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Move Approval V
(05-04-2018, 10:32 PM)Viola Wrote:
(05-04-2018, 10:26 PM)Wyatt the Swift Wrote: This sounds fine but I still think it shouldn't double Super speed much like burst speed doesn't. If you just put that in thhere it's good to go

Quote:  Burst Movement may also be used in conjunction with Super Speed to make fast turns and stop/start quicker, but it does not allow you to surpass double your normal speed.

Just super speed? Or burst movement too? I don't think doubling super speed is so bad. Also, remember the burst durations and cooldowns look like they're halved.

I mean, super speed and burst movement cost more fatigue than running normally. Someone using burst movement/SS within this move pays double the fatigue cost, and double again if they're staying active. I could have Viola take on additional fatigue whenever someone uses one of those powers? Like this?

Haste (300) Requires: Time Manipulation, Buff, Ranged, Homing
[spoiler]
Viola focuses for 5 seconds, where she can twist and make small steps to try and avoid attacks as well as execute basic blocks. Afterwards, she chooses a target within 60m of her (this cannot be herself). She can 'store' the energy for this move for up to 30 seconds, and it can be cast at will. She can act as usual while this spell is stored (so can concentrate on any of her powers/moves, but cannot charge this move again). This move is moderately tiring for Viola to use.

Once cast, the flow of time around the target is sped up for the following 15 seconds (real time). This allows them to move, think, and act twice as fast as well as charge moves and powers twice as quickly as normal. All normal time constraints are halved, including execution times (so burst movement would seem like 0.5 seconds on and 0.5 seconds off to an outsider). However, this move saps energy from those under its effects. In addition to passively suffering 30 seconds of fatigue over 15 seconds (due to them acting and experiencing twice as much), the fatigue costs of all their moves, powers, and actions (even walking and running) are actively doubled, essentially quadrupling the energy they need to spend. While under this moves effects, the target perceives everything else as moving at half speed.

Notably, the speed boost gained can be stacked with burst movement or super speed. However, whenever someone uses one of these powers while under the effects of haste, Viola suffers twice the fatigue those actions would take under normal conditions. While this move is active, Viola needs to focus on maintaining the spell. Her target doesn't need to stay within range or stay in sight, but the concentration requirements are identical to when she charges this move. Both Viola and her target can choose to end this move early at any time.[/spoiler]

15 seconds is about a post. So the way I'm thinking of it is that for a super you can grant up to 4 stats per SP. In this case, you could potentially grant 1 stat, if the person has a speed of 1, or 5 stats if the person has a speed of 5. This is just accounting for base stats because this scales with Power ups while the Super would not. With just a T1 Power up the person could have a speed of 7, you double it to 14 and then they have burst movement to get to 28. You're just trading in fatigue for SP which seems a bit meh, and you can always just recast it to renew the time. This regular move seems a lot better than the Super move in this example.


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Move Approval V - by Jade Harley - 09-08-2017, 08:03 PM

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