Poll: Which Clan Is Your Favorite

11 vote(s) since January 31, 2012 10:49 PM

  • The Ningyou (1) (9.09%)
  • The Sanshou (1) (9.09%)
  • The Hibiki (1) (9.09%)
  • The Hisame (0) (0%)
  • Love Em All! (8) (72.73%)
 Topic: Bokeh Region

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  Posted on February 15, 2012 4:54 PM
1 thumbs up
#16
Nori, The Ultimate Veteran

Contribution: 1,244 (1,031 + 213)
Joined: November 24, 2010
866DR is the current date in the WoN universe, which uses a different calender than the real world because it is not the real world, therefore one cannot have real world dates in the WoN universe as they would be well into the future.
addfcw.png
Big thanks to JoeTurtle for this one^^
  Posted on February 15, 2012 9:28 PM
#17
Nelo_Angelo1, The Twisted Inferno

Contribution: 214 (172 + 42)
Joined: February 16, 2010
I understand now. I'm taking alook at the WoN Calendar to figure out a way to integrate the clans before WoN's age. I'll fix things thanks. Thank you aswell Dutch, but I have a huge problem. I've exceeded the limit of characters in my Village section. So I have to repost in other areas. Other then that im still writing ideas for the Demon Lord and the back history behind her (:
  Posted on February 16, 2012 9:24 AM
1 thumbs up
#18
DutchShinobi, The Cheerful Panda of Death

Contribution: 439 (313 + 126)
Joined: February 16, 2010
Alright, I'll keep an eye open for your new topic. Meanwhile, here's the rewrite for the last clan. With all this done, I can finally get to commenting on the character skillsets! :)


Hisame History - Because of their disliking for the blurred sky, the Hisame clan is settled in the mountains, living above the haze covering the Bokeh region. They have better survival skills than most people and have managed to advance those skills with the grace of aqua. They were one of the original clans to arrive in Bokeh, arriving only shortly after the Sanshou did. Because of the many things they had in common, the Hisame and Sanshou formed a relationship. They considered themselves distant cousins and aided each other when needed.

The Hisame produced a lot of gifted hunters with incredible talents during the early years of war. The main priority of Hisame hunters is maintaining their bond with Suijin, the God of Water. He is who they turn to for protection and guidance when all seems lost. To keep this bond strong, the Hisame must follow the specifics of a very important tradition. This tradition is called 'The Order of Waves'. It's a historical event where each first-born must interact with Suijin. They must accept each other's energy and passion, and the goodness in their heart is put to the test. After the person has passed the trials, the clan celebrates the continuation of the wonderous relationship they share with Suijin. If one person would happen to fail these trials, that person would drown under the weight of Suijin's Wrath and the bond between the Hisame and Suijin would cease to exist.

When chaos first started to spread through the Bokeh region, the Hisame were quick to react. They realized that they would have to intervene with the ongoing events in order to keep the peace between the lands. It was the only way to protect their family and allies, and restore the region's lost faith.


Hisame Nanami

Information

Age: 29
Gender: Female
Height: 178 centimeters/5’10
Weight: 54 kilograms/120 pounds
Appearance: Tbh

Hisame Nanami Bio: Nanami is the oldest of three siblings born into a small family of wealthy fishermen. Because she was the mother's first-born child, traditions prescribed that she was to undergo 'The Order of Waves'. Not only did Nanami pass the trials, but she was also gifted personally by Suijin himself. He granted her and her family his utmost protection. Nanami was later chosen to be Daimyo, after her father's resignation.

Hisame Kasumi

Information

Age: 25
Gender: Female
Height: 175 centimeters/5’9
Weight: 56 kilograms/123 pounds
Appearance: Tbh


Hisame Kasumi Bio: Kasumi is the second-oldest of the three sisters, and is also the most kind-hearted. She enjoys using her talents to craft ice sculptures and tools for her family and family, instead of exercising her abilities in battle. Suijin granted her his lore of defense, so she could protect herself and others while she finds her warrior way.

Hisame Izumi

Information

Age: 17
Gender: Female
Height: 168 centimeters/5’6
Weight: 54 kilograms/119 pounds
Appearance: Tbh

Hisame Izumi Bio: Izumi is the youngest of the sibling trio, and is one of the toughest in her clan. She has a very rough appearence and loves to spar with her friends, one of which is Hibiki Suzu. Suijin had the most trouble helping Izumi find use of his abilities, due to the contrasts between her mild and aggressive states of mind. In the end, Suijin granted her the Water of Life to guide her along the path she walked in life.
  Posted on February 17, 2012 11:36 AM
1 thumbs up
#19
Nelo_Angelo1, The Twisted Inferno

Contribution: 214 (172 + 42)
Joined: February 16, 2010
Hisame looks great. Minor things I may add for fixes, and maybe add more behind their history, thanks. The hardest part is the Region AI and masters. I haven't even started on the AI. I'm working on a way to make the Region contrast with the Demon Lord, and another secret character/s. I want to atleast try something outside of WoN's idea range if it wasn't thought of already, just wish I had tried this a year & a half ago so I would have more experience.
  Posted on February 22, 2012 3:01 PM
1 thumbs up
#20
DutchShinobi, The Cheerful Panda of Death

Contribution: 439 (313 + 126)
Joined: February 16, 2010
Hi, it's me again. :) Now that we're done rewriting the flavour, I'm going to comment on the balance of your characters. I'm starting with the Ningyou clan. Before I say anything about their balance, I'd like to clear some skills up first, because I was confused on some points.

Ningyou Tsuta
Nelo_Angelo1 wrote:

Bind Us: Venus
Tsuta and Venus merge enhancing her ability to manipulate energy. Tsuta gains 1 Soul Charge each turn permanently. Enemies that uses a non-range or mental damaging skill on Tsuta will be dealt 5 poison affliction damage.

Cost: energy_3.gif energy_random.gif
Class List: Tactic, Aura
Cooldown: None

I think 99% of all "non-range or mental damaging skill" are melee skills, so it would be simpler to word it like this: "If an enemy performs a melee skill on Tsuta, 5 poison affliction damage is dealt to that enemy."
Nelo_Angelo1 wrote:

Pollination
Venus Spreads a toxic aerosol affecting all enemies with poison gas, dealing 5 poison affliction damage each turn for 3 turns. For each Soul Charge, this skill deals 5 more affliction damage.
For each dead ally or enemy, Tsuta gains 1 more Soul Charge. Charges gained from this skill can stack up to 2 times.

Cost: energy_2.gif energy_random.gif
Class List: Mental, Instant
Cooldown: 4

When enemies are affected by this attack and Tsuta gains another charge next turn, does the damage from the affliction that was already there increase or does it remain the same? The last part is extremely confusing. Why does it say she gains 1 *more* Soul Charge, when this skill never mentioned she gains charges in the first place. And when does she gain those charges, before or after she deals damage? I think you mean to say "The maximum amount of charges granted by this skill is 3", so you'd better rewrite it to say precisely that.


.....................................................................

Ningyou Reimei
Nelo_Angelo1 wrote:

Morning Wake
Heizen flashes an intense light, temporarily blinding the enemy team. For 1 turn, all new offensive skills used by the enemy team will target random enemies, or themselves, and deals 5 less damage. While altered, this skill lasts 1 turn longer. This skill is invisible.

Cost: energy_3.gif energy_random.gif
Class List: Mental, Instant
Cooldown: 3

Did you mean their skills will target any random character, including their allies? Because the way you worded it, it seems like they will randomly target an enemy or themselves (but not their allies).
Nelo_Angelo1 wrote:

Macabre
Heizen releases a neuro-toxin giving the targets hallucinations of violent death and despair. For 2 turns 1 random enemy will take 10 drug affliction damage. While altered, this skill also stuns. This skill may not be used on a target currently effected.

Cost: energy_3.gif
Class List: Mental, Instant
Cooldown: 2

Does this skill target the same random enemy 2 turns, or does it target a random enemy the first turn and a new random enemy the second turn? Secondly, the last sentence makes no sense. The skill could never be used on a target currently affected, because it only lasts 2 turns and its cooldown is 2 turns.
Nelo_Angelo1 wrote:

Silent Night
Attacking off of probability, Reimei strikes down 1 random enemy with the lowest possible health. The target takes 25 piercing damage. If Morning Wake is active on the target, they take an additional 10 piercing damage. This skill requires Bind Us: Heizen.

Cost: energy_random.gif
Class List: Melee, Instant
Cooldown: 1

I'm guessing you meant this attack to work like a Boss AI skill, in the sense that you can't choose the target, but it always automatically targets the enemy (that's targetable) with the lowest health. In that case, why not word it like the AI skills are written? "Attacking off of probability, Reimei strikes down one enemy with the lowest health points."

.....................................................................

Ningyou Bassui
Nelo_Angelo1 wrote:

Energy Assault
Bassui wrecklessly attacks one enemy dealing 10 damage. That enemy takes 5 Ki affliction for 3 turns, and has 1 Extraction mark placed on them. While altered, this skill is piercing, and deals 5 more damage. Bassui takes 5 affliction damage.

Cost: energy_random.gif energy_random.gif
Class List: Melee, Instant
Cooldown: 1

Does the enemy gain 1 Extraction Mark every turn for each of the 3 turns that the Ki affliction is active, or just once when Bassui performs the skill?
Nelo_Angelo1 wrote:

Energy Corruption
The target is stunned for 1 turn, and Energy Extraction may be used on them the following 2 turns. While altered, this skill lasts 1 turn longer, and the target takes 5 Ki affliction damage. The focus this skill takes leaves Bassui unprotected. Bassui takes 5 more melee and ranged damage the following turn.

Cost: energy_2.gif
Class List: Melee, Instant
Cooldown: 1

When you say this skill lasts 1 turn longer, do you mean it stuns 2 turns instead of 1 or does it also mean Energy Extraction may be used on them the following 3 turns instead of 2. And does the target take 5 ki affliction damage once or on both turns of the stun. You should reword the last line to read: "Melee and ranged damage dealt to Bassui is increased by 5 for 1 turn".
Nelo_Angelo1 wrote:

Energy Extraction
Grell uses a special blade to extract energy from his target. That enemy is leeched 30 health, and has 1 random energy stolen. That enemy has 1 additional random energy stolen for each Extraction mark placed on them. While altered, this skill leeches 5 additional health. Bassui takes 10 affliction damage.

Cost: energy_2.gif energy_3.gif
Class List: Melee, Instant
Cooldown: 1

Does this remove the Extraction Mark charges from the target?
  Posted on February 27, 2012 7:26 PM
1 thumbs up
#21
Nelo_Angelo1, The Twisted Inferno

Contribution: 214 (172 + 42)
Joined: February 16, 2010
I can fix Tsuta's 1st description.

For Pollination, yes the damage increases by 5 for every charge. So if she has 3 charges, its 15 for 3 turns, but if she gains 1 additional charge aside from her own sake, then the damage continues to increase. On the last part, I worded it wrong. I will make that part in the beginning of the description.



For Reimei, yes he targets random enemies, or random team members, including himself.

For Macabre, it doesn't target the same enemy twice, it targets 1 random enemy, and then another random enemy. I have to fix the description and cooldown. The same applies for Silent Night.



For Bassui, yes, they gain 1 mark for every 5 damage dealt to them from that skill. I will fix the description.

For Energy Corruption, each duration is increased by 1. SO yes, theres a 2 turn stun interval, and a 3 turn chance to use Energy Extraction. But, the enemy only takes 5 damage once when the skill is altered.

Energy Extraction does remove all marks from the enemy. I will fix the description.


Thanks and thumbed (:
  Posted on March 5, 2012 7:30 AM
#22
Nelo_Angelo1, The Twisted Inferno

Contribution: 214 (172 + 42)
Joined: February 16, 2010
Fixed the exceeded character issue, aswell as the character details. Still working on the backstory.
  Posted on March 5, 2012 12:36 PM
1 thumbs up
#23
DutchShinobi, The Cheerful Panda of Death

Contribution: 439 (313 + 126)
Joined: February 16, 2010
Good job fixing those descriptions! The only one I'm still confused about is this one:
Nelo_Angelo1 wrote:

Pollination
Venus Spreads a toxic aerosol affecting all enemies with poison gas, dealing 5 Poison affliction damage for 3 turns. This skill deals 5 more Poison affliction for each dead ally, and every Soul Charge Tsuta has on her. The maximum amount of Soul Charges granted from this skill is 3.

Cost: energy_2.gif energy_random.gif
Class List: Mental, Instant
Cooldown: 4


Did you mean: "This skill deals 5 more Poison affliction for each dead ally and another 5 more Poison affliction for every Soul Charge Tsuta has on her, but will never deal more than 20 Poison affliction." ? I'm going to assume that this is what you meant, when I comment on her balance.

The Ningyou clan

For starters, if you meant for all 3 Ningyou characters to be able to fight both with and without their prep, you failed in 2 out of 3 cases. Tsuta and Reimei cannot function unprepped. They would suck horribly. Tsuta would just deal 20 dmg and remove an energy every other turn; Reimei would only have Morning Wake as a semi-useful skill, but if you're unlucky you'll pay those 2 energy for nothing. Bassui on the other hand is still decent without his prep. His prep deals damage to him, but might be worth it in some cases. This is how I would have liked to see Tsuta and Reimei balanced too.

Ningyou Tsuta

As I explained above, she's worthless without her prep, so you would want to activate her prep as soon as possible. However, it's very risky spending 2 energy on her prep that doesn't start paying out until you get to use Pollination. She only has 90 HP - not hard to spike - so there's a good chance you'll spend those 2 energy only to see her die before she did anything else. I would only use her with her Village Item. This makes her prep have no costs, which means you're guaranteed to activate it on your first turn without any risks.

Let's say you equip her with her VI. You prep her turn 1 and use Pollination turn 2. You'll deal 3 turns of 20 AoE affliction damage, making a total of 60 AoE affliction damage, for only 2 energy. That's pretty much overpowered. Combined with 2 other AoE characters it'll be a walkover win in 90% of the cases. The cooldown of Pollination is high enough to make it sorta balanced with a costly prep, but not with a free one. Let me also comment on how the damage is improved for each charge and dead ally: this seems completely pointless. Nobody would use her and not prep her first turn. So she'll always have 3 stacks in your 3rd turn. It can't stack higher than 3, so why do dead allies also add a stack? Unless he kills one of your chars in his second turn, that stack won't count because she'll already have 3. In fact, any charges she gains from her prep would be useless too after turn 3, making her prep do effectively nothing except for the damage on melee attacks.

Her 3rd move is Soul Consumption. Two energy for a skill that deals 20 affliction damage and removes 1 energy seems balanced with a cooldown of 1 turn. Why is it classed as tactic though? I don't think tactic skills should be able to deal instant damage like that. I suggest you change the class to mental. Then there's the option of using it on your teammate. You pay 2 energy to deal 20 affliction damage to a teammate, healing yourself 20 HP. Now look at Jikkousu. She pays one energy less and heals 20 HP more. She laughs in your face at seeing Soul Consumption. For healing purposes, it's underpowered in every way. You could try fixing this in two ways: maybe give the skill no cooldown and have it alternate from damaging the enemy to healing yourself, also changing its cost when the effect alternates. Or have the skill use Soul Charges in some way.

Conclusion: too many things are wrong with this character. She's OP with village item, but UP without. Skills have pointless side-effects that only serve to complicate their descriptions.

Ningyou Reimei

Everything I said on Tsuta and her village item goes for Reimei too. He has even less HP than Tsuta (why?! low HP may suit his character description, but it makes him horrible balance-wise) and his prep has the same cost.

I hate Morning Wake. I completely and utterly HATE it. You might be paying 2 energy and still have every attack hit your team, or you might reflect every attack your opponent makes for 2 turn back to his own team. Horribly UP or horribly OP, all at a coin flip. If I loved gambling that much, I'd have signed up at a poker website instead of WoN.

Macabre seems sorta balance when prepped. The problem with this skill would be one with the game engine. I suspect that this skill would have to be programmed in a way that it targets both random enemies in the turn that you use the skill. One enemy would be stunned immediately and the other would receive a marker (invisible to both players) that he will be stunned next turn, regardless of whether he goes invulnerable or not. If only 1 enemy is targetable when you use the skill, no one will be stunned the second turn. It's not really a problem, just something you should realize for balance purposes.

As for Silent Night, I think it would be even more balanced if it wasn't piercing, but it's not too unbalanced as it is now.

Conclusion: Morning Wake destroys this character for me. I can't even tell you whether I think it's OP or UP. The character is simply broken.

Ningyou Bassui

Village item is still useful for him, but not necessary. His prep is similar to Tadao's. I actually think Tadao's prep is better: the effects are similar in strength, but it only costs a random energy instead of a specific.

Energy Assault seems rather balanced, only I don't see why it needs a cooldown. It's not powerful enough to warrant a cooldown, even when prepped. You should specify whether or not the Ki affliction stacks/renews, because if you don't, it implies that the skill can't be used on a character currently afflicted.

I think this skill is fairly balanced. The negative side-effect doesn't hurt him too much, since the skill preps for a leach and your opponent will have a max of 2 unstunned characters to attack with while he's vulnerable.

Energy Extraction is slightly overpowered, the reason being that it's still very awesome even if your opponent doesn't have any extraction charges. I'd find it balanced if it didn't steal 1 energy by default, and instead only steals 1 energy for every charge.

Conclusion: Decent characters. A boost on Energy Assault and a nerf on Energy Extraction would perfect him.


That's it for the Ningyou clan. I realize that I wasn't very positive, but I'm only trying to help you this way. Let me know what you think of my suggestions.
  Posted on March 6, 2012 10:47 AM
#24
Nelo_Angelo1, The Twisted Inferno

Contribution: 214 (172 + 42)
Joined: February 16, 2010
Its ok I like positive output. Tbh I originally designed Bassui to be a gambling type character since he wasn't in sync with his doll. I wanted him to be a dice roll but still strong enough to win. I also thought about making a leeching character. My bud Nucks had thought of a setup for Reimei, so I followed with a few changes, leaving Bassui to be the leecher. Tsuta was my favorite, but I had troubles deciding on how she would work, and I wanted her skills to match her description.

I fixed Tsuta up balance wise. She was quite overpowered after understanding what you meant, so I reduced her Pollination skill's duration by 1 turn. I understand what you mean by the dead ally option also, and I removed it. Her Soul Consumption was meant to harm rather then heal her. But I boosted it to make her healing side manageable.

Reimei, I sorta want to keep. I understand that Morning Wake is a dice roll, but it makes sense to me for a blind person to walk on probability. I looked at Jun's attack with and without his prep to help boost his chances of not missing. I added an extra duration to Morning Wake to help Reimei's chances of not taking a critical blow. If you think about it, its good in terms of spiking, and protection. Lets say I had a Yuudai on my team at 30 health with Morning Wake active. My enemy has Yuzuki with the energy needed to kill Yuudai. Morning Wake would prevent Yuzuki from targeting Yuudai and instead target another team mate. I know this is a bet still because that means that all 3 enemies could randomly target 1 of my allies for the instant kill, but it could also work out if they target 1 of my allies with every skill they used, killing my ally with the lowest health, but saving everyone else from harms way. I have a setup on how that skill would function if you don't understand it that much (: I removed the piercing effect on Silent Night aswell.

Regarding Bassui, I didn't understand the real meaning of renew/stack until reading a few descriptions around the site. What I intended was for Bassui's Ki affliction to renew, but not stack. I fixed the description abit, but I'm still lost on how to properly word those types of skills. I removed the cooldown from Energy Assault as suggested. I also toned down Energy Extraction like you said, and removed the initial energy drain.

I really appreciate your help Dutch, and I'm open to any and all suggestions to help with this.
  Posted on March 13, 2012 1:51 PM
#25
DutchShinobi, The Cheerful Panda of Death

Contribution: 439 (313 + 126)
Joined: February 16, 2010
Time to discuss the Sanshou village. Like last time, let's clear up any confusions first and I'll comment on balance later.

Nelo_Angelo1 wrote:

Sanshou Kizashi

Enlightenment
Kizashi dispells all enemy skills from 1 ally, and heals them for 5 health. If Paradise was used the previous turn, this skill heals 15 additional health. If Retribution was used the previous turn, this skill heals Kizashi 15 health.

Cost: energy_3.gif
Class List: Tactic, Instant
Cooldown: 2

"Dispells all enemy skills". Does that mean she could for instance remove Jikkousu's Hour of Death and Yuzuki's Future Sight (the disabled invulnerability part)? And it could also remove all afflictions?
Nelo_Angelo1 wrote:

Sanshou Kaede

Tactical Infrastructure
Kaede analyzes the enemy team. This skill lasts 2 turns. During this time, if an enemy uses a skill on Kaede or her allies, Kaede will deal 5 additional damage infinitely.

Cost: energy_random.gif energy_random.gif
Class List: Mental, Instant
Cooldown: 4

Does her damage increase for every skill used by the enemy team? So if those 2 turns, all 3 enemies would use a skill each turn, she would deal 30 more damage?
Nelo_Angelo1 wrote:

Sanshou Kaori

Mothers Love
Kaori uses the skills taught to her from her mother. Kaori gains a protector of 15. Fathers Faith, and Friendship are infinitely replaced by Sai Repel and Impale.

Cost: energy_random.gif
Class List: Mental, Instant
Cooldown: None

Fathers Faith
Kaori uses the skills taught to her from her father. Kaori gains a protector of 15. Mothers Love, and Friendship are infinitely replaced by Lifestream and Miraculous Healing.

Cost: energy_random.gif
Class List: Mental, Instant
Cooldown: None

Friendship
Kaori withdraws the love from her allies. If used on Kaori, she gains a protector of 15, and 1 random energy. If used on an ally, that ally gains a protector of 15, and deals 5 more damage infinitely.

Cost: energy_random.gif
Class List: Mental, Instant
Cooldown: 2

Does the protector from Friendship stack? If so, does it also stack with the protectors from Mothers Love and Fathers Faith? After I used Mothers Love or Fathers Faith, could I use those skills again to stack another 15 hitpoints on the protector?
  Posted on March 15, 2012 10:20 AM
#26
Nelo_Angelo1, The Twisted Inferno

Contribution: 214 (172 + 42)
Joined: February 16, 2010
DutchShinobi wrote:

(...)
"Dispells all enemy skills". Does that mean she could for instance remove Jikkousu's Hour of Death and Yuzuki's Future Sight (the disabled invulnerability part)? And it could also remove all afflictions?

He" And yes the purpose of that skill is to remove enemy negative effects from the ally. Could be overpowered on some cases, so maybe increase the cooldown and costs?
DutchShinobi wrote:

(...)
Does her damage increase for every skill used by the enemy team? So if those 2 turns, all 3 enemies would use a skill each turn, she would deal 30 more damage?

No it only increases for every skill used by the enemy team on Kaede or her allies. But, that could still cause a few problems such as major spiking. I could possibly change it by 2 methods.

Method 1: "Kaede will deal 5 more damage for each melee or ranged skill used by the enemy team, for 1 turn." *While still keeping the stack effect.

Method 2: "Kaede will deal 1 more damage for each non-tactic skill an enemy uses. This skill lasts 2 turns." *While still keeping the stack effect.
DutchShinobi wrote:

(...)
Does the protector from Friendship stack? If so, does it also stack with the protectors from Mothers Love and Fathers Faith? After I used Mothers Love or Fathers Faith, could I use those skills again to stack another 15 hitpoints on the protector?

Friendships protector does stack. Aslong as you use it within the cooldown ranges before it is replaced, then the protectors will stack. But Mothers Love and Fathers Faith doesn't. In fact, those are 1 time use only skills. Basically permanent activators, so I will fix the descriptions for that. Thanks also
  Posted on March 15, 2012 1:31 PM
1 thumbs up
#27
DutchShinobi, The Cheerful Panda of Death

Contribution: 439 (313 + 126)
Joined: February 16, 2010
Alright, that's cleared things up. Brace yourself for a beating, because I'm not going to be much friendlier than I was last time.

The Sanshou clan

It's a healing clan! I'm a big fan of defensive/supporting characters, so I'm loving the concept. The danger when designing these characters is that you make them soooo focused on healing and protecting that you leave no room for any offense. And that's exactly where you went wrong. I'll go into that futher in my comments on Kizashi and Kaori. The second major flaw in this clan lies in Kizashi's healing skill and the clan item: "Removes all non-damaging effects" / "Dispells all enemy skills. Those effects are just too broken, especially the second one.

The clan item removes a lot less effects than Kizashi's heal and it can only be used on the holder, but still it's game-breaking in some cases. Imagine characters that rely on prepping their opponent to attack, like Arasoi. If you're 1vs1 against Arasoi, you can simply remove his Smokescreen from yourself every time he uses it, making him unable to attack. And think of poor Jikkousu. Shoji and Yugana would have a hard time too, but at least their prep has no cooldown so they can spam it faster than you can heal it off. Speaking of Yugana, would her prep count as a "non-damaging effect"? It doesn't damage you unless you use a skill. What I'm trying to say is that there's no clear definition for "non-damaging effects" and you should avoid using that term.

Sanshou Kizashi

"Kizashi dispells all enemy skills from 1 ally". No. No, no no. Nnnnnno. NO! Just no.

First of all, the description is confusing, because there are never enemy skills affecting your allies, except Channeling skills. There are harmful effects, which are left by enemy skills. Secondly, some effects are just not meant to be removable. The admins have done us character designers a huge favour by defining all effects that would be ok to remove with an affliction type. Use those affliction types. Same goes for skill classes. Instant skills cannot be removed. Aura skills can only be stopped by the death of the user. Those 2 types cannot be cancelled or removed in some other way and you shouldn't attempt to design a skill that can do so. The only skill type that would be alright to cancel with a skill like this is Channeling. So go with that.

"Kizashi removes all enemy channeling skills, all Bleeding afflictions, all Poison afflictions, all Ki afflictions and all Burning afflictions from 1 ally". Now that sounds much better. The skill is still amazingly powerful and I think an extra turn of cooldown would be fair.

His second skill, Paradise, is just rubbish. I can't imagine a situation where I would use it. It might be useful in some cases if you could chose its target - making it target the same character for 3 turns - instead of randomly affecting one every turn. Even then, it doesn't warrant such a high cooldown.

Retribution seems interesting. I can't imagine anyone using this skill without Book of Mentality though, because the costs are so high. Wouldn't 2 wisdom and 2 random be enough? By the way, you should change "Kizashi drops to 1 health" to "Kizashi drops to 5 health", because HP gain and loss is always done in multiple of 5's in this game.

Alright, now that I've commented on all 3 of his skills, there's one more thing you need to think about. Imagine you are in a game. You're using Kizashi, equiped with Book of Mentality (or some other non-damaging item). Things are going pretty evenly. He kills one of your characters, you kill one of his. You kill one of his characters, he kills one of yours. You're left with Kizashi (on full health even!) and he's left with some random character on 55 health. YOU HAVE NO WAY OF WINNING. None whatsoever. You may as well surrender. This is a huge design-flaw. Make it so he can deal some damage.

Conclusion: Fail. But there's potential, as long as you can find a way to have not be dead meat in a 1vs1 end-game.

Sanshou Kaede

This is my favorite Sanshou character. Assailant Combat is balanced. Amateur healing is balanced. Character design is interesting enough. The only problem I have is with Tactical Infrastructure. It's horribly overpowered. You suggested 2 possible fixes in your last post.
Nelo_Angelo1 wrote:

Method 1: "Kaede will deal 5 more damage for each melee or ranged skill used by the enemy team, for 1 turn." *While still keeping the stack effect.

Still overpowered. Why? Because the damage increase is permanent.
Nelo_Angelo1 wrote:

Method 2: "Kaede will deal 1 more damage for each non-tactic skill an enemy uses. This skill lasts 2 turns." *While still keeping the stack effect.

This is no good, because damage is always dealt in multiples of 5 in this game.
Here is my suggestion:
"Kaede analyzes the enemy team. This skill lasts 2 turns. During this time, Kaede is granted 1 Tactical Infrastructure charge for every enemy skill used on Kaede or her allies."
Change the cost to 1 random energy and the cooldown to 1 turn. Then change the description of Assailant Combat to:
"The target takes 5 melee damage each turn for 4 turns. This skill stacks. This skill will deal 5 more damage for every Tactical Infrastructure charge Kaede has at the moment she uses this skill and removes all Tactical Infrastructure charges upon use."
This way, Tactical Infrastructure only boosts the next use of Assailant Combat.

Conclusion: This will be a lovely character after you nerf Tactical Infrastructure.

Sanshou Kaori

She reminds me of Lee from Naruto-Arena. Sadly she's not as awesome as Lee. She's basically 2 different characters, so let's look at her that way. I'll start with Kaori during Mothers Love.

Sai Repel is overpowered. Simple as that. A 2-turn counter that counters both melee and ranged skills and can be used on both her or any one of her allies is always too powerful, even if it's channeling. Impale is slightly underpowered. It would be reasonably balanced if the bleeding affliction renews and slightly overpowered (maybe) if the bleeding affliction stacks. I should also mention that I find Kaori kinda boring during Mothers Love, compared to your other characters. Now for Kaori during Fathers Faith.

Lifestream seems an interesting concept, but... Somewhere in the world, a little kitten dies a painful death every time someone uses the word "random" in their custom character skills. Remove the randomness. It doesn't fit the skill, not balance-wise and not flavour-wise. The skill is nice otherwise. Miraculous Healing is a nice skill too, assuming she can't use it on herself. In total, Kaori during Fathers Faith has a major flaw though. She doesn't deal any damage! I'm not going to write in capital letters like I did for Kizashi, because I kinda hope you understand by now how broken it is for a character to be unable to win when she's your last character alive. Not being able to do anything without teammates is a problem with this character in itself, by the way. If you already used Miraculous healing on both teammates (or if they're dead), Kaori can use Lifestream, see her opponent invul, wait 4 turns, use Lifestream again. She has no other skills to use in those 4 turns!

Finally, let's look at her Friendship skill. One ally deals 5 more damage infinitely. Wait, what? Do you honestly not see how overpowered that is? Just look at those Niiro Toge full melee teams in ladder to see how awesome 5 extra damage is. And at least that bonus disappears when Toge is killed. Friendship is classed as instant, so it persists even after Kaori's death. As if this wasn't enough already, it also grants a protector of 15 hitpoints. I think the skill is fine when used on herself. Maybe you should make it so it has the same effect when used on her teammates. After you've balanced Friendship, I think Kaori could be improved by making Friendship usable during Mothers Love and Fathers Faith. This is easily done, by having Impale replace Mothers Love instead of Friendship and having Miraculous Healing replace Fathers Faith instead of Friendship. This doesn't leave her with a skill slot that she can't use anymore.

Conclusion: Another fail. This girl needs a lot of work to balance and even then I still think she'll never beat Lee in terms of character-design.


That concludes my comments on the Sanshou clan. I think this clan needs A LOT of rework before it's balanced. Some ideas are great though, so I hope you'll manage to fix it all.
  Posted on March 16, 2012 1:46 AM
#28
Nelo_Angelo1, The Twisted Inferno

Contribution: 214 (172 + 42)
Joined: February 16, 2010
So many issues. I don't know where to start regarding reworks lol. Yugana's prep counts as damaging. What I meant by non-damaging relates to skills that deals 0 damage. So Shoji and Jikkousu would be effected, but I see that would kill them. I understand your method, and I would like to use that for Enlightenment. But I still would like for the initial effect to remove an enemy skill from the target, while making it balanced enough to work around. I don't really see a major issue for creating such an effect in the game, besides using it as a skill. So maybe I can rework Sanshou's clan item to mimic that, but instead of removing all skills, maybe I can make it dispel the 1st skill or last skill instead, making it able to be used once per game, with an initial cost. I'm still thinking of a way to fix this, but i'll move on until i make the final decision.

For Paradise, I could change it to a specific target instead of a random, and lower its cooldown aswell.

For Retribution, I wasn't sure on how to make it balance as I am a horrible balancer :p So I made the costs high for starters, and awaited review from others to help me balance it. I will fix the hp drop issue also.

For the 1v1 problem, I see what you mean. I could possibly add in an alternate skill that replaces either Enlightenment or Paradise, that would be a damage only skill.

- I think it would be good for Enlightenment because it could balance out over it, but that would require me to rework the skill descriptions, and some effects.

- The other method which is my favorite, is using the same setup as Paradise, but changing the skills name, and adding in damage instead for each persistent skill used. This would be an alternate skill that either replaces Paradise with lower costs, or Enlightenment. I have to BS around with setups to see if it fits.

.........................

Kaede was simple for me, and I guess I got lucky for her balance. I like your idea for T.I aswell. I will change it thanks.

.........................

Rock Lee was in mind when I thought about Kaori. I said well hey, I don't see a character in WoN that does this yet, so why not try it to see how it turns out.

For Sai Repel, I could reduce the cooldown to 1. That could possibly fix it?

For Impale, I see a few ways to change this skill, but I will start with this method. " Kaori stabs 1 enemy dealing 5 melee damage to them. Each time this skill is used, that enemy will take 5 additional bleeding affliction the following turn. This affliction stacks."

So what I mean by this, is that if used on the 1st turn, that enemy takes 5 initial melee damage. If used again, that enemy takes 5 melee damage, and 5 Bleeding affliction. But if used again, that enemy takes 5 melee damage, and 10 Bleeding affliction, and so forth.

During Fathers Faith, yes she would be destroyed. So what if I try to fix Lifestream to work on an ally or enemy. I would keep the initial ally effect, but when used on an enemy, I would change it to this:

"If that enemy performs a skill, Kaori gains energy equivalent to the skill performed, and that enemy takes 10 affliction damage."

Or

"If that enemy performs a skill, Kaori gains 1 random energy, heals 15 health, and deals 15 affliction damage to that enemy."

Or

"If that enemy performs a skill, Kaori heals 20 health and that enemy takes 20 affliction damage." I plan on removing the "Random" part on all suggestions for Lifestream. Headache mode, I'm kinde confused on how I would setup her damage. I'm still thinking -_

For Friendship, I didn't think about how annoying spikers are let alone people like Tadashi. I could fix her to allow Friendship during her changes, that makes since. I agree with the rework, and I will fix her for that part.

Sanshou was the easiest for me to make tbh, but I didn't realize how hard it was to balance them. I just thought about heal heal, but I see I have allot to fix. Thanks so far for helping, and I would still like opinions on Sanshou's rework.
  Posted on March 29, 2012 10:01 PM
#29
Nelo_Angelo1, The Twisted Inferno

Contribution: 214 (172 + 42)
Joined: February 16, 2010
Updated 1st page. I know have 2 AI skill sets completed that's ready for show. I also have finished the Region Masters sets, aswell as created 10+ region items. But those will be shown later.