Adds a new "reinforced" modifier to structures which makes them indestructible but also unable to destroy other structures. Not sure what a reinforced structure would do to a player. Reinforce should be removed if contacting another structure would deal enough damage to destroy the reinforced structure (it and the other structure survive but loses reinforce). A reinforced structure should either bounce or stop on a grounded structure.
Buffs waterbending a lot by allowing for far less precision required to successfully waterbend something in a useful manner
Makes flight less dangerous by preventing your opponent from destroying your flying structure, especially if the antiair has explode
Nerfs explode because since a reinforced structure can't destroy an explode structure, explode doesn't trigger
Possibility of applying explode and reinforced together to deliver an explode structure by way of ricochet (new playstyle maybe? or maybe just a variation of harsh angle? unsure)
No idea what else this move would affect, I'm not experienced enough to know
#Reinforce Stone/Move
1 messages · Page 1 of 1 (latest)
well i think if that was to happen it should be more balanced, like for example the rocks also become heavier so harder to throw around and stuff
you get what i mean?
yea, it does seem kinda strong
it also makes explode less of a counter to everything
the idea is really cool exept ur original idea would be so broken
i mean both moves and swiftstones have a tab in the store
maybe a move you can buy with goins once u reach blackbelt
im sure they could do that right?
if its a shiftstone, it means intentionally choosing a playstyle around it, so maybe a 4th main stone
could also make any structure contact remove reinforce to make it less powerful (dS dES still ungrounds)
would be a shiftstone that adds a new pose, like how guard does it
Ohhh
thats right
it could do that
i was gonna say reverse ground but thats alr cube
or wall
the pose could be 1 hand on top of the other, like the flick pose but closer and each fist points to either side
i dont know what flick pose is js yet but i mean it sounds like a good idea
also makes it harder to reinforce reactionally with a structure, especially with a held wall puppet (the pose would cause the structure to bonk you)
more like you need to plan out what you want to do with reinforce
wall reinforce hold do something instead of wall hold reinforce
you put reinforce on something before using flick/hold (flick might be fineish with that pose)
but it should be heavier when its reinforced so u dont get hit by it at mach 5
it would just be a regular structure if you hit your opponent
i mean if they made it havier but do more dmg
that would seem like a fair tradeoff
oh wait, explode thing: opponent summons defensive wall, dES it then follow with reinforce strupper wall, both walls go into your opponent
Oh wait that sounds like it would work
this was discussed in another thread, weight doesnt mean a lot to a player whop knows what theyre doing
fair enough then
people can launch boulders at the speed of strupper cube its wild
this suggestion sounds amazing and i hope u can make this be an actual ingame feature
this could result in a new volatile reinforce playstyle that focuses on punishing opponents, since reinforce is a stone it means replacing flow with reinforce so more risk on explode players part from rts
It could work in a way where you can only apply the reinforce move on structures that are currently grounded
this would prevent people just spamming deadstop disks and balls
it would even make sense if it was themed as something like "reinforcing the structure by pulling strength from the earth" or sth like that
it might make it more interesting if a reinforced structure didnt do hitstop at all, since theres no chance that the structures can break theres no reason for the hitstop mechanic to apply to reinforced structures or the structures they hit
and spamming reinforce disks/balls is actually worse for the summoner because it makes it easier for an opponent to waterbend them back at you
Add caged structures
Hold a wall in front of you and repeatedly reinforce
You can no longer be damaged
lmao
You can balance that if any structure who lost it's reinforcement can't be reinforced anymore.
You could show this visually with huge cracks on the structure to mark it's damaged.
I would even think it's fair to lower the structure base value with 1 after saving a hit. Especially with the fact you could use it in flick for double hits.
List of features for me to consider this a good suggestion:
-
Structure needs to be grounded first, so you can't just apply it to any structure midair while landing for example, you need to spend the time to setup the structures intentionally beforehand.
-
Reinforcing a structure takes half a second to complete, if any pose or hit is done on a structure before it's completely reinforced, it will revert to the normal state. To prevent pace players sending an endless stream of reinforced strupper cubes. Or prevent flick players from reinforcing a huge singularity setup in short time.
-
After saving 1 hit, the structure becomes brittle, losing 1 base damage value and become unable to be reinforced again. The structure that collided with the reinforced structure also becomes brittle. This way there is still an advantage to use the harder traditional waterbending tech. And make it less OP in flick.
-
Clear visual difference between normal / reinforced / brittle structures. Reinforcement takes time and comes from the ground, so show it growing ridges from below. Interacting with it before it's done gives a small puff of dust and instantly return to normal.
This would prevent all of the things that could make this dangerously OP. And it would make visual sense.
another balancer could be to make grounded and reinforced mutually exclusive, keep it fast to apply but also unground structures, if it contacts another structure it loses reinforce, if someone reinforce spams a wall, strupper wall/cube is probably sufficient to topple it into your opponent, and if losing reinforce also breaks hold it makes it a lot harder to use it defensively, its probably also awkward to reinforce a flick structure (flick has fists point away from you and in the same direction, reinforce has fists close and pointing opposite each other, flick probably breaks on you then), i do also like the brittle mechanic for making a structure unable to be reinforced again
and maybe there could be a shiftstone related to this called "repair" which allows you to repair the brittle structures with a new pose but this takes about 2-3 seconds (just an idea)
Since time is what u have least of in such situations
wait what the frick you basically made my suggestion but months before me #1477045278900228217 message