welcome
Welcome delinquents to PHS #552. A few reminders, no rough housing, no running in the hallways, no cheating, and no talking back to your teachers. Beyond that, enjoy yourselves. After all these are the years you’ll look back on, and remember, you mother fuckers peaked too early.
vote
credits
Public Highschool #552 was rebooted by Xereon and Aether. Content is copyrighted to PHS #552 unless otherwise stated. The skin is created by Wolf of Gangnam Style. The board and thread remodel is by Kagney and has been heavily edited. Banner Image Credit. Chatbox Credit
|
|
NEW RP DISCORD SERVER. CONTACT "Shugo Yuy#5730" ON DISCORD FOR INFO.
|
| | | | |
COME IN COME ALL AND WATCH THE SPECTACULAR STUDENTS FROM PUBLIC HIGH SCHOOL 552 AS THEY PIT AGAINST EACH OTHER IN BAREKNUCKLE BEATDOWN! Watch as students go toe to toe on this little tournament with an unbelievable budget allocation! See them bite each other in arena made of LEGOS! Make each other bleed in an artificial JUNGLE!, even go as far as making them break bones under an artificial STORM! Really, HOW BIG IS THE BUDGET ON THIS SHIT! SO PLACE OUR BETS AND GO WATCH BAREKNUCKLE BEATDOWN NOW!
|
|
A brand new group is on the making, The Apostles, a Pillar-like group led by none other than our brand new headmaster, Gregoire Girard. A student body that would lead students and enforce the law on this little school of ours. Little is still known about this student body, but who knows? It might just be what the school needs.
|
|
A lunch box is seen last Friday, around 12:37:08pm with an encouraging note packed inside. This appalling display that utterly lacked manliness has left many students stunned and outrage, as some decided, after a long while, to speak out against it.
Full Story Here.
|
|
|
user is offline ●
|
"Welcome to the end of your life, and I promise it's going to hurt."
|
“
|
Lightning Scrub
|
|
Lightning Gang
|
Post by Leon Sudeki on Oct 22, 2015 11:15:16 GMT -5
This is less a suggestion aimed for immediate change, and more just me wanting to get actual player responses and thoughts on some possible ways to balance out the Qi/Item system and so far, two decent things have come up that I would like people to address here with honest opinions. For the "Support" and "Do Not Support" votes aim those at the first balancing system. For "Support #2" and "Do Not Support #2" aim those at the second system. Suggestion: For Item and Qi abilities we would use INT as the pool the player has to chose from and WIS as the output of power. Possibly even changing the name of INT to Qi Reasons: Wisdom is under used for how powerful a stat it is, and Intelligence is only used it seems for Qi and Item abilities anyways, except for a few people. Wisdom is useful in non-combat and exceedingly useful in combat when mixed with Dexterity, to balance it out. So I think adding something to Int to balance it out and keep it from being the "Win" button would balance the system. Example: I'll use my own ability as an example. Lightning God's Spear(Tier 4) - Once per 20 INT Leon can overcharge his Qi into his hands shooting a large ray of Lightning about 4' in diameter in a straight line. Doing his INT in damage. This would change to Lightning God's Spear(Tier 4) - Once per 20 INT Leon can overcharge his Qi into his hands shooting a large ray of Lightning about 4' in diameter in a straight line. Doing his Wis in damage. As well Lightning God's Boon (Tier 2) - Once per 20 INT, Leon can shoot a charge of electricity into a person. Boosting their next INT based ability by 1/2 Leon's total INT. Can only be used on a single target once per post. Would become Lightning God's Boon (Tier 2) - Once per 20 INT, Leon can shoot a charge of electricity into a person. Boosting their next WIS based ability by 1/2 Leon's total WIS. Can only be used on a single target once per post. The other system Suggestion: Use INT for Items, and Wis for Qi. Reason: Int is your ability to apply knowledge and improvise. So knowing how to use your gear to the best of your ability would be Intelligence. Where as your street smarts, intuition and perception is Wisdom, so a mystical inner force being used I would suspect would fall under Wisdom. Example: Once again I will use my own stuff. Dragon Slayers Choker: +5 Int Raijin's Roar deals damage equal to 100% the user's int, acting as a concussive lightning blast from the user's mouth. One use per 20 int. Lightning God's Spear(Tier 4) - Once per 20 WIS Leon can overcharge his Qi into his hands shooting a large ray of Lightning about 4' in diameter in a straight line. Doing his WIS in damage.
|
|
|
user is offline ●
|
"What is a man? A miserable little pile of secrets. Fuck outta' here."
|
“
|
Koopa4ADMIN2k15
|
|
No Group
|
Post by ✞ ascension ✞ on Oct 22, 2015 13:17:39 GMT -5
I throw support behind suggestion #2 simply because I believe Wisdom should have determined Qi from the jump—my prime example being Goku who is dumb as a sack of senzu beans but undoubtedly has the highest spiritual pool in all of media entertainment. Another reason why I support this suggestion is because of the latest Intelligence stat trend. No one stat should be as "lenient" as Intelligence can and has been. I've seen time and time again where Intelligence can cover every single physical stat for it's full value with virtually zero drawback. Alongside gaining range, the gimmick that is AoE, and among a few other things.
Looking at this from a gameplay perspective. Casters are all good and dandy, but I have never seen a caster with the ability to cast a spell and said spell move with speeds that rival that of a heavily physical character. I personally think the system needs fine tweaking in that regard, and Leon's suggestion might be the answer.
Splitting the perimeters between both Wisdom and Intelligence could work if done as suggested...
Intelligence = Usages, distance, duration
Whereas...
Wisdom = Damage, or any combination of physical stats (hopefully with a fair drawback. *hint* *hint* *hint*)
That way Intelligence becomes the stat it was a few months ago and not this broken monstrosity that has no idea on what it wants to be or who it wants to cater to.
Leon Sudeki
|
|
|
user is offline ●
|
Never say anything that doesn't improve on silence.
|
“
|
|
|
Quest Character
|
Post by Saya Shinrai on Oct 22, 2015 13:26:29 GMT -5
I would support either, but purely to reduce item and Qi kickback from members, number 2 seems less invasive.
|
|
|
user is offline ●
|
Never say anything that doesn't improve on silence.
|
“
|
|
|
No Group
|
Post by Kassen Hitokage on Oct 22, 2015 13:39:04 GMT -5
I can fully support either system purposed as I have suggested both myself.
I see reasons fir the use of either and don't really grade one above the other.
However I agree that one need to be put forward as int, item and qi is currently a mess.
|
|
|
user is offline ●
|
"Welcome to the end of your life, and I promise it's going to hurt."
|
“
|
Lightning Scrub
|
|
Lightning Gang
|
Post by Leon Sudeki on Oct 22, 2015 15:02:04 GMT -5
I'd also like to point out once again these are not suggestions to the staff, these are suggestions to the players. We need to know what people are and are not willing to do, ALL thoughts welcome. If you don't want your opinion to be public, send me a PM or Duke Zabi, or PHS 552 Support.
|
|
|
user is offline ●
|
Never say anything that doesn't improve on silence.
|
“
|
|
|
Lightning Gang
|
Post by Jude Liang on Oct 22, 2015 17:31:49 GMT -5
I love the open-ended quality of abilities, and I love thinking about them, so I really want this whole system to be balanced but not watered down. Haven't voted in the poll, but here are a few thoughts that I'll throw in to the discussion. First, all characters would need a free stat (and items, and qi?) respec/retcon in the event of an ability system overhaul. Personally I don't mind respeccing, but it might be an unpleasant task for some. Second, in direct response to Leon's suggestions, I like the first one better than the second. Items are the main issue, so letting them be governed by a different stat than Qi won't do much. Second, as this is an issue about stats being balanced against each other, let's take a look at what each one is currently used for in a combat context: -STR, a primarily offensive stat, determines the damage of a physical strike, and also grappling effectiveness, which is something that we often forget about.
-DEX, offensive/defensive, determines the speed and accuracy of a physical strike, as well as speed of dodging and other movement. -CON, defensive, determines damage endurance and stamina. -WIS, defensive, determines awareness and combat knowledge, which also plays into accuracy of physical actions. -INT, offensive/defensive, determines overall knowledge and effectiveness/duration of abilities. In terms of the offensive/defensive dichotomy, there's already an imbalance. Does this mean that INT should only be defensive or that WIS should be balanced? Or something else? I'm not sure, so...moving on. INT is the only stat that has no standalone function in combat (assuming unarmed in an empty arena) , which is why it was implemented as the driver of Qi/item abilities in the first place. If this interaction were to be split between WIS and INT, INT would risk being underused again. --Long read ahead, in which I basically type out my thought process. Brace yourselves-- ✞ ascension ✞ your point seems to be that offensive abilities shouldn't be able to match both the speed and damage of physical strikes without drawbacks. T he drawbacks of any given ability are supposedly that it's usually inflexible in its effect, and has a limited # of uses or doesn't scale as well. An ability that has speed/damage=INT can only be used 6 times at 100 INT if it's melee, 5 times ranged, 4 times AoE. The 100 INT melee comparison to a 50 STR and 50 DEX melee is interesting: do you want 6 chances to hit at 100 speed/damage, or unlimited chances to hit at 50 speed/damage? The first option probably seems better, but account for the fact that STR and DEX can be used for more than just one punch per post (grappling, dodging, feinting, multiple attacks), and the choice is harder to make. However, between qi and items, one character can have an array of abilities. Items alone can provide 16 abilities max, in exchange for 16*5=80 effective stat points. The extreme case is 8 melee/ranged/AoE abilities with speed/damage=1.5x/1.25x/1x INT, and 8 abilities that boost INT by 50. With 100 INT, a character could attack 4*8=32 times, with 225 melee speed/damage each time. But wait, there's more! Considering that a typical fight will end by round 10-15, you could have an item setup that allows you to attack 16 times with abilities, with 285 melee speed/damage each time. Okay, so finally we have something that is clearly OP. Close range attacks that are almost 200 points faster and stronger than a physical fighter's 90 STR + 90 DEX, lasting through a whole fight. This setup is highly inflexible, but circumvents the drawbacks of limited uses and inferior scaling. Now the INT option is highly preferable to the STR/DEX option. There are several possible solutions for this problem: A. Limit the usage of item abilities the same way that qi usage is tiered (T4/5 aka "once per 20/25 INT" item abilities are the main culprits). This would uphold the balance between scaling and # of uses. That 285 melee speed/damage ability wouldn't be able to get a bajillion more uses by having identical item abilities. B. Split speed/damage and uses of an ability between INT and WIS, aka Leon's first suggestion. With 50 INT + 50 DEX, a melee ability that has 50 speed/damage would only have 3 uses, compared to unlimited use of 50 STR + 50 DEX. The OP extreme case is now 16 uses of a 225 melee speed/damage ability. Now it's more balanced, but the discrepancy is still there. C. Split speed and damage of an ability between INT and WIS, aka what Koop supports. However, this would halve the # of uses as well, which might make abilities too weak. Using the previous 50 INT + 50 WIS vs. 50 STR + 50 DEX example, a melee ability that has 50 speed/damage would still only have 3 uses. The item ability vs. straight stats example is harder to compare now, but the outcome should be that an INT/WIS ability setup can only match a STR/DEX setup for a few rounds. So, perhaps have both INT and WIS count for # of uses? This option is more balanced than the previous one, but also much more complicated to math out. D. Simply make it a rule that no two items can have the same effect. To me, the issue doesn't stem from INT. The causes are: items having power equal to Qi with more uses, and the greater effect of one big hit over several smaller ones. I went through the first cause already, and the second one is an entirely different discussion. Will edit to add/change as I keep thinking, thanks for reading. ʕ•ᴥ•ʔ
|
|
|
user is offline ●
|
Never say anything that doesn't improve on silence.
|
“
|
Sky Dragon
|
|
Dragons
|
Post by Adrian "Valo" Morei on Oct 24, 2015 0:41:35 GMT -5
Rather than split things across two stats, I've been trying to brainstorm a way to possibly fix things while keeping it within INT. I feel like it's going to be a lot of backlash if we make such a drastic change in the way some of the systems work, and the amount of reworks/refunds/redistributions that everyone has to do is quite immense. We were against anything that caused redistribution in the past, and I wouldn't want to do anything that would need it unless we had no other options to us.
That said, some of the problems with abilities are the fact that some are so instant or damaging out of nowhere that some people feel like they're too overwhelming. I don't want to punish INT builds for building in that way, but a simple rebalance of the system could fix a lot more than a drastic change in what the stats do, IMO. I feel like WIS is fine, some people just don't play it to its potential. It's your cognitive senses, your perception. If you're all seeing, you can do a ton of things in a fight, especially when coupled with other stats. WIS to me was always a complementary thing.
FOR EXAMPLE:
Area of Effect These are a hot topic discussion for being too powerful, and there's a couple of changes that could make them far more manageable. 1. AoEs requiring a charge time of a post before use, causing them to take two posts to use. 2. A hard limit on the range that an AoE can affect around any given area, rather than allowing them to encompass a whole city block at some point due to no true limit. (Example range: 15 feet around the area of impact, as opposed to potentially hundreds of feet) 3. Allow them only to be used once with every use, rather than firing off multiples in a single post.
AoEs already can't penetrate, stopping when they hit an object or person and if anyone is behind something or someone, they're safe. This will make AoEs far more manageable, while keeping them longer ranged than a melee but less than a projectile. With a prime time of a post, it'll allow people to try to escape them as well.
The most notable AoE used on the board thus far is the QC Felix's Orbital Drop. It had a two post use, and an extremely large tell with all of the debris floating into the air. Some people used it as a sign to run, and got out no problem. Those who stayed got destroyed, and really, I don't feel sorry for them being out of the event if they saw the signs and did nothing about it.
Ideally, all abilities used in combat should provide some kind of tell (i.e. Valo's Symbol of FEAR allows him to shoot a blast of darkness. Rather than firing it out with a flick, he forms a bow of darkness in his hand before firing a dark arrow, thus it's something the opponent can see). Even Macht's Reaver blast has a tell. When you see these tells in battle, you'll know to be cautious. If you keep attacking despite that, without putting your guard up or ignoring said tells and get rekt as a result, that's kind of all your bad.
Another possible fix is a usage limit. While higher levels of INT can increase potency of damage, things could cap at a certain amount of uses so you don't have 10,000 T5s used in a thread. (Unless you guys think it'd be a better idea to reverse usage and potency caps, but then the entire damage system would need reworked.)
As for Items Place all items of similar tiers into pools just like Qi. (1 post per 25 INT items will draw from the same pool instead of having their own separate ones).
That already fixes a ton of issues involving any item abilities. Having abilities on your items offsets potential stats anyway, so while they're a viable option to get early on, some might see more profit from having straight stats and grabbing Qi later (unless the items serve specific purposes and work with others and stuff).
That's my two cents for now. Besides AoEs and giving tells on abilities, I feel like projectiles and melee are fine as is (especially since a lot of melee abilities have some insane visual tells already anyway).
|
|
|
user is offline ●
|
Never say anything that doesn't improve on silence.
|
“
|
|
|
Apex Warriors
|
Post by Paige Weaver on Oct 24, 2015 2:34:17 GMT -5
right I would have to agree with option number two here for the whole reason is it would open more build paths at least in my mind right now doing an item build kinda sucks since Qi can do the same thing but better and leave item slots open for more stats. if you split it like that you get item builds being useful and making wisdom more useful to.
Then again I have this opinion mostly do to the fact of I run a item build and plan to keep getting items for said build and well its kinda crap right now.
Now one more thing the only way I would say this is bad is the fact of the mass refunds that would happen would put a massive load on the staff team since they would have to be worked fast so people can rp again. Another thing is the fact of what would you do if this happened while you where in mid event? do you still use Int or switch while in thread.
|
|
|
user is offline ●
|
“
|
i tri my hard
|
|
No Group
|
Post by Dreanas on Oct 28, 2015 17:04:50 GMT -5
I DONT support numero 2, due to the fact that basically all the exp, and items bought for Christa would've gone to waste because of her being a mostly INT build to cover both items and Qi. But if its more beneficial to most of the playerbase then whatevs.
|
|
|
user is offline ●
|
"Welcome to the end of your life, and I promise it's going to hurt."
|
“
|
Lightning Scrub
|
|
Lightning Gang
|
Post by Leon Sudeki on Oct 28, 2015 17:06:23 GMT -5
I like Valo's quick fixes idea's.
|
|
|