05-20-2018, 09:26 PM
(05-02-2018, 11:07 PM)Sasuke Uchiha Wrote: Silence
(Tier 1 Super Move)(600)(Requires: Telepathy, Insight, Debuff Proficiency)[spoiler]
Through the use of Sharingan and after making eye contact, Sasuke is able to discern an opponent’s Tier 1 Super move that is problematic and shut down/prevent its activation for that round and every round after at a cost of 1 sp per round. This ability takes concentration and about six seconds to cast, in addition to the normal insight cast time, during which Sasuke may dodge and move, but is unable to attack and severe damage will interrupt his ability to cast this technique. This technique also gradually fatigues Sasuke throughout its duration, though not a grievous amount. He may only have one move or super move silenced at a time, per opponent, and no more than two opponents can be silenced at a time. His opponents remain silenced until Sasuke exhausts all of his sp or until he casts the move again, exceeding his cap of two opponents/one super per. Only works on super moves, can’t affect suppression players with equal or higher tech than Sasuke, and a Super Defense of appropriate tier negates the technique's effect.[/spoiler]
(Tier 2 Super Move)(800)(Requires: Telepathy, Insight, Debuff Proficiency)[spoiler]
Through the use of Sharingan and after making eye contact, Sasuke is able to discern an opponent’s Tier 2 Super move that is problematic and shut down/prevent its activation for that round and every round after, at a cost of 2 sp per round. This ability takes concentration and about six seconds to cast, in addition to the normal insight cast time, during which Sasuke may dodge and move, but is unable to attack and severe damage will interrupt his ability to cast this technique. This technique also gradually fatigues Sasuke throughout its duration, though not a grievous amount. He may only have one move or super move silenced at a time, per opponent, and no more than two opponents can be silenced at a time. His opponents remain silenced until Sasuke exhausts all of his sp, or casts the move again, exceeding his cap of two opponents/one super per. Only works on super moves, can’t affect suppression players with equal or higher tech than Sasuke, and a Super Defense of appropriate tier negates the technique's effect.[/spoiler]
This is a super move, and the SP is enough to pay for its effects so:
>You can remove the part about damage ending this early (if you want).
>You can remove the fatigue cost (if you want)
>You can lower any charge times (if you want)
You need to add something here about the execution, but I'd assume this probably isn't aimed or anything so you'll need ranged and homing profs.
I'm fine with you just knowing about and being able to identify the move. So you can seal their super move if you've seen them use it before, or you've insighted them (this may mean that you don't need to spend the full 30 second insight time to use this, and maybe only like 5 to 10 seconds if you're just looking for their strong moves - you don't need to state that specifically in the move, it's implied)
Lastly, though. This is the bigger thing about it. You'll need to reuse this every round if you want to sustain it, rather than simply spending more SP. All super moves work in that way, with only generic stuff that impacts an area or yourself being able to be sustained by spending more SP. Yeah, this might make your move seem sucky... but, you're spending SP to stop someone spending SP - it was never going to give you lots of bang for your buck. So, while it might have uses for stopping someone using their utility buff moves, this is pretty niche.
(05-02-2018, 11:07 PM)Sasuke Uchiha Wrote: Silence
(Basic Move)(300)(Requires: Telepathy, Insight, Debuff Proficiency)[spoiler]
Through the use of Sharingan and after making eye contact, Sasuke is able to discern an opponent’s basic move that is problematic and shut down/prevent its activation. This ability takes concentration and about fifteen seconds to cast, in addition to the normal insight cast time, during which Sasuke may dodge and move, but is unable to attack, and severe damage will interrupt his ability to cast this technique. This technique also gradually fatigues Sasuke throughout its duration, though not a grievous amount. He may only have one move or super move silenced at a time, per opponent, and no more than two opponents can be silenced at a time. His opponents will remain silenced indefinitely unless Sasuke is incapacitated/overwhelmed immensely, exhausts to much fatigue, or until he casts the move again, exceeding his cap of two opponents/one move per. Only works on moves that are not linked to other moves and weapon moves only if they have yet to be summoned. This technique can’t affect suppression players with equal or higher tech than Sasuke.[/spoiler]
This is doable. As with the super move version, I'm fine with you just knowing about and being able to identify the move. So you can seal their move if you've seen them use it before, or you've insighted them (this may mean that you don't need to spend the full 30 second insight time to use this, and maybe only like 5 to 10 seconds if you're just looking for their strong moves - you don't need to state that specifically in the move, it's implied by saying you need to know about it). So Suppression doesn't need to prevent this. It'd just prevent you using it on something that you don't know about. That said, this is a normal move, so the targets TEC should make this harder (or even impossible) regardless of suppression if it's higher than yours.
You need to add something here about the execution, but I'd assume this probably isn't aimed or anything so you'll need ranged and homing profs (you say it needs eye contact at the start, but the way you write it makes it sound like the eye contact is just to decide on a move, rather than target someone). Also, add what it feels like to have this move used on you. There's so much raw mechanics that your move looks more like something from a manual than something to actually write in a roleplay. "Fodder" aspects are important. There are very few people I'll ever say this to, since the converse (adding too much fodder into moves) tends to be a larger problem. But please add in some useful description for someone else writing your moves.
The main problem here is that it's too easy to use (since like, this isn't dodgeable or blockable). You can literally just run about at the start of a fight and then seal someone's move and there's nothing that they can do about it. And that it can last waaaayyy too long. You'd be hard-pressed to find any normal move that can last for a whole fight (or even a while round) that isn't either so weak that it's basically fodder, highly limited (like portable cover that stays in once place), requires constant concentration, or limits the user in some way. I'd give you a 5-second charge for maybe removing something for like... 30 seconds or so. 15 seconds could give you like 90 seconds tops, or 60 seconds with a lower fatigue cost. You could shift some of those by making this move harder to use. Or, if you want longer durations, maybe a super move to seal a normal move for a round.
Point is, removing someone's move for minimal drawbacks and not really giving them any way to actually counter this (without having lots of TEC) isn't fun for anyone. Confusing someone for a bit and stopping them from shooting their signature spell? Yeah, that could be great fun to write. But being like, "I don't like this move of yours, you don't get to use it in fights with me" is just, no. Outside of the poor balance here, it's lame.
For reference, Strazio's God-Mind: Begone Thought! is what I consider to be a good move that achieves a similar thing to what you want. I'd use that as a basis for balance.