Post by Maxsuz Argin on Apr 24, 2024 15:37:17 GMT -5
Yet Another Attempt at Making Fusions Balanced
Howdy! It has been quite a while since the last time I made a suggestion, but I have been recently introduced to the idea of adding a fusion mechanic to the RP. After discussing it quite a while with friends, I have come with an idea I think is solid enough to be implemented as to how to make the Fusion Dance both viable and balanced at once.
1. How to Actually Fuse:
The best way to introduce the Fusion Dance is to make it a Sparking Support technique. It means that, like with Solar Flare, it has a fixed base power and cost, and is not an attack nor a defense. Also, by being a Sparking technique, it means both characters who want to fuse have to learn it and invest their only Sparking in that thread to try to fuse. The stats of the this Sparking Support technique should be 70%/1KP/3MP.
Like in the manga, both characters need the same PL when fusing. In Sparking, it must be in their strongest form, which means the stronger character has to lower their PL to match the other one, and both need to use the Fusion Dance Sparking in the same cycle to fuse. Any other character can attack them with a technique stronger than the Fusion Dance while they try to do it, thus negating the fusion, but they can defend themselves afterwards, just as in a failed escape attempt.
2. How the Fusion Works:
If the fusion is successful, both characters will fuse into a single character for 3 turns with the same PL as the one they fused with, but with the highest multiplier transformation of the two with a constant and free Transformation Boost + x1. Each of the players of the original characters will swap control of the fusion every cycle. The fusion HP will be the averaged % of the two original characters, and their KP/MP will be added together, to a max of 12.
For traits, the players will, in the fusion post, choose 5 traits from the original characters', but the fusion still will have 2 core traits, 1 optional and 2 general, and any depleted trait will remain so upon fusion. The fusion can use all Standard, Utility and Support techniques from the original characters, but not Sparkings. They also can use any of the original characters' items, so long as they did not have their uses already depleted. Or alternatively, the players would have to choose which items would compose the fusion's inventory, taking into account the battle and consumables items limits.
3.When the Fusion Ends:
Once the third cycle ends, in the next post of the first player, the fusion will end, separating the two characters again. When that happens, their HP will return to what it was before fusion, but any damage the fusion itself took will be evenly split between the two originals. The KP/MP the fusion had at the time of defusing will also be evenly split between the two originals.
Any limited use trait or item that had been used by the fusion will remain used for the original owner. Finally, if the fusion is knocked out, it immediately ends, knocking out both original characters as well.
As always, I am up for debating and discussing the matter, as well as positive feedback to close any whole in this system. But, for now, I believe this system will provide an entire new build and fighting system for 2 players who choose to engage with it, without breaking the game.