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Bonds [Copy URL]

Rank: 3Rank: 3

Post time 2018-8-12 12:32:51 |Show all posts
So....I was thinking...a dangerous pastime I know.  Would it be plausible to have the ability to swap out bonds similiar to how modifications can be modified?  As long as you couldn't have repeat bonds I feel like there are some characters who could benefit by the ability to change the bonds.  If nothing else, you could have characters fulfill more specific purposes then just being stuck with what they got whether you like it or not.  I am a big advocator of a characters flexibility and the ability for a player to be creative with how they form their teams and use certain characters and I don't feel like this would be absurd in many regards.  

To use a simple example of what I mean, TSI has a kido/physical attack increase in his bonds but what if you wanted a more tanky TSI for your already damage heavy team and could change his bond (at a cost of course with RNG factors in place just like modification changes) to a kido/physcial defense instead?  Many characters, especially the newer ones coming out already have good bonds and there probably isn't much reason to even consider changing them, but there are many characters who have a bond that just doesn't seem to match up with the character.  With this as well, there are many bonds that are something along the lines of, "when being attacked have x% to do Y." There are a couple of these I like but most of them I wish I could swap out for something more consistent.

Let me know what you all think!

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Post time 2018-8-12 12:52:17 |Show all posts
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Rank: 3Rank: 3

Post time 2018-8-12 13:10:58 |Show all posts
let me give a response a gogames employee would give you."this can't be implemented into the game coz of some unknown reason even i'm unaware of"
i would blame global warming for all this mess we are in

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Rank: 8Rank: 8

Post time 2018-8-12 13:42:09 |Show all posts
I will talk to the dev when I have a chance, but first we need to fix the game play.

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Rank: 3Rank: 3

Post time 2018-8-12 18:35:46 |Show all posts
Devvoke2 replied at 2018-8-12 12:52
this would add a lot of layers indeed
and make some unwanted bonds useful

True they are different but even some max level 30 bonds (particularly on lesser characters) are less beneficial than modifications.  

As for what the bonds would be limited to, I would probably keep all the "x% to do Y" ones out as I see those as unique and shouldn't be available to all.  I went through the main character mods and compiled a list of unique 15 that is as follows:  
Physical/Kido Attack, Damage Rate, Hit Rate, Crit Rate, Crit Damage, Break Defense Rate, Speed, Immunity Rate, Physical Defense, Kido Defense , Physical/Kido Defense, Dodge Rate, Counter Rate, Block Rate, Max HP

Note: I have left out the flat bonus bonds as I doubt many (if any) are truly valuable comparatively to % buffs
Note 2: Kido Defense (not actually a bond but I included to match the solely physical defense one)


The advanced modification offers 12 different options which will randomly be selected of which these options are available:
Damage Rate, Hit Rate, Crit Rate, Break Defense
Dodge Rate, Block Rate, Counter Rate
Recovery Rate, Control Rate, Control Resistance, Fury Deduction, Fury Deduction Resistance


If I combine the two sole defense bonds and included it under the double buff I get a grand total of 13 unique bonds from which I bond modification could be generated from.  Of these 13, there would 7 offensive selections and 6 defensive ones.  I feel like as long as you couldn't double up on some such as modifying for 4 attack or 4 defense bonds to make a crazy hitter or crazy tank (which already exist) it would create the opportunity for both lower and higher tier players to make some improvements and tactical strategies. If it needed to be dropped one more to match the advanced modification system already in place I could see the two candidates to be dropped being either Crit Damage or Speed.  I understand the meta isn't really about speed as much as it is about defense so I feel like the ability to pump up crit damage a little might actually be a pretty good utility to have for upper players.  For lower players, speed still dominates the battlefield save the rare stacked Noza or Stark that rapes teams singlehandedly so being able to get a small edge in terms of speed can make a big difference especially for those just coming into the t1 zone.


Ultimately, I am not mad with current bonds and really enjoy some of them (particularly TSI invincibility ) but I really like having options.  I feel flexibility and options promote creativety among players and stir an innate interest that keeps people more invested in the game as they try different combos and strategies.

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Post time 2018-8-12 20:54:39 |Show all posts
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Rank: 3Rank: 3

Post time 2018-8-12 21:19:54 |Show all posts
Devvoke2 replied at 2018-8-12 20:54
Sorry still trying to open the gameplayfixing.?$& file but we have no idea how to open it

ahhh.....what?

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Rank: 3Rank: 3

Post time 2018-8-12 21:32:41 |Show all posts
Devvoke2 replied at 2018-8-12 20:54
Sorry still trying to open the gameplayfixing.?$& file but we have no idea how to open it

Download a ?$& decompiler.

Job done.

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Rank: 3Rank: 3

Post time 2018-8-12 22:19:26 |Show all posts
sorry we are busy enjoying money from ichimonji please wait till 2030 thx for your advise

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Rank: 3Rank: 3

Post time 2018-8-12 22:28:28 |Show all posts
Potdenutella replied at 2018-8-13 03:32
Download a ?$& decompiler.

Job done.

Compiling error line 322 please check the P.file  again.
Ah $*** let's just say we gave it a try and leave it at that.

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