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Switching
#3
(01-31-2017, 08:29 PM)Daniel Wrote: You can have your memories and what not, but your character won't remember anything from after you switched them out and you will start at the nexus again.

Lightning Strike - You need a longer charge time, you are punching someone with a charged move that is powerful enough to send someone flying backwards (literally meters) and is as fast as lightning. The minimum charge time I would accept is 3 seconds. That being said, with the longer charge time, you can probably have it so that the first punch only causes fractures, while using it further has a high possibility of breaking bones.

Heavenly bolt - I'm a little iffy on the charge time here as well. Your move is so powerful for such a small charge time.

Bullwhip - Why is this 600?

Microburst - 50 meters is rather extreme, I would say 15 meters max is more appropriate.

For lightning-based moves, I'm trying to go for quick cast time and high power by giving them other big drawbacks, like being harmful to the user or massively draining. That's sort of my thought process when it comes to the first two. If it's possible, I could make Lightning Strike more draining/harmful to use to balance out. If not, then it's changed to a 3 second charge. Edited.
Heavenly Bolt: I can make it even more draining. Like "use it once and collapse" tier, if necessary. If that doesn't fly, what would be a good charge time then? Five or more seconds?

Bullwhip: 600 for the fact that you can hit things with it or grab things with it.


Microburst: Edited. 15 meter column which balloons out 100 meters upon contact with ground. Can halve or more the 100 meters if necessary though.
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Switching - by Summer - 01-29-2017, 08:33 PM

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