Avatar of Evil Ghost Note
  • Last Seen: 0-24 hrs ago
  • Old Guild Username: Mr Allen J
  • Joined: 12 yrs ago
  • Posts: 11208 (2.46 / day)
  • VMs: 43
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  • Latest 10 profile visitors:

Status

Recent Statuses

3 mos ago
Current I'ma fuck this bitch, I fuck her off the shrooms (Yeah), woah
2 likes
5 mos ago
Introducing Recollections: Moon: roleplayerguild.com/topics/…
1 like
5 mos ago
We laugh all day like Dumber and Dumber.
3 likes
6 mos ago
das not a flex
2 likes
9 mos ago
Categories don't matter when standards aren't being enforced.

Bio

"You're a fine warrior. Call me sentimental..."







Currently updating...




"I'm a dominant..."
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SETTINGS
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The Tyrant Shell Universe - Mechapunk (Mecha and Cyberpunk mixed together).
The Black Fall Universe - Modern-Superhuman tale.
LINKS
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Most Recent Posts

Somebody is impatient.


shut up, Gowi
The OOC is here!


Still open, the IC will open on Friday.
The OOC is here!


Still open, the IC will open on Friday.
I plan on starting the IC on Friday, but don't worry if you haven't finished your sheet yet; it'll be open enough for anyone to just jump in.
Interested.
@Mr Allen J So I think the major issue here is that I'm not very familiar with design philosophy for fighting game characters. As a result, I designed Fenrir more like he was a MOBA or MMO character. That is to say, his special abilities are all meant to provide utility to him as a character rather than just be "an attack, but fancier," and are balanced by strict cooldowns. I did try to research some fighting game characters to base him off of (specifically Glacius and Sabrewulf from Killer Instinct, and Wolfgang from Blazblue) but I didn't come away with much useful information. Anyway, as a result, his specials may need to be reworked from the ground up, but I'll try my hand at working with your criticisms here.


You should probably explain these "cooldowns" a bit more in detail, then. I had no idea about the cooldowns until you brought it up. Then again, the problem might lie in the fact that I am a bit inconsistent with the fighting game theme. lol

6) Do you need me to rewrite it?


It doesn't need to be reworked from the ground up as some of the attacks need to be cut, and the supers need to be changed a bit. That said, I'll address your points.

3) This was probably the most direct result of "MOBA Design Philosophy," as this ability was inspired by one of the most annoying Overwatch characters (Mei). As I just mentioned, it only works within Fenrir's melee range, and is meant to punish more mobile characters for getting into his range.


At the same time, it is really strong against anyone with a melee attack (Which is an awful lot of characters). Just getting within Fenrir's melee range is where a good amount of the characters deal their damage.

4) (You have 3 twice and it screwed your numbering) Again, a design philosophy issue, with abilities meant to swing a group battle into his team's favor. Fimbulvetr can be tweaked to be a large AOE version of Gelgja, which has a chance of insta-killing trapped enemies. Ragnarök could be better explained: essentially a super mode that increases his attack power and speed, and gives all of his ice abilities a lingering damage effect.


My problem with Fimbulvetr is the same I have with Gelgja, except on a larger scale. Unless there is some way of other characters escaping it, I don't think I can allow someone that freezes everyone instantly. You can maybe change it into a barrage of ice shards or whatever if you want to keep up with the ice theme. Ragnarök probably just needs to be explained a bit more in detail, and maybe a limit or two as to how long it lasts. Because it does sound like the second form of a boss. lol
So who is the loli yandere?


this post gave me cancer


In Aria Bay 9 yrs ago Forum: Casual Roleplay
Unfortunately, I've lost all interest in this RP, and have no plans on participation.

I'll be clearing my character sheets.
@The book of bad juju Ah, I get it now. Just note in his weaknesses section that his melee specials are weak or something and he's accepted.




@Dead Cruiser Fenrir is a tough one. He's alright as a base character... but, his moveset is more like a boss character in a fighting game than a regular character. He can do a lot with his special moves as you loaded him with everything possible, instead of having him excel in some areas, but having weaknesses in others. Let's start.

1). Svartálfar, Ván and Helhammar are more like super moves than regular moves. I don't know, but having a guard breaker, second wind, and a move that punishes blocking as an attack he can do at any given time rubs me the wrong way. I'm not going to allow any of them due to them being broken.

2). You say that he's weak at a range, but you gave him several ranged attacks. Making the area cold (which I'll get to in a second), his roar, and pushing enemies away, sound like ranged attacks to me.

3). Gelgja kind of rubs me the wrong way since that move alone would be a headache to deal with. He'd practically be able to give him free reign to do any of his other attacks, and wallop away at opponents. I would accept freezing... if it was the focus of his kit rather than one of his many powerful moves.

3). Both of his super moves are practically instant win buttons. He can pretty much just render everyone helpless by freezing them with one move, and turn into an invincible super wolf with the other ones. Neither of these abilities are fair or fun (same with the rest of his kit). I don't feel comfortable accepting either to be honest.

4). You need to focus his strengths in one area, and give him actual weaknesses - or go the route I did with Justin and give him a bunch of techniques, but don't make him overwhelmingly strong in any of the categories. Is he going to be good at up close fights like you said? Then remove his many ranged attacks, his bullshit moves, and perhaps give him some more solid weaknesses.

5). Also, this is a small one, but you were supposed to give a list of personality traits, not describe his entire personality.
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