Things probably need changing, descriptions likely need clarifying, and numbers are possibly too high, but I had fun doing this. Feel free to let me know what you guys think and what you reckon is good or bad, needs changing, or removed entirely. Have fun!
Post by Queen Kayen on May 18, 2019 12:14:23 GMT -6
Healing SIG stuff
SO I planned to go through this and give my opinions on each thing give the whys and hows on how balanced/unbalanced they each might be and some other general notes but I think I've found that part of the core design philosophy you used just doesn't quite work.
One of the big problems with this is that its trying to emulate the full scale of the standard Action Signatures despite the fact that Healing is already incredibly powerful on it's own.
One of the other big problems is that beyond that it also has an additional tier beyond the norm which is a bit crazy.
Also one of the other big running problems throughout is that these appear to be based on the concept of them being allowed to be applied to ANY of the 3 healing techniques, which is completely unbalanced.
For reference I was pretty easily able to pick out some immediately absurd combos when applied to the SU1(or SU2)
And THIS would give a +x5 bonus to two characters for 1 KP, which is crazy even if only for 1 post.
Both of these took basically no time to pick out and even without being applied to a SU1 are crazy, hell you'd probably be better off applying them with the full SU3 since it would mean giving a decent heal on top of them.
The biggest problem ones are probably the Empower stuff, the Enhancement/Limit Break(giving +% and variants), the Restoration stuff, Conservation, and ultimately ALL of the Tier 3 stuff.
I'll try to give you some notes on stuff that is REALLY glaringly broken for future use.
Problems with Restoration] This is, more or less, free and very easy KP restoration, on its own even if you gained no healing being able to spend your KP to increase someone elses KP is crazy. We've tooled around with the concept before and it's a bit too difficult to balance. Some of the strongest stuff on the site are the items and traits that allow you to mess with KP and usually they have some restrictions(Power Pole is limited to only it's own low level pseudo-techniques) or limitations(The Adaptable Alien trait cannot be applied to SIGS) or are just very expensive(Senzu Beans are 10k, Hetap is 7k)
Conservation] The big problem with this, aside from being able to be applied to a SU2, is that it's free. Like with Restoration KP manipulation is big, I don't ultimately see the core system you've designed working really at all but if it DID, this would be best served gaining symmetry with the Conservation on the Action sig trees, where it also reduces the effective % of the technique.
Shield Stuff] This is less an issue with the idea itself and more a heads up for future ideas, it's better to give a less... weird % for when something would apply to an already low % technique, such as in the case of the SU1 heal getting a half shield effect. We try to work with the 33/66/100% style so it probably would be better to try in future ideas for stuff to use something like 11%/22%/33% rather than 17%/33%/50% which is what the base level shield thing would do.
Really a lot of the core issues are not that these are BAD ideas but rather they are things that should not be freely added onto an already quite powerful mechanic(healing) a lot of your ideas have some potential for working(We have ideas for stuff that uses similar design space), but would need to be completely separated from the healing mechanic and potentially in some cases have additional costs.
On a more positive note, we ARE working on ideas for how to alter/expand the Mystic Sig, it's something we've more or less been kicking ideas around for since it was released, some of your ideas are similar to some of the things we've had in mind though.
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