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Post by Impossible on Feb 12, 2018 23:25:39 GMT -5
The 2300 sp arrancar with boosts, average instincts, and has hsr, is what you want to use in this argument of why Healing needs to have release restricting properties?
Last Edit: Feb 12, 2018 23:26:19 GMT -5 by Impossible
You're using another Arrancar! They aren't affected by the Healing restrictions, the exact point I'm trying to argue against keeping!
Therefore Arrancar are a good measure of what we might be able to expect if we do away with the restriction entirely. So Kuroi and Sargon are actually good examples for the purpose of asking: “Do we want any and all races to be able to do this kind of character?
Post by Valentin Acciai on Feb 13, 2018 5:44:59 GMT -5
Most races have less SP to play with the idea though, with exception to beast clan and vanderreich. Arrancar have a lot of room to toy and tinker that most races don't.
Another idea that entered my mind was to simply create a specific type that allows offensive HE at the cost of 300 max base speed and reduced availability to step techniques. Although that wouldn't be too efficient for Arrancar as they would see no benefit from it...
What if instead of forcing a healing release, having a certain level of HE introduced a reduction in RS or SpPr or Strength or just on their OS during a check? Like at 300 it got a 25% cut to RS or their OS, then at 400 the reduction went higher etc (numbers could be anything, I just plucked some from nowhere).
If the primary concern is having high HE and a high offensive stat/s, then the simplest two solutions I can think of is having HE dynamically limit offensive stats depending on the level of investment as mentioned above (applied before or after type bonus), or just having mods take extra care with approving HE based techniques so that they are either inefficient if used in combat or incredibly draining if they aren't. Or some combination of both.
I'm just spit balling here, but surely there are more ways to balance these things out than rendering HE as a stat that all new players (myself included) are told by practically every member of staff/ veteran members to ignore HE completely unless you're an Arrancar going after high speed regen.
Post by Valentin Acciai on Feb 13, 2018 13:15:42 GMT -5
The first idea sounds awful, not that i have any idea how to make it work.
the primary concern is not about having HE and a high offensive stat, it's about HE doubling as an offensive stat while also being the healing stat. People are hard to hit normally, if they can heal from mistakes on top of it many have a problem with it. But yeah i was also told when first joining to pretty much ignore HE and treat it as a trash stat, so of course i did the opposite and am voluntarily using the reviled stat. I too wish HE was in a state that people didn't have to warn newbies over how useless/OP it is.
Or i think that was the primary concern... a lot of talk in here so rapidly instead of that sweet sweet constructive criticism.
Post by Valentin Acciai on Feb 19, 2018 2:54:45 GMT -5
Type: Combat Medic
Description: directly behind any front line the Combat Medic defies the stereotype of healers being useful only in their primary profession. They are much too stubborn to play the passive supporting role, much more inclined to throw a punch of their own towards any who seek to harm their comrades and that aggressiveness leaves a mark in their very abilities. Their direct approach however often leaves openings in their defenses and everyone knows to eliminate healers first.
Advantage: Races normally affected by the limitations of having high HE while still forced to rely on a HE based release are not barred from making use of them in an offensive fashion as they are normally. Races not affected by this limitation (i.e Mod Souls, Akki, Arrancar and Hollow) only suffer 25% cut to one of the lowered sensory stats.
Rank 1: 50% increase to Healing Expertise, 50% increase to offensive stat of choice.
Rank 2: 100% increase to Healing Expertise, 75% increase to offensive stat of choice.
Rank 3: 150% increase to Healing Expertise, 100% increase to offensive stat of choice.
Rank 4: 200% increase to Healing Expertise, 150% increase to offensive stat of choice.
Disadvantage: 50% cut to two sensory stats of choice (25% cut on one of them and 50% on the other for races not affected by HE limited releases.) and 25 points per rank must be added to ALL cut stats.
Rank 1: 20% cut to either a physical or spiritual stat of choice.
Rank 2: 30% cut to either a physical or spiritual stat of choice.
Rank 3 & 4: 50% cut to either a physical or spiritual stat of choice.
Race Restrictions: Available to All Races.
Initial Weapons: One Starting Weapon (i.e. one Zanpakutō, one Doll, etc.)