Post by Crotona on Jan 27, 2024 23:11:00 GMT -5
Just spitballing while I got the energy on my mind.
From my experience, I feel like one of the issues that always existed throughout Soul's, Turbo, and Sparking is the lack of weight to non-attacks. I have been doing a lot more freeform RP lately, where each attack feels like it has a weight to it that does not exactly exist with Turbo. I wanna preference that it is not a bad thing; that is a design choice. 0Kp attacks could be overpowered. At the same time, I think adding a way to deal with those cool combo attacks without having max kp or any kp at all feels in the spirit of DBZ. The Ki beams are cool, and the sick martial arts moves are awesome. But it also has the thrill that a random gut punch could make your foe clutch their stomach.
So, how would I do 0KP Attacks if they were to exist? Well, here's what I'm thinking.
0KP 10 Percent would be the Baseline, and there would be no way to change that. Anything below 10 Percent does not actually matter in most cases. Anything above would be too strong. However, 0 Kp Attacks run into an issue. What would be the downside? Everyone would just weave 0Kp if it had no downside.
Well, my proposal would be that one would only regenerate 1KP and 0 MP. Furthermore, you could not use 0KP attacks to block an attack. They are purely offensive tools.
Now, 1KP regenerating makes it so you can weave the KP Gain at certain ranges. In my personal experience (This is where I think everyone else has more to say), I hardly use 3KP and 5 KP Attacks. Maybe with the changes to the KP Attacks (When I was gone, so not really tested them out a lot yet), that is different, but I found them generally underwhelming. You could weave a 0 KP Attack into your attack to get to, for example, 4KP as opposed to 5KP After using a 3KP Attack. Sure, you are not at 5KP, but maybe you choose to build to lack that tool, or maybe you would rather space out your KP Gain.
Which is another thing. The idea of spacing out your gain for an attack advantage. If you were at 0KP, for example, and you used this attack, you'd be only at 1KP. It is a risk for you since you don't have the same amount of energy needed to use.
There are two downsides to this, though, that I'd wanna Prefrece and why I think, while cool, I am unsure, would be good from a balanced perspective.
1.1KP Attacks
2. Battle Flow
I'll start with my second reason since it is more, since the combat is already one way to change it this much would cause a large upheaval. It may be better for ideas like this in another future installment if such time comes to pass. Personally, while I think that is true, I think this could still work with the right tuning.
But, with 1KP attacks, I think that breaks this. 1KP Attacks are already really strong. But you could use them to weave 0KP attacks easily at 6KP. For example
1KP Attack
0KP Attack
1KP Attack
Yes, each attack would not be that strong, but I think it could get a bit overwhelming if some annoying setup was found. I have complained in the past about attack spam (Like Minion stuff and Multi Form). My only thought would be there some downside to a 0Kp Attack.
But these just my ramblings. I'd not take a lot of said too seriously here. If I really get back in the swing in a few months I might come back to this though.
From my experience, I feel like one of the issues that always existed throughout Soul's, Turbo, and Sparking is the lack of weight to non-attacks. I have been doing a lot more freeform RP lately, where each attack feels like it has a weight to it that does not exactly exist with Turbo. I wanna preference that it is not a bad thing; that is a design choice. 0Kp attacks could be overpowered. At the same time, I think adding a way to deal with those cool combo attacks without having max kp or any kp at all feels in the spirit of DBZ. The Ki beams are cool, and the sick martial arts moves are awesome. But it also has the thrill that a random gut punch could make your foe clutch their stomach.
So, how would I do 0KP Attacks if they were to exist? Well, here's what I'm thinking.
0KP 10 Percent would be the Baseline, and there would be no way to change that. Anything below 10 Percent does not actually matter in most cases. Anything above would be too strong. However, 0 Kp Attacks run into an issue. What would be the downside? Everyone would just weave 0Kp if it had no downside.
Well, my proposal would be that one would only regenerate 1KP and 0 MP. Furthermore, you could not use 0KP attacks to block an attack. They are purely offensive tools.
Now, 1KP regenerating makes it so you can weave the KP Gain at certain ranges. In my personal experience (This is where I think everyone else has more to say), I hardly use 3KP and 5 KP Attacks. Maybe with the changes to the KP Attacks (When I was gone, so not really tested them out a lot yet), that is different, but I found them generally underwhelming. You could weave a 0 KP Attack into your attack to get to, for example, 4KP as opposed to 5KP After using a 3KP Attack. Sure, you are not at 5KP, but maybe you choose to build to lack that tool, or maybe you would rather space out your KP Gain.
Which is another thing. The idea of spacing out your gain for an attack advantage. If you were at 0KP, for example, and you used this attack, you'd be only at 1KP. It is a risk for you since you don't have the same amount of energy needed to use.
There are two downsides to this, though, that I'd wanna Prefrece and why I think, while cool, I am unsure, would be good from a balanced perspective.
1.1KP Attacks
2. Battle Flow
I'll start with my second reason since it is more, since the combat is already one way to change it this much would cause a large upheaval. It may be better for ideas like this in another future installment if such time comes to pass. Personally, while I think that is true, I think this could still work with the right tuning.
But, with 1KP attacks, I think that breaks this. 1KP Attacks are already really strong. But you could use them to weave 0KP attacks easily at 6KP. For example
1KP Attack
0KP Attack
1KP Attack
Yes, each attack would not be that strong, but I think it could get a bit overwhelming if some annoying setup was found. I have complained in the past about attack spam (Like Minion stuff and Multi Form). My only thought would be there some downside to a 0Kp Attack.
But these just my ramblings. I'd not take a lot of said too seriously here. If I really get back in the swing in a few months I might come back to this though.