Arkeus
Crazy cat guy
- Location
- France
Something you don't mention here is that while Debuff are done instead of attacking, buffs are often done while attacking (though there are some exceptions). So it's not just that Debuffs have to contend with Buff being 'always work', but Buffs also don't mean you get punched in the face while you are using them, while debuff does, and that's if we ignore that most fights get decided before a debuff can really have effect.I don't inherently object to the system working like this, but I'd like to again bring up the "buff" problem here.
This weakens debuffs. Debuffs already have the problem that if they're only as strong as buffs, then buffs are objectively better because buffs don't have to contend with defenses at all. In addition, debuffs are already balanced against attacks by virtue of the part where if you're throwing out debuffs instead of attacking then you aren't actually damaging your enemy. A lot of the time going debuff -> attack can actually produce lower overall dps than just attacking.
Obviously a lot of this analysis is based on last year's system, but the same basic principles remain.
For example: say your stats are equal to your opponent. If you throw out an attack, you have roughly even odds of hitting them, and would do roughly half damage (as a crude rule of thumb). If we have a debuff that reduces their defenses by 1 rank then it would also only have even odds of landing and would be reduced to ~0.5 ranks. Overall, it would take about 4 attacks after landing the debuff (prob 1-2 attempts) for overall DPS to begin to overtake what would be achieved by just attacking. In contrast, a buff of the same strength would provide an immediate advantage, having 100% success and being at full power. Indeed, even if the buff was only half as strong as the debuff it would still arguably be stronger, as again it would have 100% success and so always require only 1 action to set up.
Obviously yrsillar has a lot of room to finesse things in the narrative, and the mechanics should not be taken too literally. However, it does illustrate the basic principle that debuffs *have* to be significantly stronger than buffs to make sense as a build path. Given that as far as we can tell they are not, in fact, massively stronger, moving to nerf them even more is somewhat questionable.
Also, mmh. Not to whine too much, but currently it appears Buff's effects are kinda stronger than Debuff ones. Even if we are only looking at offensive buffs vs debuff:
One with Shadow: C rank
Duration: Persistent
The user merges with the shadows and dark, dematerializing entirely. In this form they may slip from shadow to shadow, without crossing the space between so long as the destination shadow is at least moderately sized. In this form the users presence is muted, even to spiritual senses. If the user slips successfully into the shadow of an opponent, their connection grants their first attack against that enemy a great potency, ignoring the effects of any damage reduction the target may have. However, an attack on the shadow the user inhabits can harm the user, and damage will break this technique.
Sable Crescent Step: B rank
A master of this art may bring its lessons together in a single movement, an impeccable step of matchless grace. The cunning master may find several uses for this movement. A single attack of equal or lower may be avoided, no matter how unerring the aim, as the user simply ceases to exist in the material world for a moment, rematerializing with Far range of their current position. If more offensively inclined, the user may instead make a single physical attack utterly bypassing up to C rank physical armor and damage reduction, and rematerialize within Close range of their target. Targets with higher damage or armor reduction instead have it reduced by two ranks for the purposes of determining damage.
Echoes of Absolute Winter: B
Duration: Special
A technique used in tandem with Aria of Springs End, if activated at the same time, the Aria carries an echo of true winter, stilling the very air around the singer with its freezing chill. Attacks targeting the user, or which have an area of effect overlapping with Aria's have their penetration reduced by one rank as the cold devours the energy of the technique or attack. Similarly, Cold or Dark techniques used by the singer against those in range of Aria have their Hit or Penetration enhanced by one rank, as chosen by the user. In addition, Fire, Light, and similar arts are reduced in effectiveness within range, regardless of source.
vsJoyous Toast: C
Duration: Immediate
Usable only while Illustrious Phantasmal Festival is active. The guests of the festival raise their voices and cups and stamp their feet in joy, roaring encouragement for the user and their allies and jeering at their foes. The next music, dance or art based technique used by those affected is treated as if it is one rank higher for determining effects.
Like, it appears pretty clearly that the buffs effects tend to have much greater potency there than debuff ones, often OHKO enablers while debuff ones... aren't. While the debuff effects appear pretty good at disposing of large groups of mooks through esoteric effects, it's also something that simply blowing them up would often do better (Also, FVM's finale is... a buff to the debuffs).Mist of the Vale: C
Duration: Persistent/Short
Playing the first notes of the melancholy melody, the musician causes a dark mist to roll forth from their instrument. The mist is filled with deceptive shadows and sounds, casting darkness over all within. The mist spreads to cover the range Close to the musician and may be extended out to Very Far, at the cost increasing the cost to the technique by 10 for each increment. The user may extend immunity too and benefits from the mist to up to ten allies, increasing cost by 2 for each one.
Within the mist, foes find their senses confused, attacks against the musician or their allies often strike at phantoms, and seeking to escape the mist or advance upon the musician often result in meandering travelers reminiscent of the composers own wandering. In their confused state, they become vulnerable to the terrors which can reside in Vales far from civilization.
Dissonance of Night's Terror: C
Duration: Special
Damage: E
May only be used within Mist of the Vale. The melody grows low and eerie, punctuated by high, sharp notes, while the mists darken with indistinct and predatory shapes. Claws and fangs of mist and shadow tear at the musician's foes, rending armor and leaving wounds that bleed freely to feed the hunger of the mist. This technique counts as one combatant on the musicians side for multiattack bonuses.
Starlight Elegy: C
Duration: Persistent
The mournful and despairing tune saps the energy of those not insulated from the mist, making their limbs heavy and their thoughts clouded with exhaustion and longing for home. The cloying mist drags at their limbs like the weight of a life spent alone and drains away their qi rapidly, making it difficult to move, let alone attack. --Despair of the Lost
Alternatively, the power of the Elegy may be focused on a single target, drowning them in the endless mist, leaving them to wander as if alone and far from from home. So long as they remain lost, their allies aid cannot reach them, and they will wander alone in their perception, aware only of the haunting notes of the melody and its musician.
Travelers End: B
Duration: Scene
Damage: B
In a distant, misty valley, far from the works of mankind, a traveler completed a melody and offered it to the moon, the final notes echoing long after his last breath. This melody is but a shadow of that… but even shadows hold power. Only usable if all other Forgotten Vale Melody techniques are active.
The mist grows darker and more cloying still, blotting out almost all external light, and draining the warmth from those trapped within. The mist grows potent with dark qi, fogging the senses still further to bring them the lonely despair of the travelers final days. While active all other Forgotten Vale techniques are considered one rank higher, and attempts to dispel them must first dispel Travelers End.
The user may choose to end the melody at any time after Travelers End has been used. If they do so, the song reaches its finale, and all other techniques of the Forgotten Vale are ended as well. All who were still lost within the mist suffer an immediate spiritual attack of great magnitude, an echo of the travelers death in that far away vale. Those damaged by this attack may be paralyzed utterly by the assault, if their composure is too weak..
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