Signature Attack System

Does this result in the loss of .5 sigs?
No offence. This seems pointless.

Rather then fixing something that isn't broken (AGAIN) in such a complex way, why not just put more effect/damage limiters on sigs?

Quote (Zal)

Does this result in the loss of .5 sigs?

No, you still get .5s.
I ahve to say that I was somewhat worried about how powerful signature attacks could get with the old system, and that a navi's HP wouldn't be able to keep up with it. This new system seems to balance that better, though it may need a tad of refinement it looks to be an excellent idea overall.

Quote (theomegaman009)

No offence. This seems pointless.

Rather then fixing something that isn't broken (AGAIN) in such a complex way, why not just put more effect/damage limiters on sigs?

It's not really complex... Is it? If there's any real confusion, I'll be more than happy to clear stuff up.

It's the same system, with lower caps for the Level 3-5 Sigs. The X.5s are merged with the X.0s, so you have 3 Level 1 Attacks and 2 Level 2 Attacks instead of the mess of X.0s and X.5s we had.
So...Would these be activated at the same levels? I.E. 5, 10, whatever?
Still working on that. What do you all think?
I never got to experiance much of the old system of sig attacks, so either works for me. Not voteing due to lack of knowledge and experiance.
Well, there should at least be a cap for the second and third Lvl 1's. No need for low level Navi running around in ACDC with three SigAttks.
That's true. Level 3 for additional Level 1 Signature Attacks. How's that?

And are there any more opinions? It seems that the new system is winning by an overwhelming majority, and I'd like to get things settled by the end of this week.
This looks nice now.(besides, under the old system, all my planned sigs could get away at 2.5 or lower anyway. XD) Suggestion though: since the lv requirements only seem to apply to extra sigs, I think lv3+ should raise your navi's lv.
Agh. I'm always the one who has to argue that the system is too complex.


Yes it is very simple, but wouldn't it be so much more simple to just make them less powerful by lowering the damage or capabilities of each?
I like the idea of having moves that get better with my Navi. It shows an increase in skill as it is reflected in the perfection of older moves.

Besides, this isn't all that complex, really.

Quote (theomegaman009)

Agh. I'm always the one who has to argue that the system is too complex.


Yes it is very simple, but wouldn't it be so much more simple to just make them less powerful by lowering the damage or capabilities of each?

But then they'd still become useless after a point.
In fact, they'd become useless even more swiftly.
(Savage) King put it nicely. The idea was to address two issues simultaneously, and I think it turned out better than I expected. XD
While I'm more for the growing system than the original one, I'd like to point out how blatantly biased this poll is.

"Overpowered" and "less-overpowered?" Even if the majority seems vastly in favor of the latter, attaching those labels to both seems... I don't know.
Good point, Sky. EDIT'D!
Hm, unless I remember wrong, I was always yelled at for my sigs being told: "lvl 1s are ment to become useless."
No, you were yelled at because you wanted a Level 1 Sig that would let you god-mode.

And yes, Level 1 Sigs were pretty much useless later on--this is what this is trying to FIX. We couldn't do it before, when everyone was so entrenched in the old system.
... Well, this topic seems decided.