler moves rather than introducing variability. Especially while you're just easing into the swing of things. Although, charging and shooting multiple fireballs at once could be worth the additional 300 OM.
>Your general move was thought out fairly well, you're getting there. The drawback is pretty reasonable (having to stand there and obviously be charging something).
