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Kanda:
I'll admit I don't know a lot about D. Gray Man's canon, but I can tell that you're really doing your best to flawlessly recreate Yu Kanda in the omniverse. I think, as a 1 on 1 duelist, he certainly can throw some weight around, but in a situation where he's outnumbered, the only defense he really has is his hurricane move.
It's a good thing he has that, too, because otherwise the double illusion thing would be pretty redundant. I can understand it qualifies as a sort of 'stance' for Yu to work with, so I'll let it slide. Out of your entire roster, I think the homing worms are the only non-standard move yu have now. It's a good start, but you need to find ways to give yourself options.
Mobility would be a good place to focus next, dashes, high jumps, wall clings, etc. Anything to help you with flyers. You could also write up some assists to help Yu fight. They don't have to be actual people; a spell that summons multiple flying swords that harrass dodgers would let you still be a solo fighter while giving you the tactical benefits of allies.
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued
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Omni mentioned some ideas in chat, but I'd like to capitalise on Dane's high TEC, Suppression, and Stealth in some way. And maybe give some uses to his alt form.
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Fucken hit my 1 dimensional ass up with some critique homeslice.
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07-02-2017, 05:53 PM
(This post was last modified: 07-02-2017, 08:53 PM by The Vision.)
I'll take a critique. Please take into account the moves that are approved but not yet paid for. Don't have any idea what to do next.
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07-02-2017, 07:31 PM
(This post was last modified: 07-02-2017, 07:31 PM by Sarah Kerrigan.)
I'd love some ideas for Kerrigan, as her moveset just isn't quite as solidly set down as Weiss's is.
Currently, I have a ridiculously expensive moveset to come with her, with my focuses being more or less: Psychic powers for subversion and big booms, Moves that summon up zerg for most of her more direct defence and attack moves (And giving her new angles to attack from), and some stuff with changing biology to fill in wherever her moveset seems lacking.
That being said, specific moves to go with that, I'm sort of lacking on at the moment, and with what I have, I'm in the area where I'm wondering where to go next with her moveset. Think you can help me out?
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07-05-2017, 06:07 PM
(This post was last modified: 07-20-2017, 07:41 PM by Clownpiece.)
Could you take a look at mine?
Got a few waiting in the Move Approval thread too.
Madness and mayhem is sorta what I'm goin for with her >.>
Edit: the ones in Approval have been bought so no need to look there.
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
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Dane:
First and foremost, get yourself some ranged attacks my boy. The Omniverse has fliers, speedsters, teleporters and phasers. Being a melee purist is really just going to be an unnecessary hindrance. Furthermore, I'd say your short sword is dangerously close to being redundant. I don't think I saw you use it once in our Colosseum fight, aside from your super move, which really doesn't even mechanically NEED you to have two swords to function the way it does.
That said, maybe you can use it as a requisite for a sneak attack super move, using the shortsword and your stealth. You might also find ways to incorporate magic with your master acrobatics to give yourself lots of mobility options. If you plan on running with a crew, considering picking up Debuff and finding a way to 'burn' a target's enhanced senses so that other sneaksters without suppression can get the drop on them.
Consider also giving yourself a specific 'dual-wield flurry' type move, which will add some mechanical weight to all the armament combinations you have in your arsenal, AND make your short sword less redundant.
Strazio: Your ass is less 1 dimensional than you might think. You definitely have the edge in any direct combat you find yourself in. I would normally recommend looking into buffs and debuffs at this point, but I get the feeling that this kind of thing just isn't really your style.
So, alternatively, I think it's time to go big, braddah. Maybe Strazio gets so angry that things he chooses just spontaneously explode. Maybe make it a super move and everything within a certain radius of him just starts exploding. Maybe he can grab an opponent and shunt destructo magic into them, make THEM explode. A larger repertoire of SP usage would behoove your deepening SP pool. You may even consider getting yourself some Regen powers to extend your HP ammo a little bit.
Scary? Yes. That's the point.
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued
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Sure. Analyze Trixie
Always Outnumbered, Never Outgunned
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Vision: Pending your approved love purchases, I'd say you have a very solid core to your offensive capabilities, with a little dash of control on the side.
I like Gazerbeam because it allows you to sort of have a constant thorn in your opponent's side, which can be a great way of pushing them where you want them to go.
What you might consider is making one or two 'trap' moves, so you can either create an area denial or flush people in cover into the traps. Also, consider buying a 'phase dash' to allow you to bring your fists and hammer into play. In addition, a shielding move might be prudent, since you fight with allies so much.
Overall, good.
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued
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Okay but gil's progress isn't over yet !
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Doomguy and Remilia have pre exisiting move sets, and such the plan is to follow that fatefully but also adding some creative licenses
Remilia has a lot of potential for crazy crap between vampire powers and fate manipulation
Doomguy IS pure damage. And I'm okay with that
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I already know what I want from Claptrap, but I'd like some analysis for Erik. I want to cut a middle ground between TEC-based sword fighting and lovecraftian 'not-magic'
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Yo Tea, I'm looking to make Gardevoir heavy with Psychic abilities that help control the battlefield and I figured this is right up your alley. Wanna give me some pointers and review some moves I've hastily slammed together?
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07-26-2017, 08:43 AM
(This post was last modified: 07-26-2017, 08:45 AM by Yukika Inoue.)
Here are the moves I've recently made. I'm sure they'll require revising, especially Trick Room.
Psychic (600)
Requires Ranged, Telekinesis
Gardevoir focuses her inner psychokinetic power to an extreme sharpness. This allows her to use her Telekinesis much more efficiently at a more pressing cost. The Psychic will cease all movement and focus on an item or person. She cannot move or be interrupted while attempting to use this move. After about three seconds of preparation(depending on the size and weight of the item in question), she can lift her target with her psychokinesis. She can hold an item based on its weight; and other primes based on her Atk stat. The target enemy can resist Gardevoir’s Psychic, but only if their Def is relatively close to, or greater than, her Atk. This attack can be charged beyond three seconds up to ten, getting twofold stronger at seven seconds, and threefold at ten.
Gravity (600)
Requires Telekinesis, Debuff, Area attack, Ranged
Gardevoir focuses her psychic energy into the atmosphere around her and her enemies. After charging for about fifteen seconds of uninterrupted focus, she make the entire battlefield around everyone much heavier. This attack disables the ability to fly and makes everyone within a 25m radius of Gardevoir half as fast in the process. This attack can be maintained for only five minutes and also affects Gardevoir. Once activate, this move does not have to be actively maintained and doesn't wear her down as a result. With greater Def than Gardevoir’s Atk, some may be able to resist the speed debuff, but Gardevoir cannot negate any of the affects to herself.
Trick Room (300)
Requires Area Affect, Ranged, Telekinesis, Debuff, Buff
Gardevoir creates a wide, white room made of her own psychic prowess that alters the effects of movement. Gardevoir spend 15 seconds preparing Trick Room before it can be effectively used. This room is blank white, with black lines that outline the proportions of it, basically mocking the Nexus to some degree. The room itself is 15mx15m and can be exited by passing through the unrealistic wall that separates the metaphorical ‘inside’ with the ‘outside’. While inside this room, slower targets seem to move faster than the faster targets. If a target has better tec than Gardevoir, they might resist the effects of the Trick Room, but still feel themselves feeling somewhat sluggish or tired. If the effect gets through, though, the two closest target will swap their speed stats with each other. So, if Amber(who has 3 Spd) gets caught in Gardevoir’s trick room and can't resist the effect, she will then have 2 SPD(Gardevoir’s) and Gardevoir will have 3. If resisted, the targets lose 1 point of speed per 3 minutes they spend in Trick Room. Trick Room lasts for 15 minutes before disappearing. One cannot see inside the Trick Room from the ‘Outside’ and vice versa, but the walls are completely phasable, allowing people to move in and out at will. This attack is very pressing on Gardevoir and can fatigue her easily.
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07-27-2017, 08:33 AM
(This post was last modified: 07-27-2017, 09:07 AM by Asriel Dreemurr.)
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This is not moves creation workshop
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued
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Repost that in the move creation workshop and I'll review it for ya.
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Kerri:
I trust your ability to make a balanced moveset once Kerrigan has more purchasing power, but for the moment it looks pretty stable to me.
She could use a power-up, however, and perhaps some more mobility. Aside from her psychic blast attack and hydralisks, she's basically a short range fighter. A simple dash or even purchasing flight would behoove you greatly. Her pouncing move from HoTS comes to mind, as well.
Clownpiece
I dunno, honestly I don't have much to say. Your moves are balanced out and maintain your theme well. I guess as long as we're on that subject, I think a targeted AoE attack might be useful to create more area denial and field control. Something like a spontaneous pyre of flame out of nowhere within a set distance from her, or even some kind of boombox she can set down to play debuff rave music. I dunno.
Fireworks? Fireworks could be fun. Probably as a T1 Attack, because despite being a support character, you are GOING to have times you're in a 1v1, and you'll need Super Attacks/Defenses.
Trixie:
Hmmm...I'm seeing three kinds of sword, and three flavors of ranged attack. The mech suit is nice, but you need to diversify! The shielding move is a step in the right direction; trixie could use more defense in general. That extends to your super moves. Spamming a T2 attack might work against lesser Primes, but if you're facing someone in your tier, you're just going to be wasting SP as they defend against it each time.
Once you de-squish a little bit, I'd look into getting some mobility or control options. Being a darkside user, I think it would be fairly simple for Trix to buy a force choke or a force pull to bring people to their knees and make it easier to chase them down. Also, having some ARC trooper assists would be badass.
Erik:
If you're looking into expanding your swordplay repertoire, you're going to need some mobility. Luckily, Erik is psychic, so telekinetically hurling yourself at your enemy shouldn't be too much of a stretch. In addition to that, while your defenses are adequate for a ranged battle, you need to consider giving yourself something to help create distance or protection when someone gets in your face. This could be as simple as an AoE 'push-burst' that knocks pesky brawlers away from you for a moment, or, something to tank big hits.
Phasing seems like it would be an appropriate purchase for Erik, especially if you want to dabble in eldritch powers. A super defense phase like Tearen or Vision have would behoove him greatly.
Also, don't let that big TEC go to waste! You need more tactical options, and the lovecraftian magic you're talking about could help you set up area denial traps or even 'triggers' that allow you to get free hits with your sword, like 'If they step on X spot, I automatically teleport to them and stab them' type thing.
Garde:
So psychic just...picks people up? Looks okay to me.
Gravity is a bit unbalanced. Five minutes is a hell of a duration. It helps that Garde also suffers its effects, but I'd be careful with that one. Maybe it disables other telekinetic attacks of hers during its duration, and she can cancel it early?
Again, the duration of trick room seems insane, considering most fights don't even last ten minutes. Also, since it's hypothetically possible to use Gravity and Trick Room at the same time...that's...already confusing. Maybe make it so she only swaps speed with one person at a time, otherwise this will be nigh impossible to keep track of.
I appreciate, however, that you are trying to think outside of the box. You're on the right track, you're just a little too ambitious for non SP attacks.
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued
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Psychic - This basically gives her the power to throw people around with her mind, not really limited to just picking them up.
Gravity - So just no other telekinetic moves while using Gravity? Most my moves will be telekinetic, maybe lower the active time to 3 minutes instead?
Trick - I knew this would be tough, but it's a move I really want. Perhaps do the same with Gravity and make it last 3 minutes, or maybe give it a longer charge time? I don't expect to use it in 1v1s so that would help with charge time. Maybe 30 seconds of charging and a smaller area of effect?
Extra note: Don't know how much you've played Pokéman, but got any moves you suggest would be good for Gardevoir? Be them a canon move or something original?
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