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Post by Masamune on Jan 25, 2013 0:11:49 GMT -6
What would you guys say to a "Self Harm" verb that would get you out of gens (the ones you can't Kai out of) at the cost of around let's say 20% hp and maybe let's say , has a 25% chance to fail. Like what Shikimaru did in his fight with Tayuya, you know, when he broke his finger. Just some verb that anyone can get as a gen defense.
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Post by Swag~arashi on Jan 25, 2013 0:13:07 GMT -6
Well this is awkward...
I'm not changing my dress.
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King M
Ninja Academy Student
Posts: 14
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Post by King M on Jan 25, 2013 16:45:36 GMT -6
That's not a bad idea. That would fix the tree binding people. But at a cost of 20% that's way to much for that shit.. 5% is cool.
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Post by Apex Barry on Jan 25, 2013 22:30:28 GMT -6
Well given the fact that most of these handbinding gens can be used a fair amount of times, I'd say 20% hp is a bit much. Anywhere from 2-5% would be acceptable (I'd be for 20% only if the cooldown of these handbinding gens was lengthened).
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Post by Matt on Jan 26, 2013 19:15:39 GMT -6
Well...I'm kinda confused, the whole point of Hand-binding Genjutsu is to stop the person from moving. The only way Shikimaru beat this was using a Jutsu (which really shouldn't had been possible without handsigns)...I get what you mean, but Hand-binding Genjutsus seem to defeat the logic of being able to harm your self...or is this a logic be damned suggestion? Also I am liking say...10% of max HP.
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Post by Apex Barry on Jan 26, 2013 19:43:16 GMT -6
Eh, due to the game's nature, there are some parts where we need to kind of avoid common logic as the anime/manga did.
As an alternative, we can provide immunity to most genjutsu by a person having a higher knowledge of how genjutsu work (i.e. increasing the genjutsu stat) thereby giving players the option to further split their stats in exchange for a, let me correct my original statement, partial immunity to genjutsu (there would be a chance to not be genned using an algorithm of the user's vs the opponent's genjutsu stat). This algorithm could be ignored by the Uchiha gens, and there the 10% hp self harm thing could work on Narakumi (but also have a % chance to fail to get out of the gen causing them to have to use it again).
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Post by Matt on Jan 26, 2013 19:51:09 GMT -6
Keep in mind "Harm Self" is also going to factor into how Jashins work. Maybe keep the damage based on something that can't be outright stat whored, like say maybe what weapon they are holding. If they arn't holding onto anything bladed they can't do it? Jashin's Weapon would deal a low amount of self harm damage, while other swords would deal higher? I'm kinda just throwing ideas out and not thinking of them atm so
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Post by Apex Barry on Jan 26, 2013 21:05:00 GMT -6
That's actually not a bad idea. Like killing 2 birds with 1 proverbial stone.
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Post by Masamune on Jan 27, 2013 1:04:30 GMT -6
Eh, due to the game's nature, there are some parts where we need to kind of avoid common logic as the anime/manga did. As an alternative, we can provide immunity to most genjutsu by a person having a higher knowledge of how genjutsu work (i.e. increasing the genjutsu stat) thereby giving players the option to further split their stats in exchange for a, let me correct my original statement, partial immunity to genjutsu (there would be a chance to not be genned using an algorithm of the user's vs the opponent's genjutsu stat). This algorithm could be ignored by the Uchiha gens, and there the 10% hp self harm thing could work on Narakumi (but also have a % chance to fail to get out of the gen causing them to have to use it again). I don't think players would add points into Genjutsu if there was a formula like that, other than the people who were already wanting high gen for Treegen/Uchihas.
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Post by Masamune on Jan 27, 2013 1:11:26 GMT -6
Well...I'm kinda confused, the whole point of Hand-binding Genjutsu is to stop the person from moving. The only way Shikimaru beat this was using a Jutsu (which really shouldn't had been possible without handsigns)...I get what you mean, but Hand-binding Genjutsus seem to defeat the logic of being able to harm your self...or is this a logic be damned suggestion? Also I am liking say...10% of max HP. I get what you mean, but there are other ways of hurting yourself, maybe with a weapon the player is holding or even something like ripping a chunk out of your mouth with your teeth. OR maybe add in an item like a "Chakra Disruption Pill". At this point I'm just throwing things out there. Also about the HP, I gave a larger number because in my mind this was an emergency kind of technique, and I didn't want it to make a situation where Genjutsu was useless( that's where that percentage to fail came from).
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Post by F.G.D Slayer, Mello on Jan 27, 2013 5:06:22 GMT -6
Just gonna post a random passing thought. Why not just make it so not everyone can learn genjutsu? Make it so they're born with a % chance of having either High Gen Proficiency or Low Gen Proficiency (Or no proficiency at all). This would limit some genjutsus that can be learned. I mean it has been shown that not everyone is skilled with genjutsu.
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Post by Apex Barry on Jan 30, 2013 0:29:15 GMT -6
Just gonna post a random passing thought. Why not just make it so not everyone can learn genjutsu? Make it so they're born with a % chance of having either High Gen Proficiency or Low Gen Proficiency (Or no proficiency at all). This would limit some genjutsus that can be learned. I mean it has been shown that not everyone is skilled with genjutsu. Problem with this would be those that would continuously remake for High Gen Proficiency, so at that point a fair level would need to be determined for them to discover what proficiency they have..
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