07-29-2017, 07:16 PM
@Veritas:
Cybernetic Foot:
>I dunno, I don't really think you need the "I can kick with my metal foot" part. And not being able to use other moves at the same time as kicking isn't really much of a drawback (although the later thing is). Kicks don't take long and you probably wouldn't be using other moves anyway. Maybe do a charged kick instead? It's your choice, but I don't want to see you limit yourself or waste OM (especially after that mass selling spree).
>Needs area attack if you want it to explode into an area.
>What's the max range?
>How fast does the projectile go?
>Low Damage for a 10-second charge? You sure buddy, you'll really be throttling yourself there.
>On that note, are there any restrictions placed on Veritas while it's charging (like he can't move, or can't use moves, etc.)
>Don't bother with a cooldown. You don't need one. It takes 10 seconds to fire, that's enough. Cooldowns aren't really a drawback anyway. Have it if you want though.
Cybernetic Arm - Right:
>Be specific. What part of the move takes 10 seconds to charge? I could assume it's the cannon, but since you have multiple parts of the move it's not immediately obvious.
>Low damage for 10 seconds of charge? You could get high damage from that if you wanted. It's 10 seconds. That's a fairly long time and only hits one person.
>Maybe add subheaders so I can track your modes? It's kinda awkward to interpret.
Cybernetic Foot:
>I dunno, I don't really think you need the "I can kick with my metal foot" part. And not being able to use other moves at the same time as kicking isn't really much of a drawback (although the later thing is). Kicks don't take long and you probably wouldn't be using other moves anyway. Maybe do a charged kick instead? It's your choice, but I don't want to see you limit yourself or waste OM (especially after that mass selling spree).
>Needs area attack if you want it to explode into an area.
>What's the max range?
>How fast does the projectile go?
>Low Damage for a 10-second charge? You sure buddy, you'll really be throttling yourself there.
>On that note, are there any restrictions placed on Veritas while it's charging (like he can't move, or can't use moves, etc.)
Quote:There are downsides to the metal foot, in that it reduces his ability to dodge, because the foot is heavier than his old one, and makes him more likely to miss with other moves when fighting an opponent.>Whooah there. Are you sure you want to live with constant debuffs? Also, you can fly, does this impact his moves while he's in the air? Really though, reduced dodge and accuracy is like having to live with -1 SPD and -1 TEC. It's sort of like you're trying to use this as a pseudo permanent power up (less SPD and TEC but more ATK for your foot). I dunno. It would probably be better to instead only apply restrictions to the kicks (less accurate, slower, but higher damage). It almost seems like your moves are too weak.
>Don't bother with a cooldown. You don't need one. It takes 10 seconds to fire, that's enough. Cooldowns aren't really a drawback anyway. Have it if you want though.
Cybernetic Arm - Right:
>Be specific. What part of the move takes 10 seconds to charge? I could assume it's the cannon, but since you have multiple parts of the move it's not immediately obvious.
>Low damage for 10 seconds of charge? You could get high damage from that if you wanted. It's 10 seconds. That's a fairly long time and only hits one person.
>Maybe add subheaders so I can track your modes? It's kinda awkward to interpret.
Quote:The usual blasts of the arm only have enough strength to daze an opponent for three seconds, before it wears off.>This looks like it refers to something earlier in the move you forgot to add in.