Non-Weekly Quote:
(Updated when the fancy strikes us)
"Strong Pokemon, weak Pokemon. That is only the selfish perception of people. Truly skilled trainers win with their favorites" - Karen, E4
Did someone say missions? Because I think I just heard someone say missions. Current Tourney Leaders James Ramos - 2/0 Randy Savage - 2/0 Breia Exarch - 1/0 Daniel Genrud - 1/0 Sophia Blackwell - 1/0 Zackary Joel Ortega - 1/1 Devlin - -0/70 |
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| Skill/Aura Suggestion Thread | |
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| Topic Started: Mar 17 2010, 11:28:52 PM (450 Views) | |
| fail | Mar 17 2010, 11:28:52 PM Post #1 |
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I'll knock you on your asymptote.
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Right now I just have a short suggestion, though I think it'd be nice to have a place to put these: Endorphin Rush (when HP is lower than 25%, raises Agility +10) [Skill] (original idea) Aura effects based from it: When HP is lower than 25%, raises offensive stat +10 - 3 AP [auto-effect, offensive] (cap three purchases: first purchase, effect occurs one turn per battle; second, effect repeats if HP raises higher than 50% and drops back down; Third, effect is constant while HP<25%) When HP is lower than 25%, raises defensive stat +10 - 3 AP [auto-effect, defensive] (cap three purchases: first purchase, effect occurs one turn per battle; second, effect repeats if HP raises higher than 50% and drops back down; Third, effect is constant while HP<25%) When HP is lower than 25%, raises HP +10 - 3 AP [auto-effect, regenerative] (cap three purchases, [+20, +30 HP]) |
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| Pig_catapult | Apr 4 2010, 05:22:47 PM Post #2 |
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Delicious cake!
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For offensive Auras, I was thinking maybe they could have a sort of effect where, instead of doing damage, they give stat debuffs to their opponent. |
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| Munchkinator | Apr 5 2010, 06:25:52 AM Post #3 |
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Don't waste my time.
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Running off of the same rules as offensive buffs, that's pretty reasonable. Maybe slightly nerfed though. Hrm. Will think about it and have an answer when I wake up. |
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| Pig_catapult | Apr 6 2010, 06:52:07 PM Post #4 |
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Delicious cake!
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Should I be watching this thread, the Index, or the Announcements board for your final answer? ^w^;; |
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| Munchkinator | Apr 7 2010, 03:30:42 PM Post #5 |
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Don't waste my time.
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Updated Offensive, Defensive, and Regenerative auras with stat debuffs/effects. Makes Regenerative auras pretty insidiously badass - they can pretty much melt a dude's face without even having to touch it. Granted, same overall effect as an Offensive aura mechanically, but the difference is in the aesthetics, and like I said, melting faces is badass. |
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| Space Jawa | Apr 13 2010, 01:30:24 AM Post #6 |
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As a counterpart to the Offensive's new ability to introduce a status effect, I recommend a 3AP Defensive Aura Power which allows any status effect to be countered. When used, it prevents the Pokémon from being afflicted with a status effect, though it's only a preventative power - it doesn't heal status effects already taken. Likewise, we could do similar counterparts for the Regenerative and Passive Auras - Regenerative granting a % chance of automaticlly healing from a status effect each turn, while Passive proving an passive % chance of them not being taken at all. You might need to fix them up for clarity and balance, but I think it gets the idea across. Also, while it's already there and may be too late to change, I have a feeling that the 2HP degeneration might be better if it cost 2 AP instead of 1. |
Morgan Grant ![]() ****Mario*********Jade**** **12/3/2/3(5)/1/4**11/2/3/0/3/11** | |
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| Munchkinator | Apr 13 2010, 08:44:28 AM Post #7 |
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Don't waste my time.
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There are. Err. were supposed to be. Apparently didn't edit those in. Jean probably remembers lol. I had originally mostly planned for Regenerative auras to have it, though now I'm considering moving both positive/negative stat effects to Regeneration only (Regeneration can also degenerate. Mmmm melting flesh). @-2HP: why? It's the same thing as Offensive/Defense damage dealing/deflecting, just worded differently. That said - maybe if it was altered to ignore defensive auras it could be 2AP a shot; less damage to leave Offensive the premiere damage dealer, but an interesting counterpart to offer more reliable damage over time. Say, it still does 2 damage, 1 a turn, at base level, and as you level it up each "tick' of damage does more. |
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| Space Jawa | Apr 13 2010, 08:50:45 AM Post #8 |
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What, are you trying to make Regeneration the overwhelming top-powered favorite?
Maybe I'm just looking at it wrong. It just seemed that allowing a Pokémon to basically do 2 HP worth of damage for free was an overly insane good ability, especially early on like most people are at right now, and it felt like it warrented being a bit more costly than your average power. But when you put it that way, it does seem it's more the wording than the power. Edited by Space Jawa, Apr 13 2010, 08:51:14 AM.
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Morgan Grant ![]() ****Mario*********Jade**** **12/3/2/3(5)/1/4**11/2/3/0/3/11** | |
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| Munchkinator | Apr 13 2010, 08:55:41 AM Post #9 |
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Don't waste my time.
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No. Offensive still does - and will continue to do - premiere damage. Defensive still does - and will continue to do - stellar damage negation. -most- Regenerative abilities work over time, rather than the instant, massive effects of Off/Def Auras. Regenerative, however, is much more versatile; to use MMO terms, the buff/debuff class compared to Offense's DPS and Defense's tanking. I am trying to balance them fairly equally, and I would rather you not insinuate that I'm trying to overpower one or the other. I make mistakes, and I can freely admit that - but I'm trying to work it all out in the end.
-right now- Regen damage is on par with offense damage. no more, no less. worded differently, but that's it. that will probably change to be DoT and likely costlier, thank you for bringing that up, but -right now- that's the case. |
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| Space Jawa | Apr 13 2010, 09:29:47 AM Post #10 |
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Sorry, my bad. Half meant it as a joke, forgot to add the ':-P' at the end. |
Morgan Grant ![]() ****Mario*********Jade**** **12/3/2/3(5)/1/4**11/2/3/0/3/11** | |
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| Munchkinator | Apr 13 2010, 10:38:44 AM Post #11 |
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Don't waste my time.
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Ah I'm just being a bit overdefensive, been dealing with fail on the other place I go srsbizness and working off of no sleep. My bad man. |
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| Space Jawa | Apr 19 2010, 11:44:09 AM Post #12 |
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I'm thinking it would be nice to see skills that provide immunities not covered by the other ones yet. Like, say, Insomnia (Ignore Sleep), Tough Skin (Ignore Burn), Winter Survivalist (Ignore Freeze) and Clear Mind (Ignore Confusion) - or name them whatever the actual game version is. |
Morgan Grant ![]() ****Mario*********Jade**** **12/3/2/3(5)/1/4**11/2/3/0/3/11** | |
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| Munchkinator | Apr 19 2010, 05:32:01 PM Post #13 |
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Don't waste my time.
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I've been waiting to think of good names for them really, the skills're already planned but I'm drawin a blank on the names. Insomnia is good for sleep though, as is clear mind. or maybe focus? not sure on burn/freeze though. |
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| Exer | Apr 19 2010, 06:22:36 PM Post #14 |
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YOUR SOUL. NOW!
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You should totally name the burn one: "Would you like some ice for that..." XD |
Xx-exer-xX Seno
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| Space Jawa | Apr 19 2010, 09:23:49 PM Post #15 |
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Ok, so looking up the official game names for them: Ignore Sleep - Insomnia (Hey, I got it right!), as well as Vital Spirit. Insomnia just prevents sleep, though, so it's probably the better option. Ignore Burn - Water Veil (probably need something else, considering) Ignore Freeze - Magma Armor (again, probably need something else) Ignore Confusion - Own Tempo Also, there's Inner Focus, which prevents Flinching, though I don't know if that's one you want to use. |
Morgan Grant ![]() ****Mario*********Jade**** **12/3/2/3(5)/1/4**11/2/3/0/3/11** | |
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6:49 PM Jul 30
