Post by Meara O'Connor on Jun 17, 2019 5:37:19 GMT -4
Hey Folks, I've been gone for a minute dealing with personal stuff, Hence why I've been absent, and I have been recently informed by some of our lovely Staff in training that there have been changes made to certain abilities. One of which is the Range ability no longer being directly tied to a quirks inherent level. I feel that this change may cause some issues while building a quirk. What I mean by that is that now that you have to use one of your ability slots, be it with your initial three advantages/abilities that come with your quirk or the other combat slots, in order to be effective at any range that isn’t immediately in reach. This is basically forces you to give up one of your ability slots if you want to have any chance of being an effective ranged fighter.
I understand that Range is a potentially huge advantage in a fight, given that you can hit someone 10+ meters away while if they don’t have a ranged ability they’d have to get right up next to you in order to hit you. But at that point it, the range ability, becomes essentially mute if you are right next to your target so at that point you are really only using one less combat ability than your opponent even at the same level.
For example my character Meara had up to this point had an ability that used a ranged attack in her transformation quirk along with her other two ability slots. Now that Range has become an ability that is no longer inherently tied to the quirk she will realistically have only two other slots to use in her quirk because she needs the Range ability to be effective.
Now I feel the real issue arises when, As mentioned above, that when fighting in close range, IE hand to hand range, that ability is essentially useless. And that if someone with a quirk that isn’t range focused is fighting someone who is they will ultimately have at minimum a 3-2 combat ability/advantage advantage in the fight. I can see that that would mostly make sense that someone who specializes in close quarters combat should have the advantage over the ranged fighter in that instance and vice versa, but I feel that making it essentially mandatory for the range fighter to take Range as one of their abilities isn’t the best way to balance this out. Personally I hadn’t seen a fight on the site where one had a distinct advantage over the other in the said fight. Perhaps that was because at this point the range hasn’t been large enough in anyone’s abilities for that to happen so I cannot say for certain that it would not have eventually popped up.
I hope I have written this well enough to get my point across in an easy to understand manner and I would like to hear back from a staff member not only the reasons for the change but also so that we can talk about ways that my foreseen issues with the change can potentially be fixed, if they need to be at all. In the end I know that everyone has put in a lot of time and effort into making these changes and that they were indeed made in order to make the site better and I will support whatever decision is ultimately made. I hope to be able to chat with whatever staff member that reviews this and have healthy and productive back and forth. I look forward to it!
Plus ultra baby!
,AK
I understand that Range is a potentially huge advantage in a fight, given that you can hit someone 10+ meters away while if they don’t have a ranged ability they’d have to get right up next to you in order to hit you. But at that point it, the range ability, becomes essentially mute if you are right next to your target so at that point you are really only using one less combat ability than your opponent even at the same level.
For example my character Meara had up to this point had an ability that used a ranged attack in her transformation quirk along with her other two ability slots. Now that Range has become an ability that is no longer inherently tied to the quirk she will realistically have only two other slots to use in her quirk because she needs the Range ability to be effective.
Now I feel the real issue arises when, As mentioned above, that when fighting in close range, IE hand to hand range, that ability is essentially useless. And that if someone with a quirk that isn’t range focused is fighting someone who is they will ultimately have at minimum a 3-2 combat ability/advantage advantage in the fight. I can see that that would mostly make sense that someone who specializes in close quarters combat should have the advantage over the ranged fighter in that instance and vice versa, but I feel that making it essentially mandatory for the range fighter to take Range as one of their abilities isn’t the best way to balance this out. Personally I hadn’t seen a fight on the site where one had a distinct advantage over the other in the said fight. Perhaps that was because at this point the range hasn’t been large enough in anyone’s abilities for that to happen so I cannot say for certain that it would not have eventually popped up.
I hope I have written this well enough to get my point across in an easy to understand manner and I would like to hear back from a staff member not only the reasons for the change but also so that we can talk about ways that my foreseen issues with the change can potentially be fixed, if they need to be at all. In the end I know that everyone has put in a lot of time and effort into making these changes and that they were indeed made in order to make the site better and I will support whatever decision is ultimately made. I hope to be able to chat with whatever staff member that reviews this and have healthy and productive back and forth. I look forward to it!
Plus ultra baby!
,AK