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Ability Cost Decrease

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Post by Dead_pool Fri Mar 22, 2013 8:23 pm

Okay not alot to talk about here at first, I was thinking the more you train your move even for Ress/Zan, the cost decrease and maybe by 50% when capped...that way it will have more purpose then damage flux decrease. I like the sound because it could benefit everyone not just one person and even if you have cost in SE/Bankai you will benefit as well. You can do it 10% for every 20 lvls.
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Post by Lust Fri Mar 22, 2013 10:33 pm

I agree with you in some ways but all this just has OP written all over it buddy. We need high cost as to limit us to better use our moves if we go to lower cost the HIgh effect/ low damage moves would become somewhat unbalanced.
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Post by Yin Fri Mar 22, 2013 10:47 pm

I sorta agree with this except 50% is just way too much in my opinion. A 10%-25% decrease would be better, maybe also scaled to the cost of the move?
So basically 2-5% per 20 levels.
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Post by Dead_pool Fri Mar 22, 2013 11:27 pm

Yep does not have to be 50% I just would like it to be something more the n damage flux associated with moves...something to really show your hard work off.
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Post by Crow Fri Mar 22, 2013 11:31 pm

Naw I don't like this at all. It would make things way to unbalanced coming out with a fresh move doing max damage like that. Those that have money for move trains will be way to OP for normal players to take down. The way it is now is fine just makes you spend time training your moves to make them effective.
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Post by Dead_pool Fri Mar 22, 2013 11:55 pm

hrmmmm how about just Zan/Ress moves then, nothing like hard work spamming those moves in desert and what a reward then cost decrease?
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Post by Crow Sat Mar 23, 2013 12:19 am

Even so at 50% are you insane lol look at some of the other hax custom moves. I'd rather they pay the full amount with those things lol.
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Post by Dead_pool Sat Mar 23, 2013 12:37 am

Not really...I'm bipolar if that counts xD...uhhhh true just looking for more ways that a move can be beneficial...
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Post by orosan Sat Mar 23, 2013 9:15 am

well... how bout a move use cap?
like you can only use it for a number amount of time in 1 battle.
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Post by Yin Sat Mar 23, 2013 11:19 am

Methinks a move use cap is not really necessary, as the moves would already be limited by the users pools, and if they are weaker moves, will not have such a great effect anyways. A move use cap would limit the speed of training moves as well, which could be annoying to users.

Also, what happens if you run out of move uses in a battle? Do defaults also have move caps?
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Post by Greed Sat Mar 23, 2013 2:21 pm

move use cap would be ok i think if we had more than 3 moves without aura lol
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Post by Dead_pool Sat Mar 23, 2013 7:04 pm

Hey...hey...I said beneficial xD.
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Post by Kuchiki_Mateus Sat Mar 23, 2013 9:36 pm

just for zans?I don't agree.So all players with a custon zan will be invencibles O_O
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Post by Dead_pool Sun Mar 24, 2013 2:11 am

I said regular moves as well but people don't like it, I think it sounds great...but people don't like out of haxness
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Post by Legend Sun Mar 24, 2013 11:38 am

Still a 20% decrease would be still too much imo. I'd say max 10% would be more reasonable. If a move cost 200 per use 10% would only make it 180 per use the benefit of having a capped move adds an additional effect boost already if I'm not mistaken so decreasing the cost by 50% would be plain troll imo and 20% is still pushing. Also making it only for Zan moves would reduces the usefulness of armory moves and would increase the the gap of power between S/A ranks with the B rank and lower Zans throw a custom in there and you may have every user on the game without one complaining.

Lets say a battle lasts 5 rounds with a move with the cost of 200 per use 50% would cut it in half to 100 per use thats just plain silly. Making 5 moves cost 500 pools for that battle instead of the intended 1,000.

20% decrease is not as bad as 50% but still a bit much imo 160 per use making it 800 pools for the 5 rounds.

10% would be a bit reasonable leaving you with using 100 less pools then the battle intended.

Alot of the armory moves have similar cost to Zan moves but less usage due to Zan/Ress power if you were to make anything 20% I'd say go with Armory moves and make the Zan moves 10% decrease at cap to promote the usage of the armory moves.
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Post by Dead_pool Sun Mar 24, 2013 8:35 pm

I like the sound of that now that's what I call, helping to make the suggestion better and all out balanced.
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Post by Coleman1667 Tue Mar 26, 2013 2:52 am

I could actually get behind Legend's proposal for this one. Maybe take Armory moves to 15% instead of 20% though.
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Post by Greed Tue Mar 26, 2013 12:05 pm

since this might be merged ill put this here

i was thinking that we can upgrade the durability of self effect moves like resitances like mr ,sr and dr

at first when you get a move it will only last you 1 round and at lvl 25 it will last 2 rounds and at 50 3 rounds dont think it should go a 4th round though
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Post by Coleman1667 Wed Mar 27, 2013 6:10 pm

So maybe a better scale would be 34, 67, and 100 then Greed.
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Post by Greed Thu Mar 28, 2013 3:15 am

sounds good since it actually reaches 100 on your scale xD
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