Sidd2012-09-28 04:12:07
Enyalida:
Ergh. But then more power attacks like PrincessFarewell or Crowcaw get piled ontop of dchords. More boosting from monks, or skives?
This really depends on the value of 'x', and how much of a boost, if it's too short, you can't stack with dchord with any reliability (6p + 2p if you need powerspikes, that's only if octave isn't up and you probably want pfifth as well because otherwise they just walk away, another 6p). If it's super long, then it depends on how fast the regen is. if it's too fast, it can be adjusted, but I can't imagine it being more than a second or two faster, making it not really feasible to stack dchord with other power attacks.
Enyalida2012-09-28 04:21:13
The other problem is that part of that regen time would be spent regen-ing the power you used on the skill in the first place. That would negate a lot of the usefulness, right?
Sidd2012-09-28 04:22:46
Enyalida:
The other problem is that part of that regen time would be spent regen-ing the power you used on the skill in the first place. That would negate a lot of the usefulness, right?
Right, hence the stacking issues I brought up
Lerad2012-09-28 04:22:49
Some brainstorming based on shu's suggestion - since it will become a power move that reduces the limiting effect of power, a different way to limit it should be considered, for example, a cooldown (ala veil). This way, it becomes a true "burst" offense move, where you spend power to make it possible to pump out more power moves for a set period of time, after which, you have to deal with being normal for a minimum period of time before you can go into the power-pumping mode again. Alternatively, a cost in some other manner (ala aeonfield) where the maximum values of h/m/e can be lowered marginally, or even the max amount of power itself.
The only issue will be Enyalida's - the regeneration rate should not make the pre-existing power restrictions on the other moves negligble to the extent that it becomes overpowering, especially since the pre-existing power restrictions on other abilities are already balanced in the current status quo.
The only issue will be Enyalida's - the regeneration rate should not make the pre-existing power restrictions on the other moves negligble to the extent that it becomes overpowering, especially since the pre-existing power restrictions on other abilities are already balanced in the current status quo.
Enyalida2012-09-28 04:26:24
I generally object to anything that substantially monkeys with the base mechanics of power at all. Power is really THE big balancing factor for all of Lusternia, screwing around with it can cause very large (and sometimes completely totally unexpected) side-effects. I'd just express caution trying to balance something like that.
Malarious2012-09-28 04:38:59
On second thought I will make this paragraph short: Dont fudge with power, it will either be too much or too little.
I would start with changing the name, right now the ideas all seem bound to the name hyperactive, feel free to call it something else and create an effect on that.
Random Examples!
- Adrenal Surge (not to be confused with adrenaline in athletics)
- Endorphins (Thats the feel good chemical of the body)
- HyperAware
- FightOrFlight
- PerfectForm (You are the perfect form, not form as in kata)
- TrueEndurance
- Predation (Have fun with that ones meaning)
- Elusion (As in "to elude")
Examples for each name available, but I figured I would leave it open to start.
I would start with changing the name, right now the ideas all seem bound to the name hyperactive, feel free to call it something else and create an effect on that.
Random Examples!
- Adrenal Surge (not to be confused with adrenaline in athletics)
- Endorphins (Thats the feel good chemical of the body)
- HyperAware
- FightOrFlight
- PerfectForm (You are the perfect form, not form as in kata)
- TrueEndurance
- Predation (Have fun with that ones meaning)
- Elusion (As in "to elude")
Examples for each name available, but I figured I would leave it open to start.
Unknown2012-09-28 10:29:51
Apparently nobody liked my previous idea.
Asmodea2012-09-28 11:04:26
Greleag:
Apparently nobody liked my previous idea.
Sorry I must have missed that one. I'll add it up shortly
Llandros2012-09-28 15:46:43
It seems like admin want some kind of physical based defensive move. But the skill set already has super dodge and physical attack prevention.
How about for 2 power then next time someone uses a non power attack it on you it will hit a random enemy in the room instead. Does nothing if there are not at least two enemies in the room. Lasts 30 seconds with a 2 min cool down.
How about for 2 power then next time someone uses a non power attack it on you it will hit a random enemy in the room instead. Does nothing if there are not at least two enemies in the room. Lasts 30 seconds with a 2 min cool down.
Unknown2012-09-28 16:18:40
+1 celerity, but for speech instead of movement.
Malarious2012-09-28 17:04:19
Greleag:
Apparently nobody liked my previous idea.
Your idea didnt make sense.
When you use balance next you get contort? Your balance use would be to contort.
Avoid on balance use would be funny, but means you cant hit after we do.
Falling is feasible.
Springup is free, you would use it before you use balance.
In other news hyperactive is supposed to be offensive, tripleflash is the 10p defensive.
Jozen2012-09-28 18:22:15
We all know monks need that offensive buff.
Silvanus2012-09-29 01:32:30
A pretty power-hefty cost that for the next 10-20 seconds, you can use up both equilibrium and balance, but have to wait for you to regain both before doing so. So a monk can point sleep and do their kata combo in one balance, but have to wait for both balances to be regained before doing either move again.
I would make an exception for shieldstun, cause it uses arm balance, and not let it be used.
I would make an exception for shieldstun, cause it uses arm balance, and not let it be used.
Enyalida2012-09-29 02:03:41
Monks that can web you and then hit with kata actions every round, even for a power cost? Yay for automatically bypassing both stance and parry, and making it harder for you to stand up, thereby boosting their damage? No thanks.
Unknown2012-09-29 02:20:29
Silvanus:
A pretty power-hefty cost that for the next 10-20 seconds, you can use up both equilibrium and balance, but have to wait for you to regain both before doing so. So a monk can point sleep and do their kata combo in one balance, but have to wait for both balances to be regained before doing either move again.
I would make an exception for shieldstun, cause it uses arm balance, and not let it be used.
Are you sane? Just think of the possibilities here for a moment.
Edit: Actually, I'd also like to add: Take a look at how bards actually work. Look at how many skills actually consume balance. What you are suggesting here is a HUGE, insanely overpowered buff to monks with absolutely zero benefit to bards. At all.
Placeus2012-09-29 06:36:22
City bards could use tarot + music which would be pretty damn good. Commune bards would be S.O.L though.
Unknown2012-09-29 19:05:30
10p. For the next 60s all Acrobatics skills cost half balance.
Siam2012-09-30 11:19:44
It should empower a bard's musical prowess such that they get to do ranged song attacks from a room away, Muahahahaha.
Or it should decrease power cost for all power skills by 1.
Or it should decrease power cost for all power skills by 1.
Janalon2012-10-01 16:51:43
The "hyperactive" problem is an incredibly tough problem to solve. The problem is easily defined: hyper is OP for monks and unusable for bards; this is the crux of the problem. Ideas for solutions are far more elusive.
Acro is incredibly defensive; not sure they need much more in the way of additional defs. Monks are incredibly offensive; not sure they need much more in the way of additional damage/afflictions. Bards are incredibly... well, I don't really understand bards. Can't comment there.
My first question is whether we can divide "Hyper" into two separate abilities, or at least two different syntax: one for monks, one for bards.
FOR EXAMPLE, I had an idea to make monk hyper a 10p, 30-second def that would directly impact max ka per momentum level and work within the current kata performance mechanics. KATA PERFORM JANALON PPK would pull the 2mo form at 1mo. In essence, max ka would be raised accordingly:
BUT the question remains IF the skill could be divided so that monks and bards have separate benefits, AND what would bard hyper look like?
Acro is incredibly defensive; not sure they need much more in the way of additional defs. Monks are incredibly offensive; not sure they need much more in the way of additional damage/afflictions. Bards are incredibly... well, I don't really understand bards. Can't comment there.
My first question is whether we can divide "Hyper" into two separate abilities, or at least two different syntax: one for monks, one for bards.
FOR EXAMPLE, I had an idea to make monk hyper a 10p, 30-second def that would directly impact max ka per momentum level and work within the current kata performance mechanics. KATA PERFORM JANALON PPK would pull the 2mo form at 1mo. In essence, max ka would be raised accordingly:
- 1 mo : 350 ka
- 2 mo : 450 ka
- 3 mo : 750 ka
- 4 mo : 1000 ka
- 5 mo : 1500 ka
BUT the question remains IF the skill could be divided so that monks and bards have separate benefits, AND what would bard hyper look like?
Unknown2012-10-01 17:42:06
As things stand right now, I'd be happy if we just deleted it altogether, in all honesty. As a bard, this trans skill is quite simply just wholly useless. There is just absolutely zero application for it. At all.
Let's delete it and just forget about it. I mean, let's face it, Acrobatics is hardly starved for very effective abilities.
Let's delete it and just forget about it. I mean, let's face it, Acrobatics is hardly starved for very effective abilities.