Re: Nate: Hmm, we already drop 301-374 skills, down to 300...
Chopping out most Environmentals and shields, you have about 240 skills to think about landing hits with/using. I kept whatever shields could have an offensive function, Optimization and Increased Gravity. Lunar Force.
So this
super conservative list I first made goes down to 240 skills. There's
a lot I didn't touch:
http://angelfire.com/planet/phantomdust/whatHits.xls
I made more edits in a file coming up.
notable "editorial" cuts from the 240 list:
bloody
ritual : too abusive in tag. also perhaps too hard for
noobs.
Timer
mine: inferior to Remote/Sensor Mine in almost every way.
confused
gravity: seems to drive some people nuts.
Compressor: too
defensive for quick
magnetic field: Could make hitting people
just too difficult. Could go back in if we consider keeping stat
resetter/reversers
I took that list and chopped more editorially. There are power moves still, but you might also call this a nerfing of attacks overall. I cut most shields out of the list so far. As far as non shields/defensive maneuvers go we might be looking at 11 or so skills per arsenal. 8 arsenals = 88 skills. (Let me know if that math is off)
168 skills to consider. There is plenty of room for cuts still but this was a first trip at cutting:
http://angelfire.com/planet/phantomdust/NewerList.xls
A little bit of the logic behind this listing requires explanation. No shields have been "officially" cut yet. There's a chance Fortress of Iron and Psychic Wall could hit the chopping block. Arsenals may have no or few erase shields. This is very up in the air. Another factor is whether stat buffers like trance and tiger's strength should exist. Still in the list but I am picturing them getting the chopping block. There would be far fewer erase shields to need these moves to chew through shields. I don't want to exclude stat buffs and I picture Lunar Force and a Heat making the cut. We could have Doze and Armaros too. Stat erasers/Reversers and environmental erasers still have a place in Quick consideration.
Here's an explanation of cut skills. Some of my explanations are lazy, so if you want me to explain a cut's reasoning more I can do so. I did not cut Reincarnation yet. Why? I only picture it in a non stat boosting situation. I like its accuracy. Still under consideration of removing of course.
cut notes:
curse of
earth - very mediocre homing. could have doze take over its
purpose. could this for doze if we want a harder to hit attack
debuff.
stimulate - unnecessarily strong buffer
bravery
decision - too niche. stupid player problematic
level amp
- needless, could throw one in maybe anyway.
Level Boost
- There isn't going to be a whole lot of use for this.
Recall
- Seems unfair against the other arsenals avaiable requires a lot of
arsenal focus.
graceful woods - fairly niche/limited
use.
angel's breath - low accuracy, armaros takes its
place
annoying gift - might be able to get carried away
with things.
confusion gas - way too limited use and
easier to see than other mines. If skill had 3 uses
it might be
able to merit its way into quick.
Restrain - too much
erase potential and level loss
debris bullet/stone shot -
let rock shot serve their purpose
throwing stone -
requires too much specialization/buffing. mediocre at best.
power
- damage too low, limited stage use, psycho kinesis plain better and
low cost.
Mist Blade - level droppage problematic
laser
blade - flame sword can take its place. Can bring back if an
optical deck wants it.
mist blaster - leave the job to
blaster
vibration laser - very powerful, can dominate in
long range and threatening in close range. Depending on
mist
laser - a poor accuracy laser with too much penalty and low
speed.
double lasers - leave the work to triple
laser
trench mortar - lasers basically do a better job
gungnir - hard to use without strength buff. over
spammy?
finisher - limited use.
bundled laser
- weak and not building an arsenal around it for quick.
overheat
- limited and terrible accuracy
ice sword - too
dominating at times???? ice lance a more reasonable but less
effective move????
lightning sword - too much of a shield
eraser for quick arsenals????
lightning blade - too much
erase potential??? Maybe ok since its costly....
storm blade
- too much erase potential????
root of tree - stick to
the stronger and tougher to elude fang of tree
tremor -
low damage low accuracy and single use.
empty hand - too
niche, weak, and inaccurate
swift kick - this barely has
a reason to exist as it is. limited.
leg throw - not
enough bang for the buck.
hyper punch - so so and better
to eliminate to have a more meaningful skill
swift punch
- too limited an arsenal
aura leak - weak compared to its
not much more expensive aura backflow 2nd cousin.(shines more with
irregular rhythm)
swift blow - specialized and limiting
use.
ki palm - needs attacks buffs to shine.
Ki
Cannon needs attacks buffs to shine.
snap - too
weak
Ki Bullet - similar but less accurate compared to
hyper ki bullet. low damage.
Dhampir Claw Terrible
Accuracy low power
Dhampir Fang - Terrible Accuracy low
power
song of succubus - Low punishment and low
accuracy. Can't take advantage of restrain in quick
arsenals.
succubus tempt - Low punishment and low
accuracy. Can't take advantage of restrain in quick arsenals.
seal
of death - may not be able to take advantage of its
unerasability
in quick.
hellsfire - fairly weak attack and hefty
penalty mediocre accuracy.
binding needle - poor rain
accuracy.
rebirth - too easy to screw up with?
fairy
ring - uses are too limited for quick.
rain of stones
- other rains will do its job. (Fire Storm of Rain of Rocks)
ice
storm - single use but not dramatically more accurate than
any
other rain.
less
certain bans
crystallization - not happening or should it
for a potential strong closer move??
whirlwind - twister
fits its role better. this could be a power move for an arsenal
though....
blazing storm - far less rewarding than the
other 2 blazing relatives. firestorm is fairly similar to it.
Massive
quake - expensive and poor accuracy.
dance of death -
poweful closer, but probably can settle for aura backflow instead.
ki
lance - ok, but hyper ki lance is preferred.
sign of
saints - could be worth while to keep.
fire of gehenna
- too strong?
arrow of artemis - mixed feelings about
this.
excalibur - letting psycho blade fill it's role
despite it being a shadow of excalibur
psycho wave -
leaving the job to psycho burst
cluster bomb - leaving
the job to other bombs
rail gun -bravery
limitation.
berserk - would reconsider if someone will
use photon barrier.
orb - let amulet take whatever role
it would play.
mostly
tag only purpose skills cut
alleviate
blessed
water
friendship