Flusk [BINNED]

Started by: Jazzon | Replies: 70 | Views: 13,084 | Closed

Jazzon
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Mar 6, 2015 8:29 PM #1321625
Quote from WafflesMgee
A gladiator that gets new abilities after battles sounds like it can become very complex and OP very quickly.


That is very true, but I don't take every ability from every enemy, you see.
For an example with Nazerath, I really only took his scarf.
As for guitarii, I took the tentacles.

Flusk can get rather hard to animate at some point, if I don't keep an eye out for this neverending source of abilities though, I'll only fight gladiators whose abilities won't change much on him though (For example, I could use speed now, if he was faster, not that much would be changed to the animating process.)

As for the OP factor, I'm not too worried about that for three reasons.
1. He started off as an underpowered.
2. This is depending on my animating skill. If I never loose, then sure, he will get plenty of abilities, but It's a reward to my hard work.
3. As many new abilities he gets, there will always be new weaknesses too. In fact, I tend to make him gain more weaknesses than abilities with each battle.

Quote from iam Irvin
Awesome man !


Thanks Irv. :)
RichardLongflop
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Mar 6, 2015 8:53 PM #1321635
Quote from Jazzon
That is very true, but I don't take every ability from every enemy, you see.
For an example with Nazerath, I really only took his scarf.
As for guitarii, I took the tentacles.

Flusk can get rather hard to animate at some point, if I don't keep an eye out for this neverending source of abilities though, I'll only fight gladiators whose abilities won't change much on him though (For example, I could use speed now, if he was faster, not that much would be changed to the animating process.)

As for the OP factor, I'm not too worried about that for three reasons.
1. He started off as an underpowered.
2. This is depending on my animating skill. If I never loose, then sure, he will get plenty of abilities, but It's a reward to my hard work.
3. As many new abilities he gets, there will always be new weaknesses too. In fact, I tend to make him gain more weaknesses than abilities with each battle.



Thanks Irv. :)


Starting off as underpowered doesn't work much after gaining three powers per win. And "If I never loose (lose*,) then sure, he will get plenty of abilities" If he wins a battle and gains three new strengths, that means the next battle has a higher chance of winning. You're not keeping stuff even throughout. Now, I don't mind the idea of a little something changing after a battle to keep continuity, that's good. But you've went overboard on it.

Gaining a small ability with an equal weakness after a battle sounds alright. But not only do you give your character three abilities, one of which being able to summon the 'soul' of the character itself meaning you could essentially turn it into a 2v1 or a 3v1 battle

And THEN he has his own powers ON TOP OF ALL THAT

This character is the definition of unbalanced. If I had to fight a character I'd expect them to be the same strength as they were the previous battles. Your guy doesn't do this. Your guy adapts abilities and then tries to balance them out with single weaknesses per character. And one of them isn't even a weakness, it's a limit.

The difference between a weakness and a limit is, well, I'll give you an example.

If a guy had a gun with six shots, then he'd have the power of a gun. The fact that it only has six shots is not a weakness, it's a limit. The fact that it can easily be slapped from his hand, leaving him powerless, is a weakness. The Nazerath weakness is a weakness. Colder temperatures make him vulnerable. The Guitarii weakness is a limit. You've just limited his powers more, saying that if he goes over it he dies. The thing with limits is that they don't stop you using your powers, they just stop you using them fully. If you limited the guy with a six-shot gun to three shots, he'd still have those shots. That is not a weakness because he can still shoot you with those three shots and kill you.

If I had to manage taken powers, I'd take the empowerment in heat from Nazerath and keep the cold weakness to balance it. And I'd only ever make it a small boost/loss of power, like 10%. For Guitarii, I'd have him be able to create small explosions at will, the downside being that they can only happen through contact and that they damage him back. You're taking lesser aspects of powers. Your character wasn't designed to cope with using them, yet he uses them anyway.

And keeping them to just one small gained ability and one equally gained small weakness per win would make him much easier to understand. After four wins, at your current rate, you would have 16 new abilities and four new weaknesses/limits. That is just overboard to the extreme.


And, apparently, after beating them you take their weapons too what the fuck no just leave that out man jeez that's like an extra ability right there giving you four per win god damn son just don't



TL;DR: no
Jazzon
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Mar 6, 2015 9:17 PM #1321646
Quote from WafflesMgee
Starting off as underpowered doesn't work much after gaining three powers per win. And "If I never loose (lose*,) then sure, he will get plenty of abilities" If he wins a battle and gains three new strengths, that means the next battle has a higher chance of winning. You're not keeping stuff even throughout. Now, I don't mind the idea of a little something changing after a battle to keep continuity, that's good. But you've went overboard on it.

Gaining a small ability with an equal weakness after a battle sounds alright. But not only do you give your character three abilities, one of which being able to summon the 'soul' of the character itself meaning you could essentially turn it into a 2v1 or a 3v1 battle

And THEN he has his own powers ON TOP OF ALL THAT

This character is the definition of unbalanced. If I had to fight a character I'd expect them to be the same strength as they were the previous battles. Your guy doesn't do this. Your guy adapts abilities and then tries to balance them out with single weaknesses per character. And one of them isn't even a weakness, it's a limit.

The difference between a weakness and a limit is, well, I'll give you an example.

If a guy had a gun with six shots, then he'd have the power of a gun. The fact that it only has six shots is not a weakness, it's a limit. The fact that it can easily be slapped from his hand, leaving him powerless, is a weakness. The Nazerath weakness is a weakness. Colder temperatures make him vulnerable. The Guitarii weakness is a limit. You've just limited his powers more, saying that if he goes over it he dies. The thing with limits is that they don't stop you using your powers, they just stop you using them fully. If you limited the guy with a six-shot gun to three shots, he'd still have those shots. That is not a weakness because he can still shoot you with those three shots and kill you.

If I had to manage taken powers, I'd take the empowerment in heat from Nazerath and keep the cold weakness to balance it. And I'd only ever make it a small boost/loss of power, like 10%. For Guitarii, I'd have him be able to create small explosions at will, the downside being that they can only happen through contact and that they damage him back. You're taking lesser aspects of powers. Your character wasn't designed to cope with using them, yet he uses them anyway.

And keeping them to just one small gained ability and one equally gained small weakness per win would make him much easier to understand. After four wins, at your current rate, you would have 16 new abilities and four new weaknesses/limits. That is just overboard to the extreme.


And, apparently, after beating them you take their weapons too what the fuck no just leave that out man jeez that's like an extra ability right there giving you four per win god damn son just don't



TL;DR: no


Alright, I see where you're coming from.
I do, however, change the abilities to fit one another, every time I have to make an addition to them. And I do only take one ability from who I defeat and the others are mostly just attributes (falling damage decreased, hit weather, constatly increased power...).

I do not take weapons, these are here for the summonings of Naz and Guitarii.

Also, being able to summon isn't that overpowered considering it only lasts for a short duration and the souls are ghostlike and weaker than the original.

With everything in mind, if I was to win a crazy amount of battles, I would still never use all of the abilities at once. I use tentacles, for example - I can't just throw crazy power spheres at the same time.

I don't think he is that op. Not anymore than a giant nightmare black demon with a million of hands that grow to crazy sizes...

Edit : and no one is stopping me from just releasing a soul with its abilities if things get out of the hand either.
HintHunter

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Mar 6, 2015 9:19 PM #1321649
I will say Waffle is right, you read the rules of RHG so i would asume that is frobiden to make "Perfect RHG" if your rhg ends up too powerfull and extreamly hard to animate in the first place you will end up hurthing your self more then anyone cuz none will fight you in the first place.
Jazzon
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Mar 6, 2015 9:22 PM #1321653
Quote from HintHunter
I will say Waffle is right, you read the rules of RHG so i would asume that is frobiden to make "Perfect RHG" if your rhg ends up too powerfull and extreamly hard to animate in the first place you will end up hurthing your self more then anyone cuz none will fight you in the first place.


Repeating, If he is too powerful RIGHT NOW tell me. I can get rid of some of the abilities if it upsets you so much. I will get rid of some of them eventually if I keep winning anyway..
RichardLongflop
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Mar 6, 2015 9:26 PM #1321657
My characters' powers stay even throughout. But your guy is gonna turn into a swiss army knife of powers. The thing with powers is that you gotta be creative and malleable with them. A good RHG has a primary ability, a secondary ability and a physical enhancement. You should have one main power that can be used creatively to cover a lot of ground. You shouldn't just have a power at your disposal for anything that comes up. Copycat abilities incredibly OP.

Souls are ghostlike and weaker than the original? Again, see my metaphor showing the differences between limits and weaknesses.

And it's pretty obvious your guy is too powerful. Look at my suggestions for balancing if you want to keep at it.


And my guy's weakness is light. It is a weakness large enough to cover everything, and is able to be taken advantage of any time.
HintHunter

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Mar 6, 2015 9:30 PM #1321660
Your rhg is too powerfull to hard to animate, too complex to rly understand....offers very little counterplay and anmating that is honestly not even fun. Remeber people have to animate that stuff, this is not game or a anime, threat it as such.
Jazzon
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Mar 6, 2015 9:39 PM #1321666
Quote from WafflesMgee
My characters' powers stay even throughout. But your guy is gonna turn into a swiss army knife of powers. The thing with powers is that you gotta be creative and malleable with them. A good RHG has a primary ability, a secondary ability and a physical enhancement. You should have one main power that can be used creatively to cover a lot of ground. You shouldn't just have a power at your disposal for anything that comes up. Copycat abilities incredibly OP.

Souls are ghostlike and weaker than the original? Again, see my metaphor showing the differences between limits and weaknesses.

And it's pretty obvious your guy is too powerful. Look at my suggestions for balancing if you want to keep at it.


And my guy's weakness is light. It is a weakness large enough to cover everything, and is able to be taken advantage of any time.


Alright, I'll assume you're trying to help me here, since my argument don't seem to cover up all the loopholes. What do you suggest I change?
RichardLongflop
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Mar 6, 2015 9:43 PM #1321671
Quote from Jazzon
Alright, I'll assume you're trying to help me here, since my argument don't seem to cover up all the loopholes. What do you suggest I change?


Quote from WafflesMgee
Look at my suggestions for balancing if you want to keep at it.


Quote from WafflesMgee
If I had to manage taken powers, I'd take the empowerment in heat from Nazerath and keep the cold weakness to balance it. And I'd only ever make it a small boost/loss of power, like 10%. For Guitarii, I'd have him be able to create small explosions at will, the downside being that they can only happen through contact and that they damage him back. You're taking lesser aspects of powers. Your character wasn't designed to cope with using them, yet he uses them anyway.

And keeping them to just one small gained ability and one equally gained small weakness per win would make him much easier to understand.


ech
HintHunter

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Mar 6, 2015 9:48 PM #1321672
Honestly its up to you to find out what is stupid, i had same problem and i fixed it by my self after some feedback from people...all i want to say make him that he is fun to animate and not that he is a cancer to understand and animate or to do anything with him in any faction.
Jazzon
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Mar 6, 2015 9:50 PM #1321674
Quote from WafflesMgee
ech


Right, right. Sorry man.
Thanks for help.

I'lll make these adjustments when I get a chance to.
Ipman
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Mar 7, 2015 12:06 AM #1321744
Instead of having a whole page of people complimenting this epic RHG, it came to an argument lol

Oh and btw:
I'm the first on the hitlist! And I was mentioned In relationship aswell! I shall be mentioned 5 times here too huebubeuheuhue >:^>
Setto
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Mar 7, 2015 2:22 AM #1321829
Nice new page bruh!
I like that new dem, but You can't really tell what is powers are
SHOWCASE DEM DOE xD
EclairCat

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Mar 9, 2015 11:46 AM #1323198
isn't a little bit op to gain power from other ? °-°

I love the Layout!
Ipman
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Mar 9, 2015 11:50 AM #1323201
Holy shit Eclair, calm the fuck down on the RHG section man!