Ok, I can see Ground, Custom, Shadow, Shield and Team sub types being viable...but, Guts is overpowered imensely, and Bug...No...HELL. NO. I shall give reasons for my idea of the "rejected" two subtypes below.
Guts: Overpowered much? Sure, Melee chips are hard to get unless you stockpile zenny, but...+30 power to already strong attacks and Microburst as a free action every turn...No. If the power increase were lowered and Microburst being added on WITH an action or once per X turns, X probably being 2+ turns, It COULD work and be acceptable.
Bug: Sure, a +30 for every bug could be a bit of a deal breaker, less so thanks to the fact all the bugs that are inflicted, to the user and target, are all negative. And the fact one bug every two turns helps lessen the blow for being overpowered...but...capping actions at 5 and making healing half as effective to and from the navi/SP would not make Bug a very ideal subtype unless the navi was a higher level and the like...maybe make it a "special" sub-type that is only avalable to high level players who have had SOME kind of corruption in their busting runs, be it from a corrupted navi or some sort of special event, that can be cured at some point from the navi shop and the navi gains back their original subtype, seeing as how corruption would make the bug subtype over ride the original subtype of the navi.
Subtype Ideas
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These seem more in-line with past subtypes. Our current process is more of a one-trick thing.
I would be perfectly fine with a change in this, but the change should apply to all, both new and old. Just applying new ones that do not fit in with the current style of other subtypes is awkward.
I would be perfectly fine with a change in this, but the change should apply to all, both new and old. Just applying new ones that do not fit in with the current style of other subtypes is awkward.
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I'm drolling over Guts type XD
I'll give my thought on each Subtypes~
Shield: A good idea for those who wants to be defensive. But I think half the damage is a good way to balance with the other subtypes
Guts: YES! THIS IS THE PERFECT SUBTYPE FOR MY NAVI....However, I do agree with dark about how it is heavily over powered. If anything, it should be +10 minimum/+20 Max. Or even raise the cap as the level raises.
Custom: Not really sure what to say about this. This is a very tough subtype for those who would start out, especially since they don't have too many chips that are powerful and their busters are very weak (As well as most of the players). I'm not sure how you can balance it, make it per action and lower the buff? *shrugs*
Ground: I haven't tried submerging or any of those in the RP, so I'm not sure about the full benefits of it
Team: Very cool, but again, like Custom Subtype, it won't work too well with the beginners and would be fully beneficial to later players.
Shadow: Like Ground...I haven't used an Invis yet >__>
Bug: Errrr...tl;dr
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These ideas are really good, but I think (if anything), they should be put up as a "high-level subtype". Where these Subtypes are available when they reach certain level.
Keep it up! and I can't wait for the Original Subtype update.
I'll give my thought on each Subtypes~
Shield: A good idea for those who wants to be defensive. But I think half the damage is a good way to balance with the other subtypes
Guts: YES! THIS IS THE PERFECT SUBTYPE FOR MY NAVI....However, I do agree with dark about how it is heavily over powered. If anything, it should be +10 minimum/+20 Max. Or even raise the cap as the level raises.
Custom: Not really sure what to say about this. This is a very tough subtype for those who would start out, especially since they don't have too many chips that are powerful and their busters are very weak (As well as most of the players). I'm not sure how you can balance it, make it per action and lower the buff? *shrugs*
Ground: I haven't tried submerging or any of those in the RP, so I'm not sure about the full benefits of it
Team: Very cool, but again, like Custom Subtype, it won't work too well with the beginners and would be fully beneficial to later players.
Shadow: Like Ground...I haven't used an Invis yet >__>
Bug: Errrr...tl;dr
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These ideas are really good, but I think (if anything), they should be put up as a "high-level subtype". Where these Subtypes are available when they reach certain level.
Keep it up! and I can't wait for the Original Subtype update.
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I think having a branching subtype system with more advanced characteristics might be interesting. This feeds in fairly well to that. New subtypes would exist as they grow more powerful. Most of these seem like a second tier subtype.
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Shield confuses me a little. Is it actually a shield? Or is it a barrier? Having it weak the both Break and Impact makes me unsure. And yeah, full 1:1 conversion is a bit much.
Guts... That's powerfull. Really, really powerful. I love a 100 damage GutPunch as much as the next guy, but... Maybe that's just a touch TOO powerful. <__<
Custom's an interesting idea, although I imagine the only ones who'd be able to take true advantage of it would be buster Navis, who don't really focus on chips in the first place. For the average player, even holding off 1 turn on chips can tough if you don't blow out all your sigs at once.
For Ground, what does "unassisted" mean? Is it a free action 3 times per battle...?
Team... I'm worried that it might be abused a little in single-element focused areas. Throw 2 or 3 Elec/Team Navis into Sharo... Yeeeeah.
Can I assume Shadow's "unassisted" Invis means free action too?
It's funny seeing Bug being so much more involved than the others, but I guess that can't help, it being as weird as it is. I honestly have no idea if it's balanced or not, since the pros and cons are both so extreme. <__<
Guts... That's powerfull. Really, really powerful. I love a 100 damage GutPunch as much as the next guy, but... Maybe that's just a touch TOO powerful. <__<
Custom's an interesting idea, although I imagine the only ones who'd be able to take true advantage of it would be buster Navis, who don't really focus on chips in the first place. For the average player, even holding off 1 turn on chips can tough if you don't blow out all your sigs at once.
For Ground, what does "unassisted" mean? Is it a free action 3 times per battle...?
Team... I'm worried that it might be abused a little in single-element focused areas. Throw 2 or 3 Elec/Team Navis into Sharo... Yeeeeah.
Can I assume Shadow's "unassisted" Invis means free action too?
It's funny seeing Bug being so much more involved than the others, but I guess that can't help, it being as weird as it is. I honestly have no idea if it's balanced or not, since the pros and cons are both so extreme. <__<
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shield:
I'd say half of the chip's attack/heal becomes the sheild, or that it only lasts one turn. most viruses do 10-15 dmg a turn(that I've seen, I stick to low level areas mostly, I think 30 is tops outside of boss) so you could sac' a chip like a cannon and be safe for while...
Guts
so melee chips are the swords, hammers, claws, and fists that already have high damage? I'd just say the micro burst once a turn, maybe a better accuracy at close range once a turn, it's stuck at b rank right?
Custom
so it'd be navi's who spend time picking up navicusts that boost busters and stuff instead of right? it seems ok, and the +90 would only happen in really long boss fights, and that's with really good sigs too...
ground
seems ok...
team
seems a little stong, but then again only really useful in events, plus a lot left to plan out...
also flashbacks to the draken fight and the 4 armed gender swappng robot and that stun he pulled...
Shadow
again, as much as I want it, it's really strong. like bull in a vdeo game store full of ceramic WII's game breaking...
I thought it'd be a passive haste...
bug
I'd say just that last bit, that once per turn you could add a bug effect to an attack, but it lowers accuracy. or make it completely random on which attacks/heals are effected, like 1 in 10 odds...
and maybe the ability to eat bugs for health...
I'd say half of the chip's attack/heal becomes the sheild, or that it only lasts one turn. most viruses do 10-15 dmg a turn(that I've seen, I stick to low level areas mostly, I think 30 is tops outside of boss) so you could sac' a chip like a cannon and be safe for while...
Guts
so melee chips are the swords, hammers, claws, and fists that already have high damage? I'd just say the micro burst once a turn, maybe a better accuracy at close range once a turn, it's stuck at b rank right?
Custom
so it'd be navi's who spend time picking up navicusts that boost busters and stuff instead of right? it seems ok, and the +90 would only happen in really long boss fights, and that's with really good sigs too...
ground
seems ok...
team
seems a little stong, but then again only really useful in events, plus a lot left to plan out...
also flashbacks to the draken fight and the 4 armed gender swappng robot and that stun he pulled...
Shadow
again, as much as I want it, it's really strong. like bull in a vdeo game store full of ceramic WII's game breaking...
I thought it'd be a passive haste...
bug
I'd say just that last bit, that once per turn you could add a bug effect to an attack, but it lowers accuracy. or make it completely random on which attacks/heals are effected, like 1 in 10 odds...
and maybe the ability to eat bugs for health...
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Shield: Get BigHammer1. Put up 160 HP barrier. Never take damage again against viruses without Breaking/Impacting/NorthWind effects. And with some chips...Barrier320 with NOBeam3? Ouch.
Guts: 100 damage from GutsPunch? Aqua Navis can do 120+ with ColdPunch and a high enough level. Enough said.
Custom: THE IRONY. ...Yeah, I think it's really weird how something that originally focused on using a lot of chips would benefit buster/sig heavy Navis. There's gotta be a way to make this a better choice for chip-focused Navis...though I can't think of it, unless it's just 'auto chip power boost'.
Ground: Again, I think this one's weird, since that effect actually contributed towards Shadow instead of Ground in the games. But considering how the site works...I guess I've got nothing. Aside from the fact that typeless Navis can do anything they dang well please terrainwise, while elemental ones are stuck being weak to something. Plus, without FloatShoes, a Navi could conceivably be able to dive into lava unscathed, yet take one step on it and feel the burn. That's non-sensical even by BN standards.
Team: GROUP HUG OF DOOM! ...Yeah, this can't be exploited at all. Just wait for Blower while groups of Fire Navis gang together and use GrassStage beforehand...
Shadow: At least with regular Invis you still have a chance to hit the opponent. With good movement, anything short of something like MarkCannon has no chance during its duration. And even that might not work. And that's not even counting the offensive possibilities it opens up.
Bug: Bug style was fun as heck in BN 3 due to the randomness, and this looks like it'd hold up the legacy. Probably not one I'd use myself here, but I couldn't blame anyone that took it for the sheer random factor.
And that's what I find wrong with each styles...aside from Bug, which is just plain awesome. Also, you're welcome for providing the sarcasm that led to this being made. >:O
Guts: 100 damage from GutsPunch? Aqua Navis can do 120+ with ColdPunch and a high enough level. Enough said.
Custom: THE IRONY. ...Yeah, I think it's really weird how something that originally focused on using a lot of chips would benefit buster/sig heavy Navis. There's gotta be a way to make this a better choice for chip-focused Navis...though I can't think of it, unless it's just 'auto chip power boost'.
Ground: Again, I think this one's weird, since that effect actually contributed towards Shadow instead of Ground in the games. But considering how the site works...I guess I've got nothing. Aside from the fact that typeless Navis can do anything they dang well please terrainwise, while elemental ones are stuck being weak to something. Plus, without FloatShoes, a Navi could conceivably be able to dive into lava unscathed, yet take one step on it and feel the burn. That's non-sensical even by BN standards.
Team: GROUP HUG OF DOOM! ...Yeah, this can't be exploited at all. Just wait for Blower while groups of Fire Navis gang together and use GrassStage beforehand...
Shadow: At least with regular Invis you still have a chance to hit the opponent. With good movement, anything short of something like MarkCannon has no chance during its duration. And even that might not work. And that's not even counting the offensive possibilities it opens up.
Bug: Bug style was fun as heck in BN 3 due to the randomness, and this looks like it'd hold up the legacy. Probably not one I'd use myself here, but I couldn't blame anyone that took it for the sheer random factor.
And that's what I find wrong with each styles...aside from Bug, which is just plain awesome. Also, you're welcome for providing the sarcasm that led to this being made. >:O
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lolz to +30 on 11/15 or so of MeleeMan's future folder.
Team and Guts (especially compared to our current sword) seem overpowered, most of the others are kind of okay.
Team and Guts (especially compared to our current sword) seem overpowered, most of the others are kind of okay.
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All seems good apart from those mentioned previousley. I think that the ground style would be better if like submerged ground navis get a accuracy or dodge boost.
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Quote (Leiquan)
All seems good apart from those mentioned previousley. I think that the ground style would be better if like submerged ground navis get a accuracy or dodge boost.
Well burrowing under the ground makes you pretty hard to hit, so it's really a dodge in itself. ^^
Hm.... these look... ok, so I say after one day of thinking about it.