Character of the Week #14 Semi-Voting Group B


 Topic: Character of the Week #14 Semi-Voting Group B
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  Posted on April 6, 2013 17:55
CotYAccount
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#1
Welcome to the first Week trial of Character of the Year. The point of this contest. The purpose of this contest is to decide who has made the best character within a Year of work, by requiring criticisms for our fellow Naruto-Boards members, and of course improve ourselves in character making and have fun. This is a voting topic so all you have to do is vote... respecting the rules of course.

Banned from voting:
-VanillaGFX
-SasukeChidori93
-Goldwolf04
-kyuubinaru


Read the voting rules! It's very easy to break a rule unwillingly!

Voting Rules and Mode of Voting:
Your votes must mention something about each character. (Eg: I like how character x deals a lot of damage and how character y has great defensive...)
You must specify why you consider the character you vote better than the other two character(s). (Eg: I consider that character x is better, because unlike the other characters, he deals an average amount of damage with simple costs, keeping up with his flow, but the other two have messy high amount of damage that are just an excuse to make the character original)
Your decision may not be based solely on pictures. (Eg of what you should not do:
#3 character has better pictures than the other two. Their pictures are LQ and lame. #3 is for me)
If you mention something about the balance of a character, you must exemplify why you consider that character.(Eg: First character is much better than the second because he is balanced. Unlike 2nd character that can go invulnerable for 5 turns in a row, this character is simply awesome, he just deals the right amount of damage and has the right amount of defense.)
If you mention something about the flow of a character, you must exemplify the flow of the character.(Eg: I prefer first character's flow because you can use 1st and 2nd skill in order to create a gigantic amount of defense and then use 3rd skill in order to succesfully stun the opponent for a great amount of turns. Anyway, 2nd character lacks any kind of flow, which I dislike. All that character's skill are randomly thought effects)
Originality may not be used as a reason to vote, but it can still be mentioned in votes. (Eg of what to not do: This character is original. VOTE VOTE VOTE #3 VOTE!!
Oversimplified/Overcomplicated character may be used as a reason, as long as you explain why the character is too complicated or too simple. (Eg: First character is too simple, because it only has simple and plain effects, while the second character is too complicated, because it has too many effects that are placed there randomly)
The design of the template does not count if that's the sole reason you vote for one character. The pictures will also count in this category, if mentioned, so they won't count as something else if mentioned in the vote.
•If a character is chakra heavy and you consider it a bad thing, you must explain how it influences the character badly, according to the character's skills. (Eg: This character's offensive skills are way too costly and they shouldn't cost that much, because the chakra type for them is really hard to gain. It will take hours to even cast a skill of theirs. Their defensive skill doesn't really help much, since he's solely based on offensive, which mostly cannot be used.)
•You may only vote for one character.
•You may not vote for yourself, unless the group contains only your character. You won't need to give any reasonings if they are your characters.
•You may not empty quote or copy any of the votes already given or say in your vote, I agree with person x.
•You may not vote if your post count is under 500 posts.
•You may not vote if your account is not two months old.


~Now that everything has been said:~\\

Character #1
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Character #2
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  Posted on April 6, 2013 19:01
sanin-orochi
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#2
Character 1:

- To be honest, nothing on it impresses me, althought there is a flow and an idea, the skills as a whole doesn't have any connection, since each one has a different kind of effect that in the end doesn't grant any benefit to the others skills, and the only skills that does it, are in a completely secluded area from the original skill set. Secondly, I just find the idea of 2 characters in 1 just..... idk, kinda lame, and the secondary health bar makes the character OP, since you can constantly change his health bar, giving him a total of 175 health, and that's just a no-no situation.

Character 2:

- Hmm, this one is somewhat interesting, the idea of sets for damage is not all that original, but the way it was put in this character is pretty creative, in my eyes this character can be pretty OP at some points, but the gamble that is to try to improve the second skill by using others skills, kinda balances it out, since you can suddenly drop to a 40 damage output to 20. I don't have too much to say about this one, just that the fidelity to the original idea is what really did get me.


Final Say : Number 2 gets my vote for sure, tho the first entry has the creative idea of a double character in basically 1, it just can't work on a actual and truthful line of thinking since you would be against literally 2 characters at once with no time to rest, so yes, number 2 gets my vote solely because of the entertaining and interesting mechanics that involves it without being Up or Op.
>>Sooner or later, we end up play all the parts<<
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Hard Life // Draco & Maria <- Fuckin Awesome
  Posted on April 6, 2013 20:29
stormyskills
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#3
sanin-orochi wrote:
Character 1:

- To be honest, nothing on it impresses me, althought there is a flow and an idea, the skills as a whole doesn't have any connection, since each one has a different kind of effect that in the end doesn't grant any benefit to the others skills, and the only skills that does it, are in a completely secluded area from the original skill set. Secondly, I just find the idea of 2 characters in 1 just..... idk, kinda lame, and the secondary health bar makes the character OP, since you can constantly change his health bar, giving him a total of 175 health, and that's just a no-no situation.

Character 2:

- Hmm, this one is somewhat interesting, the idea of sets for damage is not all that original, but the way it was put in this character is pretty creative, in my eyes this character can be pretty OP at some points, but the gamble that is to try to improve the second skill by using others skills, kinda balances it out, since you can suddenly drop to a 40 damage output to 20. I don't have too much to say about this one, just that the fidelity to the original idea is what really did get me.


Final Say : Number 2 gets my vote for sure, tho the first entry has the creative idea of a double character in basically 1, it just can't work on a actual and truthful line of thinking since you would be against literally 2 characters at once with no time to rest, so yes, number 2 gets my vote solely because of the entertaining and interesting mechanics that involves it without being Up or Op.

Hopefully people don't think I'm favouring my character but sannin as your vote is now, it will be ignored. Again not that im favouring my character or anything but it will be ignored because you aren't allowed to disagree with a character because they wouldn't work in a truthful situation so please change that for it to be valid.

Another thing, unno how you understood the character but im not sure where you getting that the skills don't grant any benefit to the other? Because Magoi Light deals more damage when magoi restriction is active. Magoi restriction delays a character so that Aladdin or if you switch to Ugo, they wont die as quick. Fierce punch which is Ugo's skill allows Magoi restriction to last longer on the enemy, Heat smash which deals affliction damage over time damages the enemy while they might can also be delayed by Magoi restriction to deal less damage.

So I'm really not clear on whaat part has no benefit and how its secluded?

2nd: I also don't know where you getting a total health bar of 175? I checked and re-checked and there is no way for it to be 175. 1 character has 50 and the other has 75 so im not sure where your getting 175? N how can you constantly change the health bar when if you switch to Ugo and than back to Aladdin, there is a 4 turn cooldown? Plus when you switch back they don't regain all their health, it stays current to whatever they had before.

Also again your conclusion about them not working on a actual and truthful line is not a valid reason. N again i still don't understand how you looked at this character because you basically did it all wrong.
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  Posted on April 6, 2013 21:09
sanin-orochi
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#4
^ Ok, I understand my mistake, I'm sorry for that. Me and my bad habit of not reading characters descriptions. But well, aside from the Health Bar misunderstanding, I wouldn't change a thing of what I said, and my vote would still be the same, so I could just re-write everything, but I'm not feeling like doing it. So I'll just let it be ignored, I'll be more careful next time.
>>Sooner or later, we end up play all the parts<<
nprAxSq.png Rj8NRSJ.png
Hard Life // Draco & Maria <- Fuckin Awesome
  Posted on April 6, 2013 22:04
stormyskills
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#5
^Hopefully I didn't put you in the spot there. N i think i did sound a little mean which I wasn't trying too so sorry if I did. N its only a few stuff to change that I mentioned and the vote will be valid again keeping your same choice
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  Posted on April 6, 2013 23:03
renedave
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#6
1.
his concept is what gave him his nice flow: he uses an alternate health bar and stall tactics to survive because he really only has 50 health (technically becomes 125 due to 1st skill). the 1st skill switches him to a more conventional offensive character with an invul but he still retains the 4th skill's passive effect. Ugo's 1st and 4th skills flow directly to Aladdin's skills.

the passive's effect is somewhat OP because it ultimately helps him avoid suffering from several DoT skills aside from limiting damage. i understand however that it was implemented due to his starting 50 health and he only has invulnerability after Ugo is summoned. all other effects are fine for me in terms of balance.

2.
he gets his great flow as well from his concept that revolves around sets of dmg, with the central skill being Iaiken. the other skills work by supporting Iaiken as well as using some or all of its elements.

the problem with him is that Iaiken becomes OP when its damage is raised by other sources. e.g. if he gets +5 from an ally or targets an enemy that takes 5 more damage, Iaiken will deal 40 total damage on its initial form, 45 on the 2nd, etc. it's very cheap for its damage potential, especially when the 1st skill makes the cost one random energy. other than those, his other effects are ok in terms of balance imo.

---

both are very good entries, but i'll go with the first. both may have OP elements, however the first utilizes the risk vs. reward aspect better for me and i feel that the OPiness of the 2nd entry's attack should be addressed.
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^ tnx for sharing Dei case cao cncb original CCC entry 1 original CCC entry 2 cc's finest
\m/( ͡° ͜ʖ ͡°)
  Posted on April 7, 2013 14:29
valyo
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#7
Ill start from character 2.
character 2:
The first skill can be a little op. When you use Laiken 1 time you can then spam 30 damage for just 1 random energy. I find this effect rather strong. Basicly if i attack while he has the second skill and keeps up on using the second i will take 5/10/15 damage and so on. You applied the flow well there. The second skill is really cool. Ive never seen somebody use such an effect like this before. Third skill is ok. If im not mistaking, if i used Laiken 2 times it will deal 30 damage and using the third skill will make it do 40 damage? All this for one random D:? Then its op. I think the last skill kinda ruins the character. It dosnt have that much of a flow and its kinda op. Something like Drunken rock lees counter + invul part, but this is kinda more op. Also i do not understand how wont Laiken reset? I mean if i use the skill shouldnt it already have reseted? Also Laken is spelled diffrently everwhere D:. In the skill names its Laiken but in the skills its Laken. Third skill says actiavates and it should be activates. Pictures are really cool too.

Character 1: So let me make this clear, the he starts with 50 hp, but Ugo's hp is like 75 destructible defense right? Or if they get damage all loose hp? There really is nothing to coment on the first skill. Second skill is cool but since he has only 50 hp i dont think he will live to be able to use it again with that cooldown. Make the cooldown 2 and i think it will be better. The third skill is fine. But maybe that 50% less damage can be somehow op. Maybe deals 25 damage and just delays skills. Keep everything else. Considering his pretty low hp, that passive is good. But just one question. If i use the first skill and go to Ugo's skillset will the passive still take place? Now its time to go for the other skillset. I think the first skill should have some sort of a effect that focuses arround Ugo's skillset and not Aladins. I have to use the skill some times but it will only take effect when ugo looses his hp. The second skill can last for 2 turns and if an enemy attacks them they should take 10 damage. The affliction part is fine since the first skill deals just take 10 damage. The turn skill can deal 35 damage, since it deals 5 affliction damage for the rest of the game + it already does affliciton damage. So 35 damage can be fine. I guess you tried to make the flow in the last skill. You stack the first skill of Ugo, switch skillsets and use Magoi restriction. Although the char has some simple flow i cant seem to find a concept.

My voting goes for character number 2. He is very creative and well done. + part of my vote came from the fact that the first character is really long. The second has a concept while the first is missing it.
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  Posted on April 7, 2013 16:54
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#8
Sannin's vote did indeed count so with that Character #2 Advances