I'm still alive, yes. Just been busy with moving and job stuff over the last week. If it's not one thing, it's another, huh? IRL is just so grand sometimes
Hey buddy. Quick question. Would you be against me making a slight revision to Tharr's Combat Empowerment? I feel like "rushes of battle adrenaline" can't be quite measured fairly. Plus I've been wanting to differentiate his Reserves a bit.
In short, I have an idea to instead make it more combo based, with each 5th strike granting a 10% increase in attack speed and strength. Still working out the details, but figured I'd ask before the battle really begins.
I know I'm behind. I can definitely post on Friday. I've got a much shorter shift that day so I'll have some time before work. Again sorry to keep you waiting, just work is kicking my ass.
If I get a chance before then, well be pleasantly surprised lol.
Alrighty. Between my full time job and my phone (being my only easily accessible device) breaking on me, I somehow got the necessary edits done. A day later, albeit, but I've used the extra time to fully grasp these new changes. Wanted to get them situated before he throws a single punch.
Can't believe I went about tryna make changes without first contacting a Judge (well, not so surprising). But below are changes to one of Tharr's more primary abilities that I think can be measured more fairly and concretely. Plus honestly much more fun on my part.
So, here's the current Combat Empowerment.
A natural ability of the Aerasginero that manifests itself in various ways depending on the warrior. For Tharraleos, each rush of adrenaline in the midst of battle bestows a Combat Reserve which equates to a fifth of his base power. There's no limit to this once he begins gathering it up, meaning he can potentially reach a state of absolute infinite power if it goes on for long enough. Once enough time passes without the thrill of combat, any built up energy will gradually reset and the ability will become dormant. This energy dwelling within acts as a life source, sustaining Tharraleos’ Enhanced Condition indefinitely.
The augmentation of this ability is applied once an aura of the energy is projected and lasts for five minutes. This is colorless and opaque with a jagged, fluctuating outline. Once the aura is formed, only then will Tharr will have access to the entirety of his Combat Reserves. The aura will continue to cover him entirely until the power reaches its end. The intensity of the which is increased in accordance to his built up reserves and can become destructive at higher levels. The increase of overall power depends on the amount of energy is stored in his body while the duration remains the same regardless. Further rushes of adrenaline after the ability is unveiled causes the aura to pulse for a brief moment, adding another reserve while not affecting the longevity.
A side effect of delving into the reserves is that Tharr taps into an instinctual feral state of mind. This can lead to primal, unstoppable rage that allows him to perform in vastly increased capacity, taking and inflicting damage he wouldn't in his normal state. Tharraleos can lose himself to the animalistic fury entirely at higher reserves. While this barbaric nature isn't preferred, it's more beneficial than harmful and only temporary as normalcy is gained once the reserves expire.
And here are my recent modifications.
Combat Empowerment. A natural ability of the Aerasginero that manifests itself in various ways depending on the warrior. Tharraleos’ variation is more combo oriented with each string of five consecutive strikes granting a Combat Reserve. Each Reserve gives a ten percent increase in attack speed and strength. If an attack misses its target completely or five seconds pass without one, the boosts end instantly. This only applies to physical attacks, thus Telekinetic and Elemental abilities don't contribute to this, though they reset the expiration time. This energy dwelling within acts as a life source, sustaining Tharraleos’ Enhanced Condition indefinitely.
The augmentation of this ability is applied once an aura of the energy is projected after the initial quintet of attacks. This is colorless and opaque with a jagged, fluctuating outline. The aura will continue to cover him entirely until the power reaches its end. It starts out barely visible, though the intensity is increased in accordance to his built up reserves and can become destructive at higher levels.
A side effect of delving into the reserves is that Tharr taps into an instinctual feral state of mind. This can lead to primal, unstoppable rage that allows him to perform in vastly increased capacity, taking and inflicting damage he wouldn't in his normal state. Tharraleos can lose himself to the animalistic fury entirely at higher reserves. While this barbaric nature isn't preferred, it's more beneficial than harmful and only temporary as normalcy is gradually gained once the reserves expire.
Lemme know how this looks, and in the meantime, I'll be conjuring up my reply. Much obliged.
My most sincere apologies. I've had life delays of monumental proportions. I'd very much like to indulge in this battle still and have the generalization of my reply stored in my brain. Just haven't had a chance to do so, unfortunately. I might just be able to get something in this week.
Okay. So I've spent the better half of a month contemplating what I should do. Tharr has gone under some rather notable alterations. I've reverted him to Anthro form, and he's gone under an arguably severe nerf that makes him much more realistically powered. Further details can be found in his newly edited profile here. Overall, it's left me wondering what to do with this heavily outdated Taur I've kinda lost motivation for. I'm wanting to actually finish a battle properly and this matchup never lost interest. So I propose the reboot I mentioned before; editing my previous posts with just the design change in mind while keeping actions the same. If that works for you, I'd more than love to reach a conclusion.
@Griffintaur one clarification. You said he "bounded forth," I presume that he essentially lunged/jumped/pushed forwards in a smallish (taking his size into acount) jump. That would put Raelis above him, but with the closest part of Tharr's body being the end of his tail, rather than center mass as it was before the jump.
While making the bound, yes his tail feathers are the closest thing to the Knight. I'd estimate them being about 2 meters away from each other once he lands. The moment he does, it'll be his center of mass that'd be closest to Raelis
I do have a Discord, yes. My username is the same as it is here.
I've gone through your reply and currently piecing together my post mentally. I should be able to get to it some time this weekend of not tonight.
On a somewhat unrelated note, I've kinda noticed I might need to ass pull some Pride Reserves. It's a seldom act, but Tharr is deeply disadvantaged now as the only thing that kept him remotely safe from heated blades (his steel-like coat) is now no longer in play (save for the transformation he has access to now). I at least need either 2 constructs with moderate strength, or a single, more resilient one. Either way, I'm glad to be getting things back up and running. I feel this rendition of Tharr will make it much simpler and enjoyable. Can't wait to play with his new toys!