*ahem* AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
Man I denied a lot this week -.-
[Tenkaichi]
Denied
Alright, there are few peeves I have with this submit. A debuff feat is fine, it just needs to be made in a proper way. Firstly, 25% and 15% potential debuffs are pretty high in the first place, especially for 1% per round. The 15% potential for multiple people is still pretty high. A way you could set this up is as more people are there, the debuff potential decreases by X%. Also, this debuff needs a round limit or a much higher cost. At 10K zan, we’re looking at a 2.5K stat debuff after only 5 hits with a sword, which is a no.
[Van’s Techs]
-For the record, I really really really really really really don’t like upgrade systems. They just seem like sneaky ways to turn so called “underpowered” techs into really over powered ones. I mean 12th has some of the craziest techs I’ve ever seen. Also, concerning each tech, I don’t see how their monstrously underpowered. What’s so underpowered about a 10% buff, super heal, cero redirect and super wound maker?
[Devil’s Bane]
Cost Removal- Denied, free anti-heal? I think not.
Factor Increase- Approved, as long as this does not increase damage delt.
[Go For the Mask]
Buff increase- Approved though, make the cost in points be 150 points
Round increase- Approved though, limit at 5 rounds
[Vital Ressurgance]
Anti-Debuff – Denied, Finny’s div already has this tech. I mean, it’s almost a complete copy of his tech…
[They Who Walk Through Fire]
Resubmit
This needs either a cool down or restriction on number of times used in battle. That way you aren’t diverting things every single turn. Also increase 2% to 3%.
300 points- Approved
[Animagus]
Approved
*tackles sing* Harry Potter terms makes me nerd spazz.
[Defer to the Superstar]
Denied
Okay, super attack acceleration hasted attack w/e is really over powered. Firstly, I have a feeling that this might lead to some super godmodding because how else can you write hasted sword attacks and what not with out detailing what happened with the earlier ones. Also, a person could technically be able to super spam kidou and launch 3 Meteor Rains and what not in one two turns which is crazy.
[Item Specialist]
Denied
One of the bounty rewards is already an Unique Item Slot, I see no need for feat.
[Overturning Bad Luck Style]
Denied
Hmmm… this seems like a thing that you could naturally RP doing, though it is a bit hazy. I may be wrong, but wouldn’t stealing somebody’s zanpaktou make it heavy/painful to wield since it’s out of the user’s hands? Also, what if a person is in Shikai or Bankai? Disarming people’s Bankais and whatnot would be a no. Plus, I would assume there would be some severe reiatsu rejection to this. Finally, after you launch this counter attack, you’re pretty much holding your opponents weapon, what then?
[Swordsman’s Virtue]
Denied
Heirro is such a ridiculously overpowered ability. At your connection, stopping everything short of major wounds is such ridiculous. Also, there needs to be either a round limit or a cost. Personally I say leave this to metaplot, purposely overpowered baddies.
[Taihou Kata]
Approved
[Beak’s Long Japanese Phrase]
Resubmit
Originally I thought this was fine, but after talking to some people, I realized how strong this one is. A few people in this RP have kais or abilites that run solely off of mental abilities such as Sing's. I don't think an instant immunity for no cost works in this situation. However, something like this might. IM me because I want to talk this over a bit more.
Man I denied a lot this week -.-
[Tenkaichi]
Denied
Alright, there are few peeves I have with this submit. A debuff feat is fine, it just needs to be made in a proper way. Firstly, 25% and 15% potential debuffs are pretty high in the first place, especially for 1% per round. The 15% potential for multiple people is still pretty high. A way you could set this up is as more people are there, the debuff potential decreases by X%. Also, this debuff needs a round limit or a much higher cost. At 10K zan, we’re looking at a 2.5K stat debuff after only 5 hits with a sword, which is a no.
[Van’s Techs]
-For the record, I really really really really really really don’t like upgrade systems. They just seem like sneaky ways to turn so called “underpowered” techs into really over powered ones. I mean 12th has some of the craziest techs I’ve ever seen. Also, concerning each tech, I don’t see how their monstrously underpowered. What’s so underpowered about a 10% buff, super heal, cero redirect and super wound maker?
[Devil’s Bane]
Cost Removal- Denied, free anti-heal? I think not.
Factor Increase- Approved, as long as this does not increase damage delt.
[Go For the Mask]
Buff increase- Approved though, make the cost in points be 150 points
Round increase- Approved though, limit at 5 rounds
[Vital Ressurgance]
Anti-Debuff – Denied, Finny’s div already has this tech. I mean, it’s almost a complete copy of his tech…
[They Who Walk Through Fire]
Resubmit
This needs either a cool down or restriction on number of times used in battle. That way you aren’t diverting things every single turn. Also increase 2% to 3%.
300 points- Approved
[Animagus]
Approved
*tackles sing* Harry Potter terms makes me nerd spazz.
[Defer to the Superstar]
Denied
Okay, super attack acceleration hasted attack w/e is really over powered. Firstly, I have a feeling that this might lead to some super godmodding because how else can you write hasted sword attacks and what not with out detailing what happened with the earlier ones. Also, a person could technically be able to super spam kidou and launch 3 Meteor Rains and what not in one two turns which is crazy.
[Item Specialist]
Denied
One of the bounty rewards is already an Unique Item Slot, I see no need for feat.
[Overturning Bad Luck Style]
Denied
Hmmm… this seems like a thing that you could naturally RP doing, though it is a bit hazy. I may be wrong, but wouldn’t stealing somebody’s zanpaktou make it heavy/painful to wield since it’s out of the user’s hands? Also, what if a person is in Shikai or Bankai? Disarming people’s Bankais and whatnot would be a no. Plus, I would assume there would be some severe reiatsu rejection to this. Finally, after you launch this counter attack, you’re pretty much holding your opponents weapon, what then?
[Swordsman’s Virtue]
Denied
Heirro is such a ridiculously overpowered ability. At your connection, stopping everything short of major wounds is such ridiculous. Also, there needs to be either a round limit or a cost. Personally I say leave this to metaplot, purposely overpowered baddies.
[Taihou Kata]
Approved
[Beak’s Long Japanese Phrase]
Resubmit
Originally I thought this was fine, but after talking to some people, I realized how strong this one is. A few people in this RP have kais or abilites that run solely off of mental abilities such as Sing's. I don't think an instant immunity for no cost works in this situation. However, something like this might. IM me because I want to talk this over a bit more.
Revised
Feat Name: 国防正しい悪魔 Kokubō Tadashii Akuma (Defense of the Righteous Devil)
Feat Tier: Unique
Description: Tsubaki's mind has come under considerable attack in the past, both from past Captains of the Eleventh Division as well as her former Zanpakuto, Shiraha. To combat this, Kokubō Tadashii Akuma enables her to quite literally lock away her mind from any outside influence. This feat makes it difficult for others to break Tsubaki's mental barriers in their attacks. Tsubaki can temporarily reinforce her mind to block these constant attacks. By paying 3% of her reiatsu, she prevents the ability from affecting her mind. Any existing effects still remain however. Furthermore, the user of the ability suffers recoil damage equal to half the reiatsu he or she spent on the ability. This ability severely strains her mind however. As such, she must wait 2 turns before activating the ability once more.
Feat Tier: Unique
Description: Tsubaki's mind has come under considerable attack in the past, both from past Captains of the Eleventh Division as well as her former Zanpakuto, Shiraha. To combat this, Kokubō Tadashii Akuma enables her to quite literally lock away her mind from any outside influence. This feat makes it difficult for others to break Tsubaki's mental barriers in their attacks. Tsubaki can temporarily reinforce her mind to block these constant attacks. By paying 3% of her reiatsu, she prevents the ability from affecting her mind. Any existing effects still remain however. Furthermore, the user of the ability suffers recoil damage equal to half the reiatsu he or she spent on the ability. This ability severely strains her mind however. As such, she must wait 2 turns before activating the ability once more.