Slayers:
Transparent World: The transparent world would be an interesting idea, like a High Level skill where the player would gain a temporary auto parry or auto dodge, even if it has a short duration, this would be a very interesting system, or it could be something like Blox Fruits' Observation Haki, where you can see the opponent's posture bar, health bar and stamina, and would gain some automatic dodges, in addition to highlighting your enemy. An interesting debuff would be to leave the slayer with fatigue afterwards, where he would do less damage and move slower, or his vision would be bad.
Crimson Blade: It is an excellent mechanic, where the hunter would temporarily obtain the crimson blade, which could temporarily decrease or remove the oni's regeneration, it could be obtained by having a High Level, and doing some quest, where the player would be able to use it temporarily, as a debuff for it, it would be interesting to perhaps make the player's posture bar more ''fragile''
Hunter's Mark: A great mechanic that could be increased, when the hunter is badly injured, he could activate the mark, and thus gain damage and speed buffs, it would also be interesting to decrease the cooldown of skills, perhaps by 15% when the mark is active, it could have a considerable duration, perhaps 60 seconds would be a good duration, and as a debuff the slayer would be extremely weaker, being a last trump card
#Slayers and Onis(Hinokami)
1 messages · Page 1 of 1 (latest)
_dio_over_heaven You’ve Reached Level 1
Oni:
Berserker Mode: in the manga Nezuko presented a kind of berserker mode, where she gained strength to humiliate the upper Moon 6 Daki, this would be extremely interesting, to give buffs to the onis, although they naturally have to be stronger than the slayers, another oni who used this mode is Kokushibou, in his battle against the hashiras, where his appearance was deformed, it is not known for sure if he made him stronger, but we can assume that yes, it made him much stronger, and honestly with the massive amount of things that Onis have, a mode Berserker does not deserve to receive a Debuff, at least not a severe one. It would be interesting to spend some of the oni's blood bar to activate this mode. Maybe this would already be an adequate debuff.
Ultimates:
In the manga, the Upper Moons always had an Ultimate move, like Gyutaro exploding his body with blood blades, Gyokko and his supreme form along with the ''God Hand'' Douma with his giant ice buddha... it would be interesting for each kekkeijutsu to have some ultimate, which can be used during combat or when the oni is badly injured.
srr bad inglish i am using google translate
Pretty sure slayer marks won’t give buffs
They also said no mode gameplay
For the ultimates it would probably be a normal move
I understand that the brand is currently just an accessory for customization, but it would be interesting for it to give buffs and debuffs to hunters.
And transparent world?
What about see through world
If they do add it you probably would only be able to see hp
Giving free ap or dodges would kinda be op
hmm I said it could be something like Obs Haki from blox fruits, with a limited number of dodges, maybe 5 dodges, it wouldn't be a big amount I think
🤷‍♂️
Maybe skills that made countless hits, like the insect breath barrage hit shown in a sneak peak, deactivated the Transparent World
sure and crimison blade?
I think it’s fine
and onis suggest?
I think the ultimates are fine
No, we do not want to do temp mode buffs because they honestly make pvp worse and ruin balancing
Wouldn't it be balanced if there were buffs for both slayers and Onis?
He wrote about "Berserks mode" too
temp buffs
D1 instigator right here lmao
turns it into mode based combat, gives the same failure that type soul had in the end
oh sure
but it is for slayer mark suggest ye?
for any temp mode suggestion, even if both sides have it
because transparent world and crimison blade not is modes
still not good ideas for balancing
The last one should be added as it would equalize the gap between demons and slayers as demons have higher health regeneration
kushagra_25072009 You’ve Reached Level 8
Who said anything about demons having health regen?
The game does not have to be lore accurate, our goal is an equal balance, not following the attrocious story of demon slayer word for word
wait, don't demon already have higher health regeneration and other perks already in DSRPG2?
Is rpg2 the same game as Hinokami? No
So what perks do demon have?
as far as I care, it should just be arts vs breathings, so the player can pick what style they enjoy and not worry about downsides of any kind
But adding Regen after they eat someone would be good
That would only work after you kill someone
So it's not gonna affect a match unless you're fighting multiple people
Group fights
Throws balance off still
the concept could work
but nit exactly how you put it imo
slayer mark in my own vision is best as a requirement you have to meet mid fight, and it'd be passive
see-through world allowing you to see health and whatever, that's a fine perk
personally not keen on automatic dodges
alot of these in itself aren't bad ideas, just matters how you carry them out
We don't want to do any form of power-up style junk, they're not good for combat or balancing
still, depends on execution
they aren't necessarily a bad thing for balancing
like it's best to not follow what type soul or demonfall does
They are, as whoever transforms first wins if it doesn't do health packs, and if it does, whoever goes second wins
In a group fight, transformations are even worse
It's not a good system for balancing
this all lies in again, how they're designed
you're pointing to examples of how they were done badly in other games
it's not the concept itself that's flawed
...
It either is or isn't a health pack on transformation, ontop of any other benefits
I simply stated the flaw to both sides of the coin
nothing implies it needs to be a health pack or a second wind of some sort, it just comes down to what would fit the game
if that doesn't fit hinokami, that's fine, it's not needed
I never said anything did
I said the flaw of both non-health pack and health pack powerups
Non-health pack powerups are just pop first and kill before they get a chance to boost
Health pack powerups are pop second and you're more likely to win
Powerups like that are not a good addition if you want balancing
that's why I personally believe things like that in games like this, should be effects that aren't disruptive in combat
Which would be basically nothing
As stat boosts, speed boosts, swing speed boosts, regen, etc
All would impact combat
not necessarily, it just rewards you more for playing the game well
Powerups are not a good idea for balancing combat
it's like a snowball effect, play well enough and the game rewards your perfect play, things like swing speed shouldn't necessarily be touched
That is a horrible idea, then the good players are even harder to beat
And that skews the game further
it goes both ways
It's not a good idea for balancing lol
alot of games have relative balance with mechanics like that
it really just matters how severe and how the effects are implemented
I can't think of really any well balanced games with temp modes or powerups
perfect balance is unachievable, but you can still be creative in making it as balanced as possible
that's what makes those things fun and fun to fight
alot of developers, specifically on the anime side of roblox, don't think about it being fun to deal with.
We are focusing on a fun and balanced game, fighting powerup modes is almost never fun
Since either side of the powerup coin you go with will piss off most people due to being beaten to a pulp because somebody either popped first or second, relative to which side you flipped
that's fine, I just disagree with the idea that the concept itself is flawed, that's all really
The concept is flawed though, I explained at the most basic level how it is flawed..
Either way you go with the powerups will 99% of the time not end well
you're using examples that have been due to developers who did them badly, which proves my point about them being an execution problem
because there are games that really don't have that issue
I explained without examples from games? I said that if you make it heal, whoever pops second gets the advantage, if you don't make it heal, whoever pops first has the advantage
That's literally just two sides of a coin, you either make it heal or you don't, either way there is an immediate advantage to one user or the other
Even at the most basic function, before you even factor in the other buffs, it is an immediate advantage to one user or the other
how much do the advantages matter when you can still defend against them fairly?
If you are evenly matched up, an advantage is an advantage and decides the win usually
So either way you go, one user will be ahead of the other
that doesn't exactly line up practically imo
if you're really so focused on balance and advantage state, no character or moveset should really be different
because differences inherently cause imbalance
it's about compensating in different areas what makes things interesting
They cause imbalance if they do not get tested and tweaked to be on par
The different in kits is easier to balance than a powerup is, since powerups are borderline impossible to make in a manner that isn't bs
things being different are imbalanced
there will always be an objective best thing to use when there is a difference between one thing and another
what matters is keeping the gaps between them as small as possible to keep it fair between players
That first part is not at all true
You can make two very difference things be equally balanced in potential
There are tons of ways to modify and get that outcome
It comes down to user skill at that point
a perfectly balanced game is a game with no differences between characters
everyone has the same tools at their disposal, that would truly be only a test of skill to who wins
when you change things, you're literally imbalancing it for the sake of difference, that's fundamentally why it's called balancing, keeping everything relative to eachother
the act of balancing something is keeping them aline with everything else in the game, hence why completely gutting something to the point of unusability is an example of bad balancing
Things can be balanced without being identical 
the goal of a fun fighting game in this context is to have differences, but you keep the gaps between them small to the point where it's not overwhelming to use something else
Your argument here is just becoming less and less coherent and understandable in terms of what you are trying to say
you can say that, but that's the definition of balance
a game with identical characters is a perfectly balanced game,
it's in the name itself, balance
well balanced games are games with differences but balance their characters well
it's implied by the word balance itself
Balance means things are equal, not identical
that's not entirely true
In most uses, it is true
I'd disagree with that as well
I don't recall ever hearing somebody use the word balance to refer to things being identical
If you look at a balancing scale, you never put two identical items on it
because in most cases, people aren't referring to perfect balance
You put different items to equal out the weights
theyre talking about relative balance, which is what most games are based off of
If you're trying to balance an item to keep it from fall off of something, you'll move things around to equal out the weights, though both sides will not be identical usually
Balance does not mean identical lol
if we're talking in context of a fighting game, perfect balance would be everyone having access to the same things
like a zoner vs someone who's up close
they don't have the same tools, where they're standing inherently changes how the balance is
Still not even accurate for how balancing works in games, balancing comes down to viability, potential, etc
Things can be balanced without being identical lol
things can be well balanced without be identical, I agree
not perfectly though which was my first point
I feel like you've hardly been reading a thing I'm saying
I am, I simply just disagree with you
They can be damn near perfectly balanced without being anywhere near identical kits
And powerups are far from a well balanced mechanic
Hence why we want to avoid them
They are just flat out bad for balancing, no matter the implimentation
No matter the mechanics and aspects of them, they are always bad for balancing
If the game is well balanced without them, they will throw it out of balance
And you should never have to add a powerup to balance your game out, else your game has already failed
there are plenty of games that manage it well, and they're not particularly aggriegious
the fact they have been done well before is showing that it matters on how it's done
Done it well to be enjoyable versus done it well to be balanced across the board are two different things
if it's done well then it should be enjoyable
it should be in line with other things that don't throw off the entire meta because of it existing
There is no doing it well to keep the game balanced
I've already explained that
Powerups just throw balance off
You've provided 0 reasoning as to how to do them well, you've just declined me explaining the fact that even at a base value, they throw off balance
With no reasoning or evidence when declining it
You're basically just saying "nuh uh" this entire time when provided with qualitative reasoning against your claim
I'm basically just speaking to a wall here, though I feel like I'd still be better off doing that
because I'm arguing at a conceptual stance where you're wrong
if your goal is to create a perfectly balanced game then introducing differences is already throwing off balance itself
the key to good balancing is keeping these gaps small and still fair to deal with for players who encounter it
that's what makes games interesting
I do not recall saying anything about a goal of being perfectly balanced during this conversation
I said that powerups are horrible for any form of balancing if the game is not already unbalanced
and I disagreed, because that's not necessarily true
and will immediately give one party or the other an immediate advantage in an evenly matched fight
I have explained how it is, and you have just been saying "nah, I disagree"
you are not giving any counterclaims or explanation as to how it is wrong
you are just saying no and then trying to change the topic
I've also explained my point, I've countered it, you just dont agree that it does
you've said nothing to explain how powerups can be done in a balanced manner'
I don't necessarily care if you do or not, since I've said it plainly
I'm pretty sure that's one of the first things I've said in this thread
you said nothing for how to balance powerups to make them well
I already have stated how I'd handle it specifically
because I disagree with how other games have handled them
all you've done is say why you think the concept of it in general is flawed
and I disagreed with that
it's as simple as that
I've explained with reasoning how even the most basic function of a powerup is unbalanced, being if it heals or not when activating, and all you said was "make it a passive"
your counter argument to me explaining how it is unbalanced was just you disagreeing
with no reasoning for disagreeing
make it passive, it shouldn't be something that disrupts combat
it simply rewards you for playing the game well
and your counter to that was it making good players harder to beat
my response to you was that it goes both ways
rather than just saying "nah you're wrong" explain how somebody is wrong
buffs still disrupt combat... heals still disrupt combat...
buffing somebody who is already winning due to playing well actively makes combat worse
as it skews the fight further
it goes both ways
and I've already made my point on health
that's basically just saying "yeah you are kicking their ass, here be stronger so it is even less fun for the other player"
part of your argument is to make it fun, yet your ideas for how to do it would actively make it far less fun
you're free to think that
and your counter argument when I said that prior was "I disagree"
no reasoning
just that you disagree
despite having been given logical reasoning as to why it is not good for balancing
you've used no actual reasoning to justify how it can be good for balancing
you're just saying "nah"
I've given my case pretty clearly tbh
it's just that we won't agree
I don't necessarily care if we do or not
it has not been clear at all, all you've done is disagree with no reasoning backing how to make it balanced or anything
if that's what you think, that's fine
doesn't change that I gave it pretty clearly

for someone who feels like he's talking to a wall, you're pretty intent on continuing
I want you to actually explain things and hold a conversation
to use reasoning and logic
rather than saying no
I want to read actual reasoning for how it can be balanced
yet all I am recieving is "nah"
and I gave mine, it's just that we won't agree on eachothers stances
there's not much reason to continue to conversate
you didn't give any logical reasoning at all
I've been waiting on it the entire time
you said you played a game that did it well then never explained how they did it well
you just said you disagreed
you already acknowledged that in calling me a "wall"
if I'm a wall, then "logically" the best course of action is to disengage

what do you think modes are
they're buffs
that either give 1. power or speed buffs or 2. health packs
which both fall under categories scout pointed out under winning for activating first or last
how are you defending this
feel free to give me another buff that doesnt affect power or speed though and have an actual point
shounen studio try to have an existent point challenge
(impossible) (gone wrong)

is it?
but people would generally go for breathing cause its used by the "hero" s of the story and
only a few will take the path of demon, according to me giving a pro to demons would help in balancing the ame
defending modes?
it's not something that needs defense
the point of what I say is to make sure things like thst are well balanced, because any time you add something that is different into a game, you need to balance it according to what's already in it
hence making modes just "whoever uses it first" is bad design because it shows that the game is centralized on modes
someone getting a passive 5% dmg increase mid combat isn't throwing off the whole balance of a game simply because of a buff, you're being hyperbolic
Having perfect balance isn't something you can achieve in a game where you have many different tools between them
one of those tools in this context is a buff
the key to making these good are being able to balance said tools into what you already have there, and sometimes it's not as simple as just changing stats around
You are so unbelievably debate brained
Modes do not need to be added
debate brained = having a convo?
They throw balancing off and itd take infinitely more tries to get it even semi usable
You are defending a point that shouldnt even be defended
never stated they needed to be either, all I did was disagree with the notion that they themselves are flawed
you're free to think that, but the existence of good ones in other games say otherwise.
Example?
You play any fighting games?
if you are, you should be familiar with installs
theyre basically modes
examples of them are Sol, Badguy, KY, they come to kind for me
theyre basically buffs, in xrd Rev 2, sol had an insane one that centralized his gameplay
Are you really about to compare a fighting game to an rpg
landoftwilight You’ve Reached Level 16
he didn't need it, but he was very threatening to deal with
now ky, he has an install, but it's not overwhelming to the point to where it's not overwhelming but he still benefits from it
and the ideas of balancing still apply, this is a discussion that revolves around pvp
deepwoken is an rpg, but it's still majorly focused on pvp
the same philosophies of balance are used because "balance" isn't locked to just one type of game
some games value balance differently
You are comparing a gg game
To a roblox rpg
Completely seperate ideas
Like not even able to compare to eachother
and I told you why in this context why the philosophy of balancing still applies
When you balance a game
You consider the game mechanics FOR THAT GAME
Fine let me fix me question
Give me roblox game
That has a good mode system
okay, then read back on the conversation
because the context here is obviously balance between slayers/demons, movesets
Or even a pvp rng
Im starting to wonder if you cna read at all between you mashing buzz words
and why are you treating roblox games like it's some kind of separate standard?
Games are games, roblox fighting games and rpgs aren't subject to different rules just for being on roblox
not my fault that I use my vocabulary
philosophy isn't even a buzzword
it's a simple definition
if anything you calling it a buzzword makes it seem like you're just throwing it around
Balancing isnt a philosophy you troglodyte
Is this what this is devolving into
you steered it here
manaketoh You’ve Reached Level 11
Yeah, ill admit that
It is so incredibly frustrating to have someone reiterate the same point that has been shut down 6 times
not really, his argument has been that modes throw off balance entirely
that they're horrible if you want to have a balanced game
Okay let me put this into perspective for you
what I'm saying is that anything you introduce will throw off the balanced game, it's the role of balancing that makes sure these things aren't overwhelming, it's why I said the argument is hyperbolic, greatly exaggerated
You are someone over here fighting for something that has a lengthy history of making balancing terrible on roblox
I know what hyperbolic means
yes, and I acknowledged that specifically
devs on roblox have ideas and concepts and carry them out badly
And you, as someone who hasnt seen the game before, was still consistently arguing against somebody who personally knows the devs
And the game
But you still sit here to die on this hill
that's irrelevant to the conversation entirely, because it's not about the game specifically
it's about the concept of modes being bad for balancing in general.
Why even bring that here though
Actual debate brain to start something unrelated
And keep going with it
because I disagreed with his statement that he made?
it's related to what he said
you're looking for something that isn't necessarily there
if anything my first statements here were that I said that the idea could work conceptually, just not how he put them
making alot of assertions of me that I haven't made about anyone here
Okay. Do you think modes would make the game better
if well done, I think they could improve any game, as long as it fits within the game and it's mechanics
not every game needs one, but the idea of it itself isn't flawed.
that's pretty much it
I can make the same statements about parry and stun based combat, other mechanics, whatever really
not every game needs either one if these to be "good" or improve
but doing them well in the context of the game will arguably always improve it, and shows that the devs can work well with it
I dont think everyones views here were all that different
I just think that the main issue was modes
And 99% of roblox games
Will not work without it being absolutely abominable for balancing
yeah I know that most devs don't know or can't bother how to make them work, they're not really focused on things like balance
They just overall dont care enough, but i dont think it fits well with roblox in general because of how limited the systems are atm
I think the modes can either be completely useless
Or be absolutely determining in pvp
Which is the core issue
I don't necessarily think the issue is with roblox mechanically
it's mainly just the people who make it, but most popular examples are things like type soul or demonfall
theyre simple and easy to do
just give a health pack and a Stat increase with some passives
to make a balanced mode that's still effective and not overcentralizing takes creativity and some thought
which is basically why I argued against them all being bad
Yeah, and thats fine, but at its core this is a demon slayer game
Not that the game is gonna be like conpletely following demon shitter lore or anything
It doesn't have to abide by lore, yeah, many things don't translate well into gameplay
But the kinds of buffs you can give in that situation that arent overcentralizing are limited
Yeah and i think that was the main point here
Was because of the context
It just doesnt translate
somewhat unrelated, but from my personal approach
I like to see what can be done and still be cool and not annoying to deal with for players
especially if you're making a game based off a property
i think things like that from devs who manage to make things work is what makes a game stand out specifically
I think they want the game to be competitively viable
Like dsrpg2 was for a while
They want a community of pvp driven people that are active so i think they want to make the game as balanced as possible for those individuals if that makes sense
yeah they're uneeded, if what they're going for is what I know so far is fine, there's not an issue with it
after all I'm waiting for the game as well
I'm just a concept/concept art guy
so I like these kinds of conversations
Yeah concepts are cool to talk abt
I think it was mostly a misunderstanding on eachothers stances
I already explained how buff modes are bad for balancing, with reasoning, your response was "nah I disagree"