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The Mega Thread for Type Suggestions and Alterations
What is the point of this thread? Simple. I suggested in Discord that we, the community, could work on new types or alterations to already existing types. There are members here who feel there isn't enough types, or that the ones we have just aren't good enough. Someone said that types "kneecap your character right out the door". Well, that shouldn't be the case.
So let's put our heads together and think up some new types.
Rules of this MegaThread
1. This is not a discussion and critique thread. Critique is reserved only for Mods, not members who decide to do their jobs for them.
2. The thread creator is the one who will report the thread. This is to insure that mods don't get overloaded. Yes, there might be a lot of types posted in this thread but if only one person reports it that ensures the thread won't appear in the Mod Que fifty times.
3. You can submit as many types as you want. But only in your post. This is meant to keep the thread from being filled with 15 suggestions made by one person that are each a separate post.
Description: Someone who is well-rounded in most ways, but does have that one flaw. Usually part of a main force. But there are also those that rise above the normal rank and file, and as a result acquire more strength from their combat experiences.
Advantage:
Rank 1: 50% increase to any one Stat (100 would be 150).
Rank 2: 75% increase to any one Stat (100 would be 175).
Rank 3: Double any one Stat (100 would be 200). 35% to another stat. (100 would be 135)
Rank 4: 150% increase to any one Stat (100 would be 250). Double to another stat (100 would be 200)
Disadvantage:
Rank 1: 30% decrease to one Physical Stat or one Spiritual Stat (100 would be 70).
Rank 2: 40% decrease to one Physical Stat or one Spiritual Stat (100 would be 60).
Rank 3: 50% decrease to one Physical Stat or one Spiritual Stat (100 would be 50).
Rank 4: 50% decrease to one Physical Stat or one Spiritual Stat (100 would be 50).
Race Restrictions: Available to all Races
Initial Weapons: One Starting Weapon (i.e. one Zanpakutō, one Doll, etc.)
Description: This type is similar to the Soul Specialist in that the individual focuses most of their power into their Release. Unlike the Soul Specialists, though, this manifestation of power represents itself in a permanent Release. This direct focus on their Release makes it difficult to learn and master many techniques. In exchange, their spiritual weapon tends to be more potent than others of its level.
Advantage: Advantage for All Ranks: The individual possessing this Type is always in their first stage of Release or simply pays no Reiatsu to enter their first stage of Release. This means that they can start a battle already in their first stage, or simply enter it whenever they want. This comes with all the normal advantages of being Released. First stage also refers to only the Primary Fullbring.
Rank 1: 50% increase to Spiritual Pressure (100 would be 150).
Rank 2: Double Spiritual Pressure (100 would be 200). The Class of all Releases is increased by 1 up to a maximum of Class 1. If the final Class would normally be greater than 1, this Release is considered more powerful than Class 1 and treated as something like a Class 1 (+1). This Release can beat techniques of Class 2 or lower as though it had the two-Class advantage, and as though it had a one-Class advantage over Class 1 techniques. It still loses to Class 0 techniques.
Rank 3: 150% boost to Spiritual Pressure (100 would be 250). The Class of all Releases is increased by 2 up to a maximum of Class 1. If the final Class would normally be greater than 1, then this Release is considered more powerful than Class 1 and treated as something like a Class 1 (+1) or Class 1 (+2). At (+1), this Release can beat techniques of Class 2 or lower as though it had the two-class advantage, and as though it had a one-Class advantage over Class 1 techniques. At (+2), this Release can beat techniques of Class 1 or lower as though it had the two-Class advantage. It still loses to Class 0 techniques.
Rank 4: Triple Spiritual Pressure (100 would be 300). The Class of all Releases is increased by 3 up to a maximum of Class 0. Despite being Class 0 in nature, a Classed-up Release cannot defeat a Class 0 technique even with the proper advantage in Stats (including the 3x difference). It can fight on par with and cancel out a Class 0 technique or Release.
Disadvantage: This Type must spend double the necessary TTP to learn any extra techniques outside of their Release. This Type is limited on what techniques it can actually learn. For Shinigami, all Kidō techniques that are Class 2 or higher are unable to be learned. For both, a character is limited to a maximum of seven non-Release techniques. This applies to ALL non-Release techniques except for the racial step technique that does not take a slot. Concealing Reiatsu is impossible for those who possess this Type due to their innate inability to contain the massive amount of Reiatsu they expel. Shinigami Permanent Releases are limited to four techniques split between Shikai and Bankai rather than the normal six. Those who have this Type are typically unable to control their Reiatsu very well.
Race Restrictions: Available to only Shinigami and Fullbringers. Only five Perma-Release Types can exist at a single time.
Initial Weapons: One Starting Weapon (i.e. one Zanpakutō, one Doll, etc.)
Characters with this Type:
The tweak to this type is exceptionally simple. It removes the drawback that Fullbringer Perma's can't use Gate. I understand why that is in place, since Gate will double the already impressive Spiritual Pressure, but doesn't excuse Technique Masters, with higher buffs, being able to use Gate. Perma-Releases don't get enough techniques as is, why limit them?
Description: This Type is particularly good at running and possesses a decent amount of stamina that allows them to move at greater speeds without tiring themselves so easily.
Advantage:
Rank 1: Double the Speed of a Non-Typed character (100 would be 200). Increases “efficient” running speed to 350, where the first stamina increase begins at 450.
Rank 2: Triple the Speed of a Non-Typed character (100 would be 300). Increases “efficient” running speed to 400, where the first stamina increase begins at 600.
Rank 3: Quadruple the Speed of a Non-Typed character (100 would be 400). Increases “efficient” running speed to 500, where the first stamina increase begins at 700.
Rank 4: 350% increase in the Speed of a Non-Typed character (100 would be 450). Increases “efficient” running speed to 600, where the first stamina increase begins at 800.
Disadvantage: Drawback for all Ranks: Halve the Strength of a Non-Typed character (100 would be 50). Half Reiatsu total but not Spiritual Pressure. If you have 200 Spiritual Pressure, instead of having 2000 Reiatsu you would only have 1000.
Race Restrictions: Available to All Races
Initial Weapons: One Starting Weapon (i.e. one Zanpakutō, one Doll, etc.)
Objectively the worst type on site in its current form. Removes the restriction that the Speed boost is only applicable while running. This means that the speed given by Runner is usable in general movement, Step Techniques, and Speed based techniques. Removed the Rank 4 extra technique bonus.
Description: These are the brave heroes that venture out into the front lines of battle. While they're very skilled and quite strong, they aren't the brightest. Just look at some of the protagonists we've seen.
Advantage:
Rank 1: Select one Spiritual Stat to increase by 50% (100 would be 150). Increase the other Spiritual Stat by 25% (100 would be 125).
Rank 2: Select one Spiritual Stat to double (100 would be 200). Increase the other Spiritual Stat by 50% (100 would be 150).
Rank 3: Select one Spiritual Stat to increase by 150% (100 would be 250). Increase the other Spiritual Stat by 75% (100 would be 175).
Rank 4: Select one Spiritual Stat to triple (100 would be 300). Double the other Spiritual Stat (100 would be 200).
Disadvantage: Drawback for all Ranks: Halve the Physical Stats of a Non-Typed character (100 would be 50).
Race Restrictions: All races except Failures and Beast-Clan
Initial Weapons: Can start with two, though this is optional. A Shinigami of this Type can develop two different Shikai with different abilities that merge together in Bankai, while a Bount can start with two Dolls instead of one and end with a total of four Dolls. No new Release technique slots are gained, so techniques are spread thinner among more weapons. Bonus weapon is limited to Shinigami and Bount.
A Spiritual type that offers very strong bonuses but at the cost of reducing the important stat Speed
Description: Those who are defined as Fractured possess an unusually strong spirit, strong enough that it cannot be easily contained in a single body. As a result, the user's soul is split into two portions; one that exists within the body, and one that forms a separate spiritual body outside of the original. The original tends to be protective of their split self for multiple reasons. The companion holds the power of the owner's Release as well as a large portion of the original's soul and spiritual energy. However, this separation also causes the split to, over time, develop a personality and emotional pattern all of their own. This gives many the impression of two separate, yet inseparable, beings that work together in a strange symbiosis. This is especially apparent during Release when the two portions of the soul become one once more, forming a single being until the effects end.
For Shinigami, this split often manifests in the form of their Zanpakutō spirit's true form while it tends to take on a humanoid figure similar to a child in appearance in Arrancar. Fullbringers find their souls developing into an animal form that represents their spirit, such as a bird for those who are more free-spirited. Even Vizard can manifest their Zanpakutō, though the one behind it is often their Inner Hollow, frequently giving them more of a monstrous counterpart than that of a normal Shinigami's.
Advantage: Advantage for All Ranks: Upon assuming this Type, the user can choose the form that their split soul's appearance takes on based on the criteria above. This spirit is able to fight alongside the user, possessing its own SP pool equal to half of the user's total SP before Type. This SP is assigned to any Stats besides Spiritual Pressure, but all Stats are limited to a cap of 300 SP before Type. Type bonuses and penalties apply to the spirit just as they do to the user. Spiritual Pressure is determined by taking half of the user's Spiritual Pressure after Type, locking the spirit's Spiritual Pressure at this value (if the user has 600 Spiritual Pressure after Type, then the spirit will possess 300 Spiritual Pressure). This value can only be changed as a result of CIUs to shuffle Stats or via techniques that project one's spirit into a manifested form. The latter will alter a spirit's Stats according to the technique (Spiritual Projection, for example, states that the spirit has the same Stats as the user), but projection techniques used by the Fractured Type can only last a maximum of five posts before needing to be refreshed, regardless of greater maximum duration normally. This is due to the natural instability of a separated soul. This spirit also possesses its own Reiatsu pool based on its Spiritual Pressure, and can use any techniques that the user possesses as long as it meets the requirements.
Rank 1: 50% increase to Spiritual Pressure (100 would be 150). 35% increase to one Non-HE Stat (100 would be 135).
Rank 2: 75% increase to Spiritual Pressure (100 would be 175). 50% increase to either one Non-HE Stat (100 would be 150).
Rank 3: Double Spiritual Pressure (100 would be 200). 75% increase to either one Non-HE Stat (100 would be 175).
Rank 4: Double Spiritual Pressure (100 would be 200). Double either one Non-HE Stat (100 would be 200).
Disadvantage: Drawback for All Ranks: For a split to even occur in the first place, the user must have a very strong IC history or a series of IC threads that build up to the point of the split. Upon the split, one non-Release technique slot is immediately taken up by the companion. Additionally, the user has their maximum Reiatsu halved as long as they are separate from their other half (1000 would be 500). During Release, maximum Reiatsu is restored, and any Reiatsu that the companion had upon activation is added to the user's current amount. Upon separation due to Release's end, Reiatsu is split evenly between the two. If the companion is incapacitated to the point of being unable to participate in battle, Release cannot be used. If the companion is injured at the point of Release, then injuries are carried over to the user and remain there even at the termination of Release. Finally, if the companion is killed, then the user is unable to use their Release without a significant rest period (NDE) or two completed threads aside from the one in which the companion was killed (DE).
Additionally, the two individuals must possess distinct and unique personalities, as they often develop their own nature as time goes on. The companion is often very aware of their status as a portion of something bigger, rather than a whole, and this tends to affect their personality. As the companion has their own personality and their own ideals, which may contrast with the user's own, they may refuse to aid their other half in certain situations. Finally, there is a maximum of five characters with this Type at a time.
Rank 1: 30% decrease to Reiatsu Strength or Strength (100 would be 70). 25% decrease to one Stat (Not HE) that was not increased of the same type as the one that was increased (100 would be 75).
Rank 2: 40% decrease to Reiatsu Strength or Strength (100 would be 60). 30% decrease to one Stat (Not HE) that was not increased of the same type as the one that was increased (100 would be 70).
Rank 3: 50% decrease to Reiatsu Strength or Strength (100 would be 50). 40% decrease to one Stat (Not HE) that was not increased of the same type as the one that was increased (100 would be 60).
Rank 4: 50% decrease to Reiatsu Strength or Strength (100 would be 50). 50% decrease to one Stat (Not HE) that was not increased of the same type as the one that was increased (100 would be 50).
Race Restrictions: Available only to Shinigami, Vizard, Arrancar, and Fullbringers. Only five Fractured Types may exist at a single time.
Initial Weapons: One Starting Weapon (i.e. one Zanpakutō, one Doll, etc.)
Last Edit: Oct 17, 2017 16:48:41 GMT -5 by Deleted
Description: These people are usually the most powerful among a group. The exceptions to rules that previously governed everyone else. They're unbelievably strong, and usually end up being extreme villain types that need to be overcome by an overpowered but sudden increase in power. These guys are massively strong.
Advantage: Advantage for All Ranks: Double any two desired Stats (100 would be 200).
Disadvantage: Drawback for All Ranks: This results in a massive deduction of Skills. Users of this Type lose two Release abilities. Users of Releases without multiple techniques per tier or a specific tiered Release (Mod Souls, Failures, Hason, Fullbringers, Beast-Clansmen, Rogues, and Saika) instead get costs increased by 50%. The one that has this Type is also only allowed six total non-Release techniques. Decrease Release duration by 50%, and if a Release does not have a set duration, then set it at 5 posts. Releasing also costs 50% more Reiatsu. This Type is not available to RPCs. If you're a Dungeon Master in a thread and need a plot-related, temporarily overpowered enemy to give your participants, you can use this Type. Only one NPC per thread can have this. No long term plot-based NPC can use this.
Race Restrictions: None (NPC ONLY).
Initial Weapons: One Starting Weapon (i.e. one Zanpakutō, one Doll, etc.)
Changed to be all races, since it literally states other races in the description.
Description: A fighter who fights to annoy and wear out opponents, and has learned how to take care of the injuries they often take when outlasting foes.
Advantages:
Rank 1: Strength and Healing Expertise increased by 75%, 1 free point in Damage Recovery.
Rank 2: Strength and Healing Expertise increased by 125%, 2 free points in Damage Recovery.
Rank 3: Strength and Healing Expertise increased by 175%, 3 free points in Damage Recovery.
Rank 4: Strength and Healing Expertise increased by 250%, 4 free points in Damage Recovery..
Release is not forced to be healing based, despite the points in healing.
Disadvantages: All ranks: Is unable to heal anyone aside from themselves. All sensory stats are reduced by 50%. Must put at least 100 into all stats before they can reach class 2.
Race Restrictions: All except mod Soul, Beast clan, Arrancar, Failures, and Hell races.
Description: This person has lost one of their senses, but is incredibly advantaged in other ways. These people are often more powerful than they let on. As they gain experience with this Type, they become more and more acute in every other way.
Advantage:
Rank 1: This Type loses either sight or hearing (selected during pre-approvement). This may seem to be a disadvantage, but the result is that their senses triple to make up for the lack of other senses (triple if blindness is selected (100 would be 300). It's only double if deafness is selected (100 would be 200).
Rank 2: This Type loses either sight or hearing (selected during pre-approvement). This may seem to be a disadvantage, but the result is that their senses quadruple to make up for the lack of other senses (quadruple if blindness is selected (100 would be 400). It's only triple if deafness is selected (100 would be 300). 25% increase to instinct and energy sensory.
Rank 3: This Type loses either sight or hearing (selected during pre-approvement). This may seem to be a disadvantage, but the result is that their senses quintuple to make up for the lack of other senses (quintuple if blindness is selected (100 would be 500). It's only triple if deafness is selected (100 would be 300)). 50% increase to instinct and energy sensory.
Rank 4: This Type loses either sight or hearing (selected during pre-approvement). This may seem to be a disadvantage, but the result is that their senses increase by 500% to make up for the lack of other senses (500% if blindness is selected (100 would be 600). It's only 400% if deafness is selected (100 would be 500). 50% increase to instinct and energy sensory.
Disadvantage: Must put at least 200 points into Senses before Rank 2.
Race Restrictions: Available to all Races
Initial Weapons: One Starting Weapon (i.e. one Zanpakutō, one Doll, etc.)
Removed semi-cripple as an option, never made sense to me. Boosted instinct and energy sensory to compensate, and made a requirement to have at least 200 in senses for rank 2.
{Soul Specialist V1}Type: Soul Specialist Version 1
Description: This is someone who initially appears weak when sealed. These people specialize in their Release. Sealed, they appear weak, may be childish, etc. However, their Release is rather strong.
Advantage:
Rank 1: Double either Spiritual or Physical Stats by (100 becomes 200). Increase Release duration by 25%.
Rank 2: Increase either Spiritual or Physical Stats by 150% (100 becomes 250). Increase Release duration by 50%. Increase a Sensory Stat by 50% (100 becomes 150).
Rank 3: Triple either Spiritual or Physical Stats by (100 becomes 300). Increase Release duration by 75%. Increase a Sensory Stat by 75% (100 becomes 175).
Rank 4: Increase either Spiritual or Physical Stats by 250% (100 becomes 350). Double Release duration. Double a Sensory Stat by (100 becomes 200).
Disadvantage:
Rank 1: When sealed, all Stats are treated as their base SP values and all non-increased Stats are cut by 50% (100 would be 50). When the user Releases, they do not gain full power instantly, but return two Stats to their full values per post. During the first post of Release, this restoration occurs instantly, then continues at the end of every other post. Sealed state and Released state must be total personality opposites, meaning that if the Sealed state is lazy, the Released state is manic. If the Sealed state is peaceful, the Released state is hyper violent, and vice versa. Fullbringers only receive their stats back upon activating their primary fullbring. Cost of secondary is unchanged.
Rank 2: When sealed, all Stats are treated as their base SP values and all non-increased Stats are cut by 60% (100 would be 40). When the user Releases, they do not gain full power instantly, but return two Stats to their full values per post. During the first post of Release, this restoration occurs instantly, then continues at the end of every other post. Sealed state and Released state must be total personality opposites, meaning that if the Sealed state is lazy, the Released state is manic. If the Sealed state is peaceful, the Released state is hyper violent, and vice versa. Fullbringers only receive their stats back upon activating their primary fullbring. Cost of secondary is unchanged.
Rank 3: When sealed, all Stats are treated as their base SP values and all non-increased Stats are cut by 75% (100 would be 25). When the user Releases, they do not gain full power instantly, but return two Stats to their full values per post. During the first post of Release, this restoration occurs instantly, then continues at the end of every other post. Sealed state and Released state must be total personality opposites, meaning that if the Sealed state is lazy, the Released state is manic. If the Sealed state is peaceful, the Released state is hyper violent, and vice versa. Fullbringers only receive their stats back upon activating their primary fullbring. Cost of secondary is unchanged.
Rank 4: When sealed, all Stats are treated as their base SP values and all non-increased Stats are cut by 75% (100 would be 25). When the user Releases, they do not gain full power instantly, but return two Stats to their full values per post. During the first post of Release, this restoration occurs instantly, then continues at the end of every other post. Sealed state and Released state must be total personality opposites, meaning that if the Sealed state is lazy, the Released state is manic. If the Sealed state is peaceful, the Released state is hyper violent, and vice versa. Fullbringers only receive their stats back upon activating their primary fullbring. Cost of secondary is unchanged.
Race Restrictions: Available to all Races except Beast-Clansmen, Vizard, Quincy, Mod Souls, Hollows, Hason, and Failures.
Initial Weapons: One Starting Weapon (i.e. one Zanpakutō, one Doll, etc.)
Added Fullbringers, added that only primary fullbring returns their stats.
Last Edit: Nov 11, 2017 0:26:58 GMT -5 by Impossible
Description: Assassins, spies, and saboteurs make up this Type. These people specialize in slipping in unnoticed and carrying out their missions with controlled ease. If confronted directly, they are far from helpless, utilizing their skill with their blades or other weapons to fend off enemies until either victory is won, or they can slip away once more. In the Seireitei, many of these Types are Onmitsukidō members. Despite their obvious combat advantages, most Shadows work with limited pools of Reiatsu, meaning that they must make every strike count. Prolonged combat tends to wear out Shadows, though not as severely or quickly as Geniuses. Their released weapons and powers are often potent, though this comes at a reduced rate of Release. Though their Spiritual Pressure is relatively low, this is actually a boon to some Shadows, allowing them to slip past enemy sensors and appear weak to foes upon their first meeting. From the start of their lives, they have always lived as quiet, silent folk. Not freakish or strange, but merely a little more shy and prone to enjoying privacy and deception. People who would always try to find ways to physically and metaphorically hide.
Advantage:
Rank 1: 50% increase to Speed and one Sensory Stat (100 would be 150). 30% increase to either Strength or Reiatsu Strength (100 would be 130).
Rank 2: Double Speed (100 would be 200). 50% increase to Strength or Reiatsu Strength (100 would be 150). 50% increase to one Sensory Stat (100 would be 150).
Rank 3: 150% increase to Speed (100 would be 250). 60% increase to Strength or Reiatsu Strength (100 would be 160). 50% increase to one Sensory Stat (100 would be 150).
Rank 4: Triple Speed (100 would be 300). 80% increase to Strength or Reiatsu Strength (100 would be 180). 50% increase to one Sensory Stat (100 would be 150).
Disadvantage: Drawback for All Ranks: 50% decrease in the Stat that didn’t receive the boost between Strength and Reiatsu Strength (100 would be 50). Spiritual Pressure is reduced by 40% (100 would be 60). Healing Expertise is limited to 50. Reduce the two Sensory Stats that aren’t boosted by Type by 25% (100 would be 75). Release is cut in duration by 3 posts, allowing only 7 posts of Shikai, 7 posts of Bankai, etc. Bount Shadows are limited to 7 posts of release with their Dolls instead of the usual unlimited amount. Mod Soul Shadows, who don’t possess active Releases like Bounts, Shinigami, and Fullbringers, are instead taxed an additional 35% for the techniques that incorporate their powers. Arrancar Shadows do not have a set maximum to Release duration, but simply have their Class-based maximum reduced by 4 (maximum 12 posts at Class 1).
Rank 1: 4 posts of consecutive combat fatigues this Type. After the actions taken in their last post of combat, BEFORE the opponent’s post, their Speed is cut by 30% (100 would be 70) and their Spiritual Pressure is halved (100 would be 50). Stat boosts applied to Strength, Reiatsu Strength, and the Sensory Stat are voided. In order to recuperate from these Stat losses, a Shadow must rest for 4 posts. Lost Reiatsu is not regained. Maximum is restored.
Rank 2: 6 posts of consecutive combat fatigues this Type. After the actions taken in their last post of combat, BEFORE the opponent’s post, their Speed is cut by 40% (100 would be 60) and their Spiritual Pressure and remaining Reiatsu are halved (100 would be 50). Stat boosts applied to Strength, Reiatsu Strength, and the Sensory Stat are voided. In order to recuperate from these Stat losses, a Shadow must rest for 3 posts. Lost Reiatsu is not regained. Maximum is restored.
Rank 3: 8 posts of consecutive combat fatigues this Type. After the actions taken in their last post of combat, BEFORE the opponent’s post, their Speed is cut by 50% (100 would be 50) and their Spiritual Pressure and remaining Reiatsu are halved (100 would be 50). Stat boosts applied to Strength, Reiatsu Strength, and the Sensory Stat are voided. In order to recuperate from these Stat losses, a Shadow must rest for 2 posts. Lost Reiatsu is not regained. Maximum is restored.
Rank 4: 10 posts of consecutive combat fatigues this Type. After the actions taken in their last post of combat, BEFORE the opponent’s post, their Speed is cut by 60% (100 would be 40) and their Spiritual Pressure and remaining Reiatsu are halved (100 would be 50). Stat boosts applied to Strength, Reiatsu Strength, and the Sensory Stat are voided. In order to recuperate from these Stat losses, a Shadow must rest for 1 post. Lost Reiatsu is not regained. Maximum is restored.
Other Requirements: Must take at least 1 Skill Point in; Stealth, and at least 1 form of martial art or swordsmanship. Must take 2 in each of these Skills for Shadow Ranks 3 and 4.
Race Restrictions: Available to all Races except Quincy, Akki, Hason, Hollows, and Failures.
Initial Weapons: One Starting Weapon (i.e. one Zanpakutō, one Doll, etc.) and a set of 15 small basic throwing weapons such as Shuriken, Kunai, Senbon, or Throwing Knives.
Last Edit: Oct 28, 2017 20:11:51 GMT -5 by Yun Fēng
Post by Johnwaluigi on Oct 28, 2017 5:24:50 GMT -5
Alright, I’ll go through these in order. Types usually require unanimous approval from the mods however, so this input doesn’t count for much.
-Soldier: Is now suddenly, by a long shot, the best type on the site. Almost complete flexibility at Rank 4 and two huge boosts at the price of one small drawback. I would much rather see a 1.25x to one extra stat at Rank 3 and Rank 4. But they shouldn’t get a 2.5x and a 2x boost.
-Perma Release: Perma Release getting Gate is a tough one, as the doubled Reiatsu costs don’t affect them as much as anyone else - and the doubled Spiritual Pressure is always an Offensive Stat for them. However, in the interests of keeping Perma as a competitive type I wouldn’t mind seeing this change being made.
-Runner: I feel this needs a more severe drawback if you want to transfer all its power over to speed. Speed is one of the most powerful stats on the site for a reason, so I think Runner should sacrifice more than just physical Strength for the insane buffs to speed. My recommendation would be to halve SpPr and RS at higher Ranks (or perhaps halve one and 75% in the other), with lower Ranks having appropriately tiered drawbacks.
-Brave 2: Boosting both RS and SpPr is always a little better, I feel, than the equivalent boost to both Physicals. Bearing that in mind, I think the Rank 4 drawbacks should be scaled back. Perhaps a 2.5x increase to one Spiritual Stat and a 2x increase to the other? At the cost of still halving their physical stats, of course.
-Fractured: I don’t believe this type needs altering.
-Exception: Removing the race restriction for Exception is something I’m fine with.
-Tank: The bonuses of Tank are far too great, I believe, to allow it to be passed as is. Instead of granting them HE, why not give them free points in the Damage Recovery skill (as per Cunning, for example). It grants exactly the bonuses I believe you’re looking for.
-Lost Sense: This seems to be missing most of whatever you edited, so I guess we’ll leave it as is.
-SS v1: Adding Fullbringers seems fine to me, however they should only restore their stats upon using their primary Fullbring - not their secondary one.
-Shadow: Is removing the Hoho and Shunpo restriction the only changed made to this type? I can’t find any others. If that’s the case, I’d be happy with that change.
In future, when making this kind of thread, please highlight all changes made in red. Thank you.
Post by Himitsu Kasumi'Oji on Nov 10, 2017 13:52:37 GMT -5
Yeah, I'm not down to buff soldier.
With perma release giving large class boosts to release, I don't think they need Gate. In fact, Gate would make it even harder to beat their release in a clash of abilities. Perma are pretty strong where they are.
I'd give runner the option to cut either strength or RS. Also, those speed buffs are kinda high. I'd adjust them to the following: 50% increase, double, 150% increase, triple. Or you can take John's advice and worsen the drawbacks to compensate for the current speed boosts you have listed.
Brave 2 looks good to me. Might even switch Himitsu to it if it becomes a thing
The change to exception makes sense.
I'm not a fan of tank. There's another thread where a bruiser type is being discussed. I think it'd be better to make the bruiser type into something that's viable for a tank character. I just don't see a type like this getting a ton of use tbh, even with the large boosts it currently offers.
Post by Zeich Yajuu on Nov 10, 2017 15:56:16 GMT -5
Weighing in because people said I'm experienced enough to count for it. It would really help if we had a before and after with red marks for changes, but... anyway.
Soldier 35% then 100% boost? Nope. I'd say if we were going to buff it (and I don't really think it needs to be buffed, given Zeich managed to roll with Soldier from Class 7 to Class 2 or so...) then it'd be 25% then 50%. Honestly, if that was the case though, I'd increase the debuffs slightly; the reason is that you can pick one spiritual OR physical (meaning you can dump RS or Str depending on offensive type, or SpPr if you play low-cost), giving you a huge amount of versatility with a very minor dump. If we were going to buff this, I'd probably add a debuff to a sensory stat. My take would be:
Description: Someone who is well-rounded in most ways, but does have that one flaw. Usually part of a main force. But there are also those that rise above the normal rank and file, and as a result acquire more strength from their combat experiences.
Advantage:
Rank 1: 50% increase to any one Stat (100 would be 150).
Rank 2: 75% increase to any one Stat (100 would be 175).
Rank 3: Double any one Stat (100 would be 200). 25% to another stat. (100 would be 135)
Rank 4: 150% increase to any one Stat (100 would be 250). 50% to another stat. (100 would be 150)
Disadvantage:
Rank 1: 30% decrease to one Physical Stat or one Spiritual Stat (100 would be 70).
Rank 2: 40% decrease to one Physical Stat or one Spiritual Stat (100 would be 60).
Rank 3: 50% decrease to one Physical Stat or one Spiritual Stat (100 would be 50). 10% decrease to either Senses or Instinct.
Rank 4: 50% decrease to one Physical Stat or one Spiritual Stat (100 would be 50). 25% decrease to either Senses or Instinct.
Race Restrictions: Available to all Races
Initial Weapons: One Starting Weapon (i.e. one Zanpakutō, one Doll, etc.)
Perma-Release Nope. Nope nope nope. Do you know why Gate is allowed for TMs and not for Perma-Release? Because TMs receive enormous amount of pain, and they're constantly experiencing it as long as Gate is up. Combined with the fact that double costs along with an ongoing cost mean that they're rushing headlong to Failure status that much faster, TMs take a huge risk in using Gate. Perma-Release has no such drawback, an enormous Reiatsu pool, and on top of that can consistently and constantly make use of the doubled Spiritual Pressure bonus for their Release. Gonna decline giving them access to Gate, sorry.
Runner Both ZK and John make great points on this, and I'm in agreement that Speed is an insanely powerful stat, so putting that much speed into a constantly available state is broken. I would either reduce the amounts to 50/100/150/200 boost (i.e. 600/800/1000/1200 cap) or I'd put a more severe drawback, such as reducing stamina faster with any actions that aren't straight-up running. 1800 potential max speed with free use is far beyond excessive.
Brave V2 I'm actually okay with Brave v2. I don't think the boosts are too high, but that can be seen better in practice; if needed, it can be nerfed later if it's shown to be too powerful/unbalanced.
Fractured I don't think this needs a change at all.
Exception Thumbs up on all races, since it's NPC only, and it's a great way to build a "boss" type character.
Tank Tank is not a Type. It's a combat style. Types are generally designed as personalities, influenced by events and environments. Tank here is just something you decide.
Lost Sense I'm actually not against this change aside from the 200 Senses requirement. I always felt the "crippled" thing felt like it had nothing to do with Lost Sense, and was completely superfluous. I'd drop the secondary bonuses though, to 0/25/50/50. Having x2~6 Senses is already pretty insane without huge Instinct and ES boosts.
SS V1 Thumbs up. Including Fullbringers is a good idea.
Shadow I'm okay with the skill changes, since before it was too niche. I'd say remove swordsmanship and make it a martial arts skill in general. Shadows aren't sword-ninjas; they just know how to act silently, so swords seem really like they don't belong.