Author Topic: Danmaku!! Let me AX you a question  (Read 228825 times)

Kirin no Sora

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #570 on: July 07, 2015, 05:03:48 AM »
Hm...

I was actually in the middle of writing a response to posting to what ShadowNCS said when you posted what you said, Moogs.

So, I'll simply say that at the start, I actually considered for her to burn up an item card for the sake of using her heal. I had also considered using "reduce damage to zero" instead of "heal life" as her passive's effect. I do not know how powerful such an effect would be due to the fact that rules would have to be written for how it would interact with other cards and effects of cards.

As for her spellcard, I really didn't know what to do there. But...

Given the idea of "existence and non-existence" due to her deleted character status, it is odd...

Healing is a theme for Rin, and that is beyond a doubt for me.  Still, the idea of "preventing damage" seems to be something that appeals to me...

How about this...

---

Rin Satsuki
Character Card

Abilities

Rin does not need to discard Powerup cards when losing a life.

Whenever someone is attacked, Rin may discard an Item card in play to reduce all damage from that attack to zero. If multiple players are being attacked simultaneously, you must discard a Item card in play for each player that you wish to apply this passive to. This does not count as avoiding an attack, and any effects due to life loss or avoiding that attack don't happen(This includes drawing cards due to loss of life). Any effects other than damage from said attack do still happen. Any effects that trigger due to being hit or damaged still trigger, even though said damage is zero.

Spellcard - Action
Kirin Sign
Clouds to the Moon, Winds to the Blossoms

Attack a player, regardless of range. If your attack hits, choose a player. That player draws a card and gains one life.

---

There. She's focused on healing and preventing damage. A defense oriented character, and despite her holding a attack that does not respect range, any additional effects after that only work if she hits the target, meaning that an opponent dodging the hit will cause it to completely fail. Risk and reward is therefore present for the card, and it's simple as well. My only issue is how "reducing damage to zero" will interact with other effects, but that should do for now. Besides, this can be as much for a "protective guardian" theme as much as a "existence and non-existence" one, and I imagine that damage prevention is a very powerful ability(probably to the point where I might need to write it as "two Item cards to prevent all damage from an attack" to keep it from being overpowered), although it does not stop secondary effects(like Cirno's turn skip effect).

Also, as a bonus...

---
Rinnosuke Morichika
Character Card

Abilities
For each Item card that Rinnosuke has in play, you may play an additional Danmaku card per round.

Rinnosuke may have two Shield cards in play at the same time.

Spellcard - Action
Item Sign
"Eagle-Eyed Shop Owner's Saga"

You may discard as many cards as you like from your hand. Draw cards from the deck equal to the number of cards you've discarded plus one.

You may attack a player in range.

---

A card that combines two seemingly useful abilities with a spellcard that is effectively Kourindou + Shoot. I think that maybe I should remove the "Two of the same name can't be used" clause on the second ability? The worst that Rinnosuke can do if that was removed would be having two Supernatural Borders, which would gain him an unparalelled defense due to how said cards actually work(that would be revealing the top two cards and if either are Spring of Summer, the attack is dodged), and for such annoyances, there's always Seal Away...

Edit: I removed the "two of the same name can't be used" clause, if that makes him OP, I'll just add it back in later.

Any thoughts on these two cards?
« Last Edit: July 08, 2015, 02:23:17 AM by Kirin no Sora »
There is no greater joy than knowing that the Touhou invasion is unstoppable, and the legacy of Gensokyo will never fade away...

Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #571 on: July 08, 2015, 07:24:45 PM »
Quote from: Moogs
I fell asleep in the middle of talking to Zhelot
I have that effect on people. ^^

For those curious, Imperishable Night mode allows you to keep 2 character cards (out of a pool of 3-4). You get access to both passive abilities, and you can choose which spell card to activate. Character Synergy is pretty important, though I am happy to report that the MAlice cannon is real.

Quote from: Kirin no Sora
Given the idea of "existence and non-existence" due to her deleted character status, it is odd...

Healing is a theme for Rin, and that is beyond a doubt for me.  Still, the idea of "preventing damage" seems to be something that appeals to me...

I like how you've got a couple of themes going ala void hero and preventing damage. You can def work w/ that. next I would look at context & Synergy.

In terms of context, compare her passive to Futo's "Futo does not need to discard Powerups when she loses life. + Futo may discard an item card in play to avoid an attack"

Rin's passive is stronger in that you can avoid for multiple people, but in my experience Futo's passive doesn't see a lot of action. This may be due to item cards being quite valuable.

Another character with a similar 'void like' ability is Aya: "Aya may discard a Danmaku card to cancel a danmaku card" This ability is very good, Aya sees a lot of play and is the most defensive character in the game in no small part to her abilite's synergy. (more on that below)

In terms of Rin's Spell Card, the most straightforward comparison is Tenshi, challenge + life gain + 1 card. This spell card is amazing, it also ignores range, but has a potential downside depending on Tenshi's handsize relative to the target. Rin's Spell card does not have this disadvantage.

In terms of virtual cards this new spell card is approx 4.5 (1.5 for shoot sans range, 2 for 1 life gain, 1 for the card draw), restricting it to a rangeless shoot + 1 life if it connects seems reasonable to me (there are 12/80 grazes, & 2 Supernatural borders in the deck).

Now to synergy. What makes Aya such a powerful character is that her spell card works together with her passive, giving her more danmaku to defend with. Synergy can give a character a consistent theme and a distinct playstyle, though it can teeter into over powered territory.

ON Kourin, the defenisve passive could be good, it could also do very little, I think testing would probably answer that better than conjecture. His extra danmaku uses per item card seems nuts, allowing him to dish out a lot of hurt quickly.

As for his spell card "Shoot + Kourindou" I tried a kourin with the same spell card, it ended up being rather lackluster.



This is the Kourin I run now, the passive is cute and gives some card selection similar to Keine, His spell card generates a lot of cards, but they are usually all Shoots. Without a means of using them ie Power/stopwatch he ends up discarding almost all of them on the end of his turn, so that keeps his card advantage in check.

Kirin no Sora

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #572 on: July 08, 2015, 11:30:18 PM »
I like how you've got a couple of themes going ala void hero and preventing damage. You can def work w/ that. next I would look at context & Synergy.

In terms of context, compare her passive to Futo's "Futo does not need to discard Powerups when she loses life. + Futo may discard an item card in play to avoid an attack"

Rin's passive is stronger in that you can avoid for multiple people, but in my experience Futo's passive doesn't see a lot of action. This may be due to item cards being quite valuable.

Another character with a similar 'void like' ability is Aya: "Aya may discard a Danmaku card to cancel a danmaku card" This ability is very good, Aya sees a lot of play and is the most defensive character in the game in no small part to her abilite's synergy. (more on that below)

In terms of Rin's Spell Card, the most straightforward comparison is Tenshi, challenge + life gain + 1 card. This spell card is amazing, it also ignores range, but has a potential downside depending on Tenshi's handsize relative to the target. Rin's Spell card does not have this disadvantage.

In terms of virtual cards this new spell card is approx 4.5 (1.5 for shoot sans range, 2 for 1 life gain, 1 for the card draw), restricting it to a rangeless shoot + 1 life if it connects seems reasonable to me (there are 12/80 grazes, & 2 Supernatural borders in the deck).

Now to synergy. What makes Aya such a powerful character is that her spell card works together with her passive, giving her more danmaku to defend with. Synergy can give a character a consistent theme and a distinct playstyle, though it can teeter into over powered territory.

ON Kourin, the defenisve passive could be good, it could also do very little, I think testing would probably answer that better than conjecture. His extra danmaku uses per item card seems nuts, allowing him to dish out a lot of hurt quickly.

As for his spell card "Shoot + Kourindou" I tried a kourin with the same spell card, it ended up being rather lackluster.



This is the Kourin I run now, the passive is cute and gives some card selection similar to Keine, His spell card generates a lot of cards, but they are usually all Shoots. Without a means of using them ie Power/stopwatch he ends up discarding almost all of them on the end of his turn, so that keeps his card advantage in check.

Rinnosuke's defensive and offensive passives relies on Item cards, and his spellcard is meant to assist in getting the right cards in his hands more quickly(and it's thematic of him since he's the owner of the Kourindou, so...). Still, you are right about it being lackluster.

Hm... Perhaps this could help...

---

Rin Satsuki
Character Card

Abilities

Whenever someone is attacked, you may discard a Reaction or Item card from your hand to reduce all damage from that attack to zero. If multiple players are being attacked simultaneously with the same attack, you may choose which players are protected by this ability. This does not count as avoiding an attack, and any effects due to life loss or avoiding that attack don't happen(This includes drawing cards or discarding Powerup cards due to loss of life). Any effects other than damage from said attack do still happen. Any effects that trigger due to being hit or damaged still trigger, even though said damage is zero.

Once per round, you may discard 3 Danmaku cards to gain 1 life.

Spellcard - Action
Clouds to the Moon, Winds to the Blossoms
Cherry Flavored Justice

You may any number of Danmaku cards when you play this spell card.
Attack a player in range. For every Danmaku card discarded, this attack gains +1 range.
If your attack hits, choose a player. That player draws a card and gains one life.

---

No longer relies on just Items to power her ability. Also, I gave the spell card back it's old name. For Great Justice!

---

Rinnosuke Morichika
Character Card

Abilities
For each Item card that Rinnosuke has in play, you may play an additional Danmaku card per round.

Rinnosuke may have two Shield cards in play at the same time.

Spellcard - Action
Item Sign
"Eagle-Eyed Shop Owner's Saga"

Reveal the top five cards of the deck. You may put any Item cards among them into your hand or into play. Discard any other cards revealed in this way.

You may attack a player in range.

---

Since you mentioned Aya and her synergy between her passive and spell card, I decided to make Rinnosuke's new card a copy of Aya's, expect that it targets Item cards instead of Danmaku cards and you can put the Item cards into your hand or into play. That should make Rinnosuke's two passives more relevant, as Shields do count as Items, and if enough items are dug up at once, Rinnosuke can suddenly become very dangerous in a hurry, especially if he manages to get enough Powerups and has enough Danmaku cards to back them up. In fact, Rinnosuke's biggest problem may be that he's end up being able to be allowed to fire more Danmaku cards than he'll ever have on hand at once(not that that's much of a problem in the first place, but)...

Also, since Shields count as Items, Focus is more useful, as it grants distance and the ability to shoot one more Danmaku thank to the passive, and since he can hold two, he can say far away from most shots aimed at him while fighting back.

What do you think of them now, Zhelot?

Edit: I edited Rin's ability to use either Item or Reaction cards to activate it, as the former tends to be valuable enough to make it somewhat difficult to want to use, and the latter includes cards that are not so common in the first place, so being able to use both should grant some degree of flexibility. Also, I left a note as to why it doesn't respect range(because it's inspired by Tenshi's spell card, mainly), and deleted a certain part of a message about Rinnosuke(because it's obvious that the "for each item you have in play, +1 Danmaku card can be played" passive is powerful enough that it needs no further buff), so there's that...

2nd Edit: Changed Rin's passive back to "no Powerup discard from life loss", since it makes sense for a person who can use Items for her ability to need that, and I feel that her "+ 1 max life and hand size" passive might be too much... I'm also very tempted to add a "discard two cards to gain one life, once per round" ability, but given how powerful that could be, I've opted to not do so. Rin should be more balanced here, and her current ability can be put to use very easily now. Her ability and spell card both are meant to be tools for the sake of the meta-game, which she would be very flexible. However, her spell can be dodged to make it fail, and it can be cancelled, or even outright stolen by some characters(Reisen is a good example of why this card is not as powerful as it might seem at first glance), so it stays the way it is.

3rd Edit: I changed her spell card to respect range, but also use up Danmaku cards to extend said range, thus mimicking that aspect of the Shoot card. Since Danmaku cards are common in the deck, the difference for the most part is fairly minimal, and Rin's defensive power is powerful, as I said before, so the real challenge of fighting against Rin is to actually pierce her defenses in the first place. Since the average hand size is 4 cards without modifiers, and her ability requires either Item or Reaction cards from her hand, it's far from almighty, but it's more than strong enough that I need to really think about what she can use to compliment said abilities. For now though, I'll give her a "once per round, discard 3 Danmaku cards to regain 1 life", since Danmaku cards are common, and 3 Danmaku is a fairly good cost for 1 life, since the ability is effectively -1 in terms of card advantage and it's once per round, so it's not something that you could activate every round unless you had a Sutra Scroll(which is why Seal Away is likely the first thing that'll happen to it if you put one into play). As for synergy, the fact that Rin doesn't have a way to deal with her constant burning of cards is going to have to be on purpose, since if she did have such a way, she would be completely broken. I would add a "for each Item or Reaction card discarded, the attacked player must play an additional Dodge in order to avoid this attack" in the spell card, but something tells me that that would make her so OP that it wouldn't be funny.

And now I'll leave this alone until someone responds, because I need to learn how to be patient for stuff...
« Last Edit: July 11, 2015, 08:57:10 PM by Kirin no Sora »
There is no greater joy than knowing that the Touhou invasion is unstoppable, and the legacy of Gensokyo will never fade away...

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #573 on: July 11, 2015, 11:04:29 PM »
My instinct is that Rin is still really powerful, historically having multiple Abilities has resulted in OP characters.  In the base game, those with 2 abilities usually have weak ones, or they really have 1 ability with multiple parts (Meiling).

For Rinnosuke I think 2 Def cards is good by itself, and doubling shots per Power card is really OP by itself.

If you show up to the Table Top Simulator group that's probably the quickest way to do an actual playtest, unless you have a group you play with IRL.  If I can make it tomorrow (I'm doing a lot of overtime lately) I'd be willing to play a playtest game with you.


As an aside, the allure of giving characters multiple abilities or a multieffect spell card seems really strong.  I'm left wondering what the draw is.

Kirin no Sora

  • Wanderer of Gensokyo
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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #574 on: July 14, 2015, 06:07:46 AM »
Hm... If that's the case, then I'll have to see if that can actually be done with this connection of mine, as I feel that it just might be a bit too unreliable for that...

However, I could give a revised version of the two character cards, given the information that you've given me...

---

Rin Satsuki
Character Card

Abilities

Whenever someone is attacked, you may discard a Reaction or Item card from your hand to reduce all damage from that attack to zero. If multiple players are being attacked simultaneously with the same attack, you may choose which players are protected by this ability. This does not count as avoiding an attack, and any effects due to life loss or avoiding that attack don't happen(This includes drawing cards or discarding Powerup cards due to loss of life). Any effects other than damage from said attack do still happen. Any effects that trigger due to being hit or damaged still trigger, even though said damage is zero.

Spellcard - Action
Clouds to the Moon, Winds to the Blossoms
Cherry Flavored Justice

You may any number of Danmaku cards when you play this spell card.
Attack a player in range. For every Danmaku card discarded, this attack gains +1 range.
If your attack hits, choose a player. That player draws a card and gains one life.

---

Omitted the second ability, keeping everything else. Because if Rin's theme of being attuned to the void is used here, then the use of Danmaku cards in her spell card would not be out of place. An increase in range means that it's more flexible then some spell cards, but since it comes at the same price as a Shoot card, it's effectively a Shoot card in it's entirety plus an additional effect upon landing a hit.
Rin's forte is her "damage to zero" ability, though, as it can easily stop many would be fatal blows. It's far from almighty due to the nature of the game itself(hand sizes, Utsuho, concentrated assaults, etc.), so it should work as a single unique ability. "An ounce of prevention equals a pound of cure", as they say.

---

Rinnosuke Morichika
Character Card

Abilities

Rinnosuke may have two Shield cards in play at the same time.

Once per round, on your turn, you may discard a Item card to draw a card.

Spellcard - Action
Item Sign
"Eagle-Eyed Shop Owner's Saga"

Reveal the top five cards of the deck. You may put any Item cards among them into your hand or into play. Discard any other cards revealed in this way.

You may attack a player in range.

---

Replaced the "more danmaku for each item" with Nitori's weaker ability, allowing him to trade an item for a card once a turn. I'm also glad that you think that his 2 Shields at once passive is good, since he could potentially be quite a good survivor of enemy attacks if you play him smartly(especially if you can manage to grab a duet of Supernatural Borders to protect yourself, as a 50/50 defense x 2 is a truly beautiful thing).

As for what the draw of granting such things are, I think that people simply want to make their character cards more unique by doing such things, standing out from the rest of the crowd in a way that leaves a mark on whoever plays as or against them.

And now, I'm going to sleep, since I really need the rest to deal with the rest of the week...
There is no greater joy than knowing that the Touhou invasion is unstoppable, and the legacy of Gensokyo will never fade away...

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #575 on: July 15, 2015, 04:05:11 AM »
I think with those changes these characters are about as far as theorycrafting can take them without playtesting.  Good job!

Fake Edit: Ah, note that Shield cards are now called Defense cards.


As for what the draw of granting such things are, I think that people simply want to make their character cards more unique by doing such things, standing out from the rest of the crowd in a way that leaves a mark on whoever plays as or against them.

The design space for this game is moderately large, I am often surprised by how far it can go.  Making the character stand out is more a matter of mixing rules and flavor.  That's why I brought up the character concept earlier.  Earlier in the thread we talked about Yoshika in a similar way.

Here's a theoretical Yoshika I came up with:

Yoshika

Yoshika may discard an Invocation card to gain 1 life.

Yoshika may discard 2 Reaction cards to activate her spell card.


Poison Nail "Zombie Claw"

Attack a player in range, if you hit, they cannot play Reaction cards until the start of your next turn.

Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #576 on: July 15, 2015, 07:28:25 PM »
Sorry for the delay, I got sucked into Dark Souls for the last week.

I'd be totally down to test out your 2 characters on our next session (usually Sunday/Wednesday on TTS @ 3-4pm EST, you should come, add me on Steam: 'Zhelot'). Though 2 things I would change:

Quote from: Kirin no Sora
Whenever someone is attacked, you may discard a Reaction or Item card from your hand to reduce all damage from that attack to zero. If multiple players are being attacked simultaneously with the same attack, you may choose which players are protected by this ability. This does not count as avoiding an attack, and any effects due to life loss or avoiding that attack don't happen(This includes drawing cards or discarding Powerup cards due to loss of life). Any effects other than damage from said attack do still happen. Any effects that trigger due to being hit or damaged still trigger, even though said damage is zero.

HOLY $%^& that's a lot of text for 'prevent all damage to one player from an attack' I understand the caveats and I actually appreciate the foresight into it (though I would like to mention that the only things affected are laser shot, Spear the Gugnir, Yuuka's passive, and Rin's own spell card").

The problem is a lot of people are just going to pass over this due to the text overload (for example check out Possibility Storm). Another thing to mention is danmaku already has 2 mechanics for preventing damage: avoiding attacks and canceling. Both fit theme and to be fair turning a graze into a prevent all damage is an interesting side-grade, in most situations it will be effectively the same.

In addition the restriction of item cards in hand really restricts it's usability. Playing your item cards allows you to get the passive benefits, avoid discarding to max hand size, come out ahead after a tempest. With the exception of maybe power not playing your item cards risks a lot. On the flip side a more punishing character may not be such a bad thing, and players looking for a challenge may gravitate towards them. [Side-Side Note, having a character draft is really interesting design possiblity that can allow players to play with the characters they want to AND give more information to the awkward 1st round]

Basically I'm saying that while mechanically reasonable, the design of the passive is clunky, I would recommend using or branching off of familiar mechanics rather than building a 3rd form of preventing damage, but that's just, like my opinion. man.

Suggestion #2: Buff Kourins passive, up to 2 artifacts & up to 2 defensive items. People LOVE the idea of 2 artifacts, people have been asking me about it since I started playing Danmaku over a year ago. hell I made a Sukuna built around that ability in my silly mod.
Also buff the spell card to 7+ cards, with 14/80 items in the deck 7 is a 75% chance of seeing at least 1 item. Thank you trusty hypergeometric calculator.

BTW for anyone that's interested here is the template I use to make custom character cards for TTS. Feel free to make your own! (btw I usual scale/crop character pics to 262x371 pixels then add an alpha-channel and erase out space for the season & expansion symbol)

Kirin no Sora

  • Wanderer of Gensokyo
  • I have returned from the nothingness once more...
Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #577 on: July 17, 2015, 02:51:01 AM »
Sorry for the delay, I got sucked into Dark Souls for the last week.

I'd be totally down to test out your 2 characters on our next session (usually Sunday/Wednesday on TTS @ 3-4pm EST, you should come, add me on Steam: 'Zhelot').

...aaand that's going to hurt me big time, as I do not have Steam in the first place... Nevermind, I got everything needed. I'll see you on Sunday.

HOLY $%^& that's a lot of text for 'prevent all damage to one player from an attack' I understand the caveats and I actually appreciate the foresight into it (though I would like to mention that the only things affected are laser shot, Spear the Gugnir, Yuuka's passive, and Rin's own spell card").

The problem is a lot of people are just going to pass over this due to the text overload (for example check out Possibility Storm). Another thing to mention is danmaku already has 2 mechanics for preventing damage: avoiding attacks and canceling. Both fit theme and to be fair turning a graze into a prevent all damage is an interesting side-grade, in most situations it will be effectively the same.

In addition the restriction of item cards in hand really restricts it's usability. Playing your item cards allows you to get the passive benefits, avoid discarding to max hand size, come out ahead after a tempest. With the exception of maybe power not playing your item cards risks a lot. On the flip side a more punishing character may not be such a bad thing, and players looking for a challenge may gravitate towards them. [Side-Side Note, having a character draft is really interesting design possiblity that can allow players to play with the characters they want to AND give more information to the awkward 1st round]

Basically I'm saying that while mechanically reasonable, the design of the passive is clunky, I would recommend using or branching off of familiar mechanics rather than building a 3rd form of preventing damage, but that's just, like my opinion. man.

To be fair, I can actually understand that MTG card just fine(I'm a turbo nerd, so complicated text isn't an issue for me). Also, the fact that Rin prevents damage and has all that text is for both explaining the mechanic and for the sake of futureproofing, And stopping damage without stopping secondary effects makes it something quite different, which is the other point of it, really. And the whole reason that I aimed for Reaction and Item cards from the player's hand is that if I wanted it to use Item cards in play as an option, that would make it make more text heavy, which you have stated is a problem, although I personally don't see the text as an issue as long as it's clear on what it does. Also, given that the average hand size is 4 cards, the restrictions keep Rin's defense from becoming flat out OP.

In all honesty, the main reason for me creating an effect like this is because of Remilia's Spear The Gungnir, as her bomb guarantees that someone is losing a life normally. (I don't hate Remilia for that, by the by. And Rin having said counter to Remilia's spell card would be a kind of nod to which game that she came from, as Rin was supposed to be a protagonist in EoSD, but was cut out. Remilia's true power, maybe?) I actually was planning to create a Shield card called Sacrifice Doll, which would negate all damage at the cost of itself(although having it used up to avoid damage rather than negate damage would kind of make more sense, but it wouldn't be able to stop Remilia's spell card), and I might just suggest that as a Shield card in the near future, since it would be a guaranteed evade at the cost of itself, although maybe it needs something else as a passive to go along with it... I need to think about it.

Besides, between the two types, this passive can use almost half of the deck for fuel, which is more than any other passive that asks for a specific kind of card for an effect. That should be more than enough to reliably make use of said ability.

Also, being blunt here, Utsuho is an effective person to use against Rin's passive, as Rin has to discard three from her hand using her passive to stop her attack. Rin is meant to be a defensive character, roughly put.

Suggestion #2: Buff Kourins passive, up to 2 artifacts & up to 2 defensive items. People LOVE the idea of 2 artifacts, people have been asking me about it since I started playing Danmaku over a year ago. hell I made a Sukuna built around that ability in my silly mod.
Also buff the spell card to 7+ cards, with 14/80 items in the deck 7 is a 75% chance of seeing at least 1 item. Thank you trusty hypergeometric calculator.

BTW for anyone that's interested here is the template I use to make custom character cards for TTS. Feel free to make your own! (btw I usual scale/crop character pics to 262x371 pixels then add an alpha-channel and erase out space for the season & expansion symbol)

Uh...

The second ability seems okay to me.
The third one, however... just imagine a person with a Sutra Scroll AND a Stop Watch. It might not seem that strong at first, but getting one draw more from the Scroll AND being able to use two more Danmaku at the same time without running to lose these uses by being hit (and having one more distance as well)... there's a reason the game limits you to one Artifact. ^^
Then again, the base deck only has three Artifact, so getting two, while possible, is rather infrequent to be a good passive ability.
I personally would probably not choose a character with the third ability, unless it came with something else. But then it might be too powerful. *shrug*

That about sums it up for my view, as I actually do agree with that guy. On the one hand, Sutra Scroll + Stopwatch = serious pain. On the other, it easy to see coming, it's far too easy to counter(Seal Away, Marisa, etc.), and there are only three Artifacts in game, so...

As for his spell card, I limited his draw to 5 because that's how much Aya draws from her spell card for Danmaku cards. I actually don't see how it would be harder for him, really.

I think with those changes these characters are about as far as theorycrafting can take them without playtesting.  Good job!

Thank you, Moogs. I'm glad that I was able to do that much.

Fake Edit: Ah, note that Shield cards are now called Defense cards.

Welp, I can always edit Rinnosuke's card for that, so no problem there.

The design space for this game is moderately large, I am often surprised by how far it can go.  Making the character stand out is more a matter of mixing rules and flavor.  That's why I brought up the character concept earlier.  Earlier in the thread we talked about Yoshika in a similar way.

Here's a theoretical Yoshika I came up with:

Yoshika

Yoshika may discard an Invocation card to gain 1 life.

Yoshika may discard 2 Reaction cards to activate her spell card.


Poison Nail "Zombie Claw"

Attack a player in range, if you hit, they cannot play Reaction cards until the start of your next turn.

*blinks*

Invocation cards is rare enough for life gain? Huh.

Reaction cards for spell card activation... Sounds interesting.

And that spell card! That's why I wrote in all that stuff for Rin! Rin can stop the damage, but not the "stiffening" effect, because it's a side-effect of her spell card.
Also, it's a good spell card, as I can see it emulating Yoshika's "zombie effect" on others. It really captures Yoshika's flavor, and I actually would enjoy seeing her in a card fight...

Or I would, if I got Steam onto my compy and hope that it doesn't cause chaos on the bandwidth...

Edit: I've installed Steam, and I'll attend as soon as possible, presuming that my bandwidth doesn't punch me in the face...

2nd Edit: Zhelot, it says that your friend list is full. I can't seem to add you in. I'll search for anyone else whose associated with Danmaku!! that's listed here, or maybe the Danmaku!! thing itself...

3rd Edit: Found the DanmakuTTS group, joined said group, and now I simply need to get myself into a game with the normal cards for a few rounds before I start trying out Rin...

4th Edit: Edited a few things, and I'm ready for Sunday. Also, complete overhaul of Rin's card...

---

Rin Satsuki
Character Card

Abilities

Once per round, you may discard any combination of 2 Danmaku, Item, or Reaction cards. If you do, choose a player. That player either gains 1 life or draws 2 cards. (You choose the effect.)

You may discard 3 of any combination of Danmaku, Item, or Reaction cards to activate her spell card.

If Rin activates one of these two passives, she can not activate the other passive during the same round.

Spellcard - Reaction
Clouds to the Moon, Winds to the Blossoms
Cherry Flavored Justice

Activate whenever a player is being attacked. If this spell card was activated with Rin's passive, it cannot be cancelled.

Negate all damage that would be dealt from said attack to the attacked player. Negate all special effects that would affect the attacked player. You may attack the attacker, regardless of range.

When you activate this spell card, you may discard a Invocation card. If you do, negate all damage that Rin would receive from attacks until the beginning of her next turn. (Any special effects from an attack will still occur.)

---

So, until someone responds to this, I'll go deal with some other stuff...
« Last Edit: July 18, 2015, 10:23:06 PM by Kirin no Sora »
There is no greater joy than knowing that the Touhou invasion is unstoppable, and the legacy of Gensokyo will never fade away...

Moogs Parfait

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    • Danmaku!! Official Site
Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #578 on: July 24, 2015, 12:53:54 AM »
Kazu has done a lot of pieces for us, here is her excellent Komachi in Crossing to Higan.

http://www.pixiv.net/member_illust.php?mode=medium&illust_id=48319599

[img width= height= alt=Crossing to Higan Art" width="280" height="210" class="aligncenter size-medium wp-image-874]http://danmaku.mysteryparfait.com/wp-content/uploads/CtH-280x210.jpg[/img]

Crossing to Higan is a simple incident that makes all players in range until someone is defeated.  If it's in play, your Focus card is pretty much worthless, but a Supernatural Border may be able to save you.  If you've got a Master Plan up your sleeve you may be able to escape without bloodshed. Otherwise you may as well take advantage of the incident and make sure it's not you who crosses the river.

[img width= height= alt=CROSSING TO HIGAN" width="214" height="300" class="aligncenter size-medium wp-image-878]http://danmaku.mysteryparfait.com/wp-content/uploads/CROSSING-TO-HIGAN-214x300.jpg[/img]

TalosMistake

  • Master of Aura and Shade
  • I'm Talos, not Talo~~
Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #579 on: July 24, 2015, 03:28:29 PM »
Crossing to Higan's art is magnificent. Keep up good work!

Kirin no Sora

  • Wanderer of Gensokyo
  • I have returned from the nothingness once more...
Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #580 on: July 24, 2015, 06:56:05 PM »
Looking at that art, and it's beautiful, Moogs. Simply beautiful.

Anyways, I had been making a few cards out since that time when I played Danmaku!! with you guys for the first time and got all that info on card design...

---

Character Card
Cherry Kirin Nurse
Rin Satsuki

Abilities

+1 Max Life and Hand Size.

Once per round, Rin may discard two cards. If you do, choose a player. You may have that player either gain 1 life or draw 2 cards.

Spellcard - Action
Clouds to the Moon, Winds to the Blossoms "Cherry Flavored Justice"

Attack a player regardless of range. If it hits, choose a player. You may have that player either gain 1 life or draw two cards.

---

I recall saying that I would write it in as "if you hit, a player you choose gains 1 life and draws a card", but I felt that having the spell card have the same effect as the ability would be better in this case. I also added a passive that makes good use of both her ability and spell card, and is a really good passive overall, as it lets Rin have the heroine's boost in life and hand size without actually being the heroine, meaning that she'll have more health than anyone else in any role, and if she has the Heroine role and a Sutra Scroll, she would also have the biggest hand size in the game as well(7 from the Scroll + 1 from the Heroine Role + 1 from Rin's passive), which would be living the short lived dream, since no one going to want you having one of those no matter what. Basically, her ability, passive, and spell card are all fairly simple, but powerful for the sake of helping yourself or others.

---

Character Card
Mistress of Hakugyokurou
Yuyuko Saigyouji

Abilities

When Yuyuko avoids an attack, you may choose a player. That player loses 1 life. (This is not considered an attack.)

Spellcard - Action
Lifespan "Ticket to the Ageless Land"

Choose a player, regardless of range. That player loses one life. (This is not considered an attack.)

Draw a card.

---

I actually had added a second ability to Yuyuko which effectively turned her hand into Graze cards, before I realized that I pretty much knew better and took that ability away. Anyways, Yuyuko's main focus is on causing life loss, and she can cause it out of evading any attack that comes her way. She also deals life loss due to her spell card, and even draws a card on top of that. So, she can become quite deadly if you don't deal with her properly.

As an aside, I think that Yuyuko can sneak into the game through the Mobs expansion(which is for Stage 1 and 2 bosses), if only because she's the only final boss who is also a Stage 1 boss, which would be a hilarious continuity nod.

---

Character Card
Ferrywoman of the Sanzu
Komachi Onozuka

Abilities

Distance +1 for every 1 life difference between her current and max life.

When a player is defeated, they must give two cards total from their hand and/or what they had on the field to Komachi. If the player has nothing in neither their hand or the field, Komachi draws two cards instead.

Spellcard - Action

Hell "Narrow Confines of Avici"

Choose a player, regardless of range. That player's range and distance is now 1, ignoring any modifiers. This effect lasts until the beginning of Komachi's next turn.

You may attack that player.

---

As a ferrywoman, she gains profit from others as they fall, although if they have more than two total, they can decide what to give to Komachi as payment. As a being who can manipulate distance, she can make it harder for you to hit her the lower her life gets, serving as a defense. Thankfully, there are ways around such distance based nonsense, so she's far from invincible here. As for her spell card, it effectively marks you for death, as becoming in range for everyone while losing all of your reach from Items and other things is a serious pain, although you can still dodge attacks and there are attacks that ignore range in the first place, rendering that part of her spell card moot. Still, this is one card that you you might want to try to reserve a Bomb card for, circumstances allowing, of course.

As an aside, this post of mine was actually being constructed over the course of a few days, and seeing that Komachi pic before I could finish this kind of puts a smile to my face. I don't know why.

---

Artifact Card
Hakurei Purification Rod

You may discard a card in order to play an additional Danmaku card.

Once per round, if you are attacked or targeted by a discard effect, you may discard 2 cards to cancel the card that caused that attack or effect. You may then attack that player if they are in range.

---

An artifact that nullifies one card that tries to force a card discard or an attack, and then counterattack them, and it can be used once per round. It also lets you discard cards in order to play additional Danmaku cards, meaning that if you have enough cards to burn, you can assault the enemy with Danmaku attacks, which is very useful for someone who needs for opportunities to attack.

---

Character Card
The Sinner of Eternity and the Instantaneous
Kaguya Houraisan

Abilities

Kaguya may play Item and Action cards during other player's turns, and may be played in response to other cards.

Kaguya does not need to discard Powerup cards whenever she loses life.

Spellcard - Action

Impossible Request "Bullet Branch of Hourai -Rainbow Danmaku-"

Attack a player in range. For each Item in play, you may attack a player in range. (You can choose a different target for each attack. A player can be targeted by more than one attack from this spell card.)

Draw a card.

---

Kaguya possesses the power of eternity and the instantaneous and her passives reflect this. Being able to play Action and Items at Reaction card speed lets her do many interesting things(playing a Focus after an attack has been declared to suddenly make yourself "out of range" is a good example of clever use of said power), and being able to keep your Items from being lost due to life loss is helpful without being OP(I hope) and has synergy with her spell card. Said spell card, by the way, is effectively a hybrid of Marisa's(powers up from Items in play), Utsuho's(multiple attacks to a player) and Youmu's(can aim her attacks at different players) spell cards, which is as dangerous as it sounds. While the attacks respect range and can be dodged, the sheer number of attacks per spell card is not to be underestimated by far. However, because of this, a Kaguya player will likely need to play very smart in order to stay alive long enough to do so, since no one's going to want her to live long enough to bring her full power to bear.

As a side note to this, I actually considered giving Kaguya the ability "if attacked, you may discard a Item card in play. Nullify all damage from attacks until the beginning of Kaguya's next turn" instead of the "does not discard Powerups upon life loss" passive, as eternity is considered as immutability, or the rejection of change, in Touhou canon, and damage nullification would fit that theme flavor-wise. However, when I thought about her first passive and how a smart player could use it to protect themselves without being OP, I decided to remove the ability, as it would make Kaguya too powerful.

Honestly, I'm starting to think the power to nullify all damage dealt to a player from attacks for the rest of that round may be too powerful for any character in terms of balance. An Artifact card might be more suited for that sort of power, since it can be removed via Seal Away and other methods, but not a character card.

And with that, I'll post this now, as I've been typing into this for a few days now, so...
« Last Edit: July 24, 2015, 06:59:45 PM by Kirin no Sora »
There is no greater joy than knowing that the Touhou invasion is unstoppable, and the legacy of Gensokyo will never fade away...

ShadowNCS

  • Prinny Overlord
  • Highly Responsive to Jinxes
Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #581 on: July 24, 2015, 07:32:40 PM »
Ah, I know this Komachi picture (fav'd the artist on Pixiv). It really looks nice. ^^

Character Card
Cherry Kirin Nurse
Rin Satsuki

Abilities

+1 Max Life and Hand Size.

Once per round, Rin may discard two cards. If you do, choose a player. You may have that player either gain 1 life or draw 2 cards.

Spellcard - Action
Clouds to the Moon, Winds to the Blossoms "Cherry Flavored Justice"

Attack a player regardless of range. If it hits, choose a player. You may have that player either gain 1 life or draw two cards.
Satsuki looks okay now. I'm not sure if giving her a Heroine buff as a passive is too strong or not, but I guess this can be tested out.

Character Card
Mistress of Hakugyokurou
Yuyuko Saigyouji

Abilities

When Yuyuko avoids an attack, you may choose a player. That player loses 1 life. (This is not considered an attack.)

Spellcard - Action
Lifespan "Ticket to the Ageless Land"

Choose a player, regardless of range. That player loses one life. (This is not considered an attack.)

Draw a card.
The passive is too powerful. Even with less Grazes in the game, which has sort of crippled graze based characters like Remilia and Yukari, it is too powerful.
It is basically a better Yukari, since with her, people at least had a chance of dodging. As soon as Yuyuko has a graze though, unless it is tempested away, it equals in life loss. So unless the entire group focuses on her and makes sure she dies before she can draw any more grazes, her opponents are bound to loose a lot of life just from her being around.
And it doesn't even consider range. AND you don't even have to target the attacker, but you can target ANYONE? If Yuyuko is a Stage Boss, all it takes for her are five grazes to win the game.
Her Spell Card is a better Spear the Gungnir, since stuff like Byakuren's passive doesn't work on it. Oh, wait, you can still bomb it, huh. That makes it better (AKA less powerful), I guess, but to be fair, I think Remi's Spell Card is on the brder of being too overpowered, too.
Especially when combining Yuyuko's passive and Spell Card, she is definitely too powerful.

Character Card
Ferrywoman of the Sanzu
Komachi Onozuka

Abilities

Distance +1 for every 1 life difference between her current and max life.

When a player is defeated, they must give two cards total from their hand and/or what they had on the field to Komachi. If the player has nothing in neither their hand or the field, Komachi draws two cards instead.

Spellcard - Action

Hell "Narrow Confines of Avici"

Choose a player, regardless of range. That player's range and distance is now 1, ignoring any modifiers. This effect lasts until the beginning of Komachi's next turn.

You may attack that player.
Komachi is fine, although I think her Spell Card would be better if the targeted player's distance is 1 to only Komachi, since I really don't want to be the poor sod who's targeted by that Spell card. But that might just be me.
Another way to balance (IMO) the Spell Card would be to make it like Crossing to Higan for one round ("Every player has a distance of one for one turn"), simply so that not everyone jumps at the one player who is in range of everyone. 

Character Card
The Sinner of Eternity and the Instantaneous
Kaguya Houraisan

Abilities

Kaguya may play Item and Action cards during other player's turns, and may be played in response to other cards.

Kaguya does not need to discard Powerup cards whenever she loses life.

Spellcard - Action

Impossible Request "Bullet Branch of Hourai -Rainbow Danmaku-"

Attack a player in range. For each Item in play, you may attack a player in range. (You can choose a different target for each attack. A player can be targeted by more than one attack from this spell card.)

Draw a card.
Her passive is a way better version of Byakuren's, who can only use Danmaku cards as a response to someone attacking.
Also, playing any Action card at reaction speed (like Tempest) might be confusing to handle.
Her Spell Card seems a little strong to me, too. Since Kaguya doesn't need to discard Powerups, she can hoard them pretty well, and it is likely for her to gain 4 or 5 Items in total, meaning her Spell Card can hit for up to 5 or 6 damage, and you would need to dodge for all of them. It can be an instant kill you can barely do anything about.
In comparison, Sanae's Spell Card can also deal a huge amount of damage, but all of it can be avoided with one Graze. And the fact that Kaguya can hit multiple people only makes this more powerful, as she can switch her targets as soon as one of her victims dies.
Unless everyone works together to keep Kaguya from collecting Items, she will be too powerful, IMO.
This Spell Card is simply a better new Master Spark of Marisa, as it uses Items instead of Powerups.
If you want it to stay Items, maybe you should make it to "one attack per two items held" or something like that.

Kaguya isn't as overpowered as Yuyuko and needs only slight tweaks, but as she is currently, I think she might be too good.

Kirin no Sora

  • Wanderer of Gensokyo
  • I have returned from the nothingness once more...
Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #582 on: July 24, 2015, 09:19:50 PM »
Satsuki looks okay now. I'm not sure if giving her a Heroine buff as a passive is too strong or not, but I guess this can be tested out.

Yeah, that's something that I do want to test out, truth be told.

The passive is too powerful. Even with less Grazes in the game, which has sort of crippled graze based characters like Remilia and Yukari, it is too powerful.
It is basically a better Yukari, since with her, people at least had a chance of dodging. As soon as Yuyuko has a graze though, unless it is tempested away, it equals in life loss. So unless the entire group focuses on her and makes sure she dies before she can draw any more grazes, her opponents are bound to loose a lot of life just from her being around.
And it doesn't even consider range. AND you don't even have to target the attacker, but you can target ANYONE? If Yuyuko is a Stage Boss, all it takes for her are five grazes to win the game.
Her Spell Card is a better Spear the Gungnir, since stuff like Byakuren's passive doesn't work on it. Oh, wait, you can still bomb it, huh. That makes it better (AKA less powerful), I guess, but to be fair, I think Remi's Spell Card is on the brder of being too overpowered, too.
Especially when combining Yuyuko's passive and Spell Card, she is definitely too powerful.

*reads the C&C about Yuyuko, realizes that I forgot to put something there*

Character Card
Mistress of Hakugyokurou
Yuyuko Saigyouji

Abilities

Once per round, when Yuyuko avoids an attack, you may discard a Danmaku card. If you do, choose a player. That player loses 1 life. (This is not considered an attack.)

Spellcard - Action
Lifespan "Ticket to the Ageless Land"

Choose a player, regardless of range. That player loses one life. (This is not considered an attack.)

Draw a card.

---

Added two restrictions(Once per turn, requires discarding a Danmaku card) to weaken said passive. I knew that I forgot something about Yuyuko... I hope that this makes said passive easier to deal with.

Komachi is fine, although I think her Spell Card would be better if the targeted player's distance is 1 to only Komachi, since I really don't want to be the poor sod who's targeted by that Spell card. But that might just be me.
Another way to balance (IMO) the Spell Card would be to make it like Crossing to Higan for one round ("Every player has a distance of one for one turn"), simply so that not everyone jumps at the one player who is in range of everyone. 

...in all honesty, if Komachi's Spell Card did a Crossing to Higan effect, she would be nullifying her own defensive passive in the process, so that would be rather problematic. Besides, as it is now, it bluntly makes it so that you want to save a Bomb to counter this.

Her passive is a way better version of Byakuren's, who can only use Danmaku cards as a response to someone attacking.
Also, playing any Action card at reaction speed (like Tempest) might be confusing to handle.

Well, in all honesty, I was thinking more along the lines of playing Danmaku(since all Danmaku cards are also Action cards and you can use Danmaku to counterattack) and Shield cards(can instantly make yourself unreachable via Focus) when I made that passive. Besides, playing Action cards in response to other people's cards only matters if someone's intending on cancelling that card, and unless it's a Danmaku card(which there are counters for) or a Tempest(which you won't want to play that way anyway), I doubt people will bother cancelling Action cards in general, making the issue moot.

If anything, I want to know how the Mini-Hakkero's effect of activating Spell Cards would interact with Kaguya's Spell Card, since Invocation cards are not covered by Kaguya's passive, but Kaguya's Spell Card is an Action based Spell Card. Would the Mini-Hakkero's effect allow her to activate her Spell Card on other people's turns?

Her Spell Card seems a little strong to me, too. Since Kaguya doesn't need to discard Powerups, she can hoard them pretty well, and it is likely for her to gain 4 or 5 Items in total, meaning her Spell Card can hit for up to 5 or 6 damage, and you would need to dodge for all of them. It can be an instant kill you can barely do anything about.
In comparison, Sanae's Spell Card can also deal a huge amount of damage, but all of it can be avoided with one Graze. And the fact that Kaguya can hit multiple people only makes this more powerful, as she can switch her targets as soon as one of her victims dies.
Unless everyone works together to keep Kaguya from collecting Items, she will be too powerful, IMO.
This Spell Card is simply a better new Master Spark of Marisa, as it uses Items instead of Powerups.
If you want it to stay Items, maybe you should make it to "one attack per two items held" or something like that.

Kaguya isn't as overpowered as Yuyuko and needs only slight tweaks, but as she is currently, I think she might be too good.

Bare in mind that Kaguya doesn't have a means to find Item cards by herself, so it's not as easy as it appears for her to become strong enough to pull off such high end damage.

Still, if it really that strong, then...

Character Card
The Sinner of Eternity and the Instantaneous
Kaguya Houraisan

Abilities

Kaguya may play Item and Action cards during other player's turns, and may be played in response to other player's cards.

Whenever Kaguya is being attacked or targeted by a Spell Card, you may discard an Item card from play to cancel it.

Spellcard - Action

Impossible Request "Bullet Branch of Hourai -Rainbow Danmaku-"

Attack a player in range. For each Item in play, you may attack a player in range. (You can choose a different target for each attack. A player can be targeted by more than one attack from this spell card.)

Draw a card.

---

Kaguya can lose powerups from life loss now(meaning that she needs to avoid losing life to keep her stuff) and she can burn an Item to cancel attacks or Spell Cards that are aimed at her(keeping her theme and actually making it so that Items end up as a defensive resource as well). However, since you need Item cards to use your defense and power up your Spell Card, it effectively becomes "trading offensive power for a Bomb Cancel", which is a sacrifice for someone who has no means outside the cards themselves to go searching for Item cards. Also, unless I'm remembering it wrong, you don't have to attack when you use a Seal Away, so she can't activate her defense if you simply destroy an Item without attacking her.

Finally, I noticed that you actually didn't give an opinion on the Artifact card that I made. Maybe you didn't notice that it was there?

There is no greater joy than knowing that the Touhou invasion is unstoppable, and the legacy of Gensokyo will never fade away...

ShadowNCS

  • Prinny Overlord
  • Highly Responsive to Jinxes
Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #583 on: July 24, 2015, 09:39:39 PM »
Added two restrictions(Once per turn, requires discarding a Danmaku card) to weaken said passive. I knew that I forgot something about Yuyuko... I hope that this makes said passive easier to deal with.
Okay, that makes her way less broken all of a sudden. xD
It still seems powerful, but due to the once per round, she can't finish off other people in the endgame (as easily) anymore.
But now I'd actually want to test her (and test playing against her) instead of just wanting to ban her. xD

...in all honesty, if Komachi's Spell Card did a Crossing to Higan effect, she would be nullifying her own defensive passive in the process, so that would be rather problematic. Besides, as it is now, it bluntly makes it so that you want to save a Bomb to counter this.
That's a valid point. Well, my suggestion on Komachi was only a minor one. Maybe I'm overestimating the power of her Spell Card, can't tell for sure without testing.

or a Tempest(which you won't want to play that way anyway)
I think I'd do it just to piss off other people. xD

If anything, I want to know how the Mini-Hakkero's effect of activating Spell Cards would interact with Kaguya's Spell Card, since Invocation cards are not covered by Kaguya's passive, but Kaguya's Spell Card is an Action based Spell Card. Would the Mini-Hakkero's effect allow her to activate her Spell Card on other people's turns?
Her passive ability allows her to play cards during her turn. Mini Hakkero requires discarding though, so I would think not.


Character Card
The Sinner of Eternity and the Instantaneous
Kaguya Houraisan

Abilities

Kaguya may play Item and Action cards during other player's turns, and may be played in response to other player's cards.

Whenever Kaguya is being attacked or targeted by a Spell Card, you may discard an Item card from play to cancel it.

Spellcard - Action

Impossible Request "Bullet Branch of Hourai -Rainbow Danmaku-"

Attack a player in range. For each Item in play, you may attack a player in range. (You can choose a different target for each attack. A player can be targeted by more than one attack from this spell card.)

Draw a card.
I personally like that better now, since people generally don't like using Items to cancel attacks... or at least Grazing, which is what Futo currently does. But since Kaguya doesn't hold on to Powerups now, it might actually become a more useful ability. That, and now Kaguya's Spell Card has a harder time of overpowering other people. xD


Finally, I noticed that you actually didn't give an opinion on the Artifact card that I made. Maybe you didn't notice that it was there?
I noticed it, but I don't know what to think of it.
I think of it as too powerful and underpowered (compared to the other artifacts) at the same time, so I really have no idea what to write here.
It definitely is worth testing, though.

Kirin no Sora

  • Wanderer of Gensokyo
  • I have returned from the nothingness once more...
Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #584 on: July 24, 2015, 11:21:01 PM »
Okay, that makes her way less broken all of a sudden. xD
It still seems powerful, but due to the once per round, she can't finish off other people in the endgame (as easily) anymore.
But now I'd actually want to test her (and test playing against her) instead of just wanting to ban her. xD

And I'm glad that I added that "once per turn clause", since what I forgot technically was just the cost.
Still, I'm glad that her current state is something that's worth testing, instead of just banning outright.

That's a valid point. Well, my suggestion on Komachi was only a minor one. Maybe I'm overestimating the power of her Spell Card, can't tell for sure without testing.

To be honest, I kind of feel that her Spell Card is actually quite powerful, considering that it puts her target in a serious bind. Still, you're right on the need for testing, since I myself would like to see just how powerful this is.

I think I'd do it just to piss off other people. xD

Ah, the sacred art of trolling, eh?

Her passive ability allows her to play cards during her turn. Mini Hakkero requires discarding though, so I would think not.

NCS, I don't think that the Mini-Hakkero says that you can't use the discard ability on other people's turns(if it couldn't be used on other people's turns, then that ability would be useless for anyone that have a Reaction type spell card, since activation from those spells often are on other people's turns to begin with). That's kind of why I was asking.

I personally like that better now, since people generally don't like using Items to cancel attacks... or at least Grazing, which is what Futo currently does. But since Kaguya doesn't hold on to Powerups now, it might actually become a more useful ability. That, and now Kaguya's Spell Card has a harder time of overpowering other people. xD

Well, having the tough decision of offense or defense was something that I thought would balance things out for her.

I noticed it, but I don't know what to think of it.
I think of it as too powerful and underpowered (compared to the other artifacts) at the same time, so I really have no idea what to write here.
It definitely is worth testing, though.

Ah, you don't know how to properly measure it's power without testing, huh? Fair enough. I would like to see how other people react to having something that lets you do what it does.
There is no greater joy than knowing that the Touhou invasion is unstoppable, and the legacy of Gensokyo will never fade away...

ShadowNCS

  • Prinny Overlord
  • Highly Responsive to Jinxes
Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #585 on: July 24, 2015, 11:26:43 PM »
NCS, I don't think that the Mini-Hakkero says that you can't use the discard ability on other people's turns(if it couldn't be used on other people's turns, then that ability would be useless for anyone that have a Reaction type spell card, since activation from those spells often are on other people's turns to begin with). That's kind of why I was asking.
I actually completely forgot about Reaction Spell Cards there. xD;
In that case, it does seem like Kaguya can use the Mini Hakkero to activate her Spell Cards on other people's turns, unless I'm missing something.

Kirin no Sora

  • Wanderer of Gensokyo
  • I have returned from the nothingness once more...
Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #586 on: July 25, 2015, 02:07:33 AM »
I actually completely forgot about Reaction Spell Cards there. xD;
In that case, it does seem like Kaguya can use the Mini Hakkero to activate her Spell Cards on other people's turns, unless I'm missing something.

I'm glad that I asked, since it means that Kaguya can combo with Artifacts better than anyone else in the game thus far, which actually is in theme with her as well.

It also means that a Kaguya player can actually launch a surprise attack on someone like this:

1. Get a Mini-Hakkero and some other Item cards in your hand.
2. Wait for a moment where you can attack freely(read: having two spare cards in hand to activate the Artifact, and possibly waiting for something like Crossing to Higan to come into play).
3. Play the Mini-Hakkero and Item cards, discard the two cards to activate it, and commence with the slaughter.

Naturally, this is a hell of a lot harder to set up than it sounds, but the reward for pulling it off can indeed be sweet. Given that there are so many things that can go wrong in that scenario, whereas it's in setting it up(Any form of hand disruption, Reimu banning Items) or even after firing it off(Bomb cancel, Keine's spell card, an opponent's good fortune with Supernatural Border or Satori's passive, and even the Artifact that I made earlier), it ends up falling into the "awesome, but impractical" side of things. Still, it's great when you can pull it off, and can score a surprise kill via burst damage, so it's actually a fun possibility to consider.
There is no greater joy than knowing that the Touhou invasion is unstoppable, and the legacy of Gensokyo will never fade away...

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #587 on: July 25, 2015, 05:16:45 AM »
So many card ideas.

Coincidentally, I had a Yuyuko idea in mind as well, but never thought about dropping it in here.

If nobody objects...

Character Card
Yuyuko Saigyouji
Ghost Girl in the Netherworld Tower

Ability
Whenever a card is revealed during Yuyuko's turn, Yuyuko may choose to treat that card as a Spring card.

Whenever a card is revealed during another player's turn, Yuyuko may discard a Winter card. Treat the revealed card as though it is a Spring card.

Spellcard - Action
Resurrection Butterfly

This spell cannot be cancelled.

Until the beginning of Yuyuko's next turn, she may treat any of her cards as though they are Winter cards.

Choose a player. That player takes three damage. Any player may discard up to three Spring or Invocation cards to reduce damage taken by one for each card discarded. This does not count as an attack.

So. I had a few things in mind when theorycrafting this.
1) Despite the seasons being a core part of the game, there isn't a character that -really- uses the seasons to function.
2) Yuyuko appears to be ditzy (What with lines like "What's wrong with random shots? They'll hit eventually.") but is still one of the most knowledgeable and perceptive characters. She's also an incident causer, so I wanted her to have the ability to influence them and be very scary when given a Master Plan.

Thus, I decided that letting Yuyuko turn cards into Springs and Winters would give her considerable control over cards relating to Perfect Cherry Blossom; she can force a Lily White nuke, trigger Supernatural Border for herself or allies, her spell can quickly tear through Saigyou Ayakashi as it turns her whole hand into Winter cards...

Then I realized that the ability to change revealed cards comes up so infrequently it might as well be a non-ability. When the opportunity to use it does appear, your foes will have a bad time, but for the most part it's less of an issue than even Cirno's ability (pre-buff!).

Cirno compensates by having a very powerful spell. So, because Yuyuko can sometimes have a useful ability, I tried to gauge her spell as "Just below Cirno" in power.

The first thing that Resurrection Butterfly does is let her convert her hand to Winters. Again, this is only a supplement to a marginally useful ability, but if she holds a Supernatural Border then her durability is unsurpassed.
The second is truly represents the terrifying power of RB. It is not something you can cancel, it is only something you survive by dropping your spring cards or bombing a lot. Fortunately, any player can contribute to helping the target survive, and while Spring cards supposedly take up only 1/4th of the deck, the attack is very clearly telegraphed by Yuyuko even being a player. Fun fact: 8 out of the 24 Shoot! cards are Spring, and Shoot!s are the most likely to be held due to lack of Power.

She's all over the place. Potentially dangerous, but mostly scattered. She desperately wants to keep a precious Supernatural Border, so she might even drop Bombs to cancel Seal Aways of all things.

Kirin no Sora

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #588 on: July 25, 2015, 08:13:45 PM »
Okay, I'm going to flat out say this now. I'm a caustic C&C on stuff, so please don't take anything that I say personally, I'm simply being blunt and truthful here.

With that out of the way, let's review this card of yours.

Ability
Whenever a card is revealed during Yuyuko's turn, Yuyuko may choose to treat that card as a Spring card.

Whenever a card is revealed during another player's turn, Yuyuko may discard a Winter card. Treat the revealed card as though it is a Spring card.

Spellcard - Action
Resurrection Butterfly

This spell cannot be cancelled.

Until the beginning of Yuyuko's next turn, she may treat any of her cards as though they are Winter cards.

Choose a player. That player takes three damage. Any player may discard up to three Spring or Invocation cards to reduce damage taken by one for each card discarded. This does not count as an attack.

So. I had a few things in mind when theorycrafting this.
1) Despite the seasons being a core part of the game, there isn't a character that -really- uses the seasons to function.
2) Yuyuko appears to be ditzy (What with lines like "What's wrong with random shots? They'll hit eventually.") but is still one of the most knowledgeable and perceptive characters. She's also an incident causer, so I wanted her to have the ability to influence them and be very scary when given a Master Plan.

Thus, I decided that letting Yuyuko turn cards into Springs and Winters would give her considerable control over cards relating to Perfect Cherry Blossom; she can force a Lily White nuke, trigger Supernatural Border for herself or allies, her spell can quickly tear through Saigyou Ayakashi as it turns her whole hand into Winter cards...

Then I realized that the ability to change revealed cards comes up so infrequently it might as well be a non-ability. When the opportunity to use it does appear, your foes will have a bad time, but for the most part it's less of an issue than even Cirno's ability (pre-buff!).

Cirno compensates by having a very powerful spell. So, because Yuyuko can sometimes have a useful ability, I tried to gauge her spell as "Just below Cirno" in power.

The first thing that Resurrection Butterfly does is let her convert her hand to Winters. Again, this is only a supplement to a marginally useful ability, but if she holds a Supernatural Border then her durability is unsurpassed.
The second is truly represents the terrifying power of RB. It is not something you can cancel, it is only something you survive by dropping your spring cards or bombing a lot. Fortunately, any player can contribute to helping the target survive, and while Spring cards supposedly take up only 1/4th of the deck, the attack is very clearly telegraphed by Yuyuko even being a player. Fun fact: 8 out of the 24 Shoot! cards are Spring, and Shoot!s are the most likely to be held due to lack of Power.

She's all over the place. Potentially dangerous, but mostly scattered. She desperately wants to keep a precious Supernatural Border, so she might even drop Bombs to cancel Seal Aways of all things.

I sense that you're going with a theme of "character that manipulates seasons" here, simply from reading the abilities section. A few problems to note here.



1. Yuyuko doesn't have a power that says that she does just that, if I recall my knowledge from Touhou canon right, but that's more owing to flavor over anything.
2. Said season manipulation, if I'm figuring right, is effectively too powerful, especially if you're using it the way that I'm thinking that you're intending on using it(triggering Lily White, activating Supernatural Border).
3. Using her abilities or spell card can become confusing and complicated when used to interfere with certain incidents and how they collect cards, as you have to remember which card are considered as "altered" into Winter or Spring, and things that make things more complicated in terms of play is something that tends to be avoided in the construction of cards for Danmaku!! in general.
4. A "3 damage spell card that is unable to be cancelled and is not considered an attack" is far too powerful, and the fact that anyone can mitigate the damage does not help its case. I'm sorry to say it, but the spell card is exceedingly overpowered here. Also, if you're flat out describing a character like this...

Fortunately, any player can contribute to helping the target survive, and while Spring cards supposedly take up only 1/4th of the deck, the attack is very clearly telegraphed by Yuyuko even being a player.

...then that should be a clear red flag that your character is OP.

Again, I apologize for the harshness of what I'm saying, but as I said before, I'm being honest here. I would strongly encourage you to get some second opinions on how to improve on this card or on how to figure out how to use the theme of seasons from the other people who frequent this particular place in MotK, as I'm not the best source of advice on the subject of improving cards myself.

There is no greater joy than knowing that the Touhou invasion is unstoppable, and the legacy of Gensokyo will never fade away...

Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #589 on: July 25, 2015, 08:43:48 PM »
This spell cannot be cancelled.

Until the beginning of Yuyuko's next turn, she may treat any of her cards as though they are Winter cards.

Choose a player. That player takes three damage. Any player may discard up to three Spring or Invocation cards to reduce damage taken by one for each card discarded. This does not count as an attack.

...

She's all over the place. Potentially dangerous, but mostly scattered. She desperately wants to keep a precious Supernatural Border, so she might even drop Bombs to cancel Seal Aways of all things.

OK, 1st I actually think you're theory crafting is pretty spot on, she highly depends on certain cards "ie Lily white & supernatural border" plus she can do things w/ Scarlet Weather Rhapsody. Outside of that she can help ppl w/ borders which is cute.

Personally I don't tend to design for characters that require specific draws to function, as I don't tend to enjoy playing that type of character, but that in no way makes that nonviable (it does make it harder to test though, I mean you need more data to determine how strong she is on average vs her performance peaks).

I do love the spell card's damage mechanic, It's deceptively powerful, well if you change it from 3 damage to 3 attacks (a 3 damage attack can be negated w/ 1 graze or border trigger fyi). Players with 2 or less cards in hand are pretty common in my experience, and if they manage to chuck spring cards on one turn, they will ususally be vulnerable on the next 2 turns.

I would really remove the "cannot be cancelled" part, reducing interaction actually reduces the fun moments that happen in the game, with such a high amount of variance, spell cards that have certainty tend to be both very good and rather boring. (For example Remi's "Spear the Gungir" is one of the go to picks for capture spell card due to it's lack of interaction, and is one of the most resigning spell cards "Oh, I'm at 20-25% health, I'm just as good as dead because Remi's on board"). While Yuyuko's Spell Card has more interaction than Remi's it also has a MUCH higher upside, especially considering it's synergy w/ her passive.

Quote from: Kirin no Sora
Kaguya may play Item and Action cards during other player's turns, and may be played in response to other player's cards.

Whenever Kaguya is being attacked or targeted by a Spell Card, you may discard an Item card from play to cancel it.

So, I like the theme you're going for, but I've got bad news. The rules set for Danmaku!! (posted earlier on this thread) does not support instant speed interaction. The quick-fix of making all items and actions be reactions to all cards is actually VERY powerful.

The immediate and kind of relevant question is if an effect's (say a shoot) range changes in between declaration and resolution, will is fizzle if the target is now out of range? (Currently Byakuren can shoot/sealaway power to achieve this, but Kaguya can do that AND play a focus in response to a spell card, hold borders in hand to prevent the from being targeted by borrows/seal aways until she would take damage, hold a sutra scroll in hand until the end of the turn right before her's, hold onto draw spells until she need to use them defensively.) There is a lot of degenerate things that that ability alone can potentially do.

Item for a spell card is really good, I can't say off the top of my head if that's overpowered, but it gives her some serious control over the game.

Her spell card seems REALLY powerful to me, especially since you get a card on top of Master Spark.

Quote from: Kirin no Sora
Yuyuko
Ok, so politically people will be scared of attacking Yuyuko due to her passive (which you can't interact with at all). And her spell card can only be touched by a Bomb. She seems REALLY powerful, and reminds me a lot of old Remi, who only took a card from your hand with a graze.

The big problem situation I can see is as a Stage Boss, she can use grazes to life loss the heroine, making it possible for multiple ppl to agrro her and she can still pull off a solo victory.

Quote from: Kirin no Sora
Rin
I'm w/ NCS on this she seems good, but I'm iffy on the Heroine buff, kinda seems like patchouli (to me +1 life & +1 starting card is similar to +3 starting cards).

Quote from: Kirin no Sora
Komachi
I don't know how good her passives are, but the scaling distance to life loss almost seems good enough on it's own. (Also her other passive has the awkward part of making farming revived players a thing in my mod :/)

I like the "all players treat that player as distance 1 from them, regardless of modifiers" part but I think the range part is overkill, with Komachi's passively scaling distance her spell card can prevent that player from doing almost ANYTHING to her, to me that elimination of interactivity is less than ideal.

Quote from: Kirin no Sora
Hakurei Purification Rod
It's an artifact that protects itself via a modded copy of Keine's spell card, that costs 2 cards (like mini-hakkero). It doesn't seem broken, though access to an extra spell seems very good.

The Greatest Dog

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #590 on: July 25, 2015, 09:39:29 PM »
1. The power to manipulate seasons is not a thing she does, correct. However, the entire plot of PCB revolved around "There's too much winter because this girl has our spring." That's as close to changing the seasons will ever get in Touhou so far.

2. No, I don't think the ability to trigger Supernatural Borders by dropping a winter card is overpowered; as is, winter cards only take up 17 of the 80 cards, and include some of the most coveted cards like a 1up, Capture Spellcard, and Stopwatch. Not to mention it requires having a border, or a person you want to protect having one.

Lily White triggers are a dangerous thing, but again, a rare event that is dispelled as easily as it comes.

3. I don't think the complication issue is as paramount as it seems. It's very easily treated by, "Oh, yeah, I changed a card here."

Besides, the only incidents affected are Spring Snow, Lily White, Scarlet Weather Rhapsody, Saigyou Ayakashi Blooming, Voyage to Makai, and Rekindle Blazing Hell.
SS and SAB are affected by Yuyuko's spell; LW and SWR are by her ability. VtM and RBH are affected by things that could be collected but were altered instead, but as they're either really intrusive or beneficial to everybody, I'm sure everyone will pay very close attention to when those two resolve.

At least, VtM has been far more intrusive than Overdrive will ever be, for example.

4. Yes? No? Yuyuko is such an odd character with -two- incidents (Spring Snow, Saigyou Ayakashi) relating to her specifically that you could do so many things. But replicating SS for a turn? Reimu does that already and she has a better ability. Replicating Saigyou? Everyone takes one damage and there's nothing anyone can do about it? Holy shit.

She has a time-bomb attack, "damage over time",  the strongest deathbomb in IN, wide ranging attacks, and of course the ability to invoke death.
Are these things that would place unconventional states, or are already done by other characters? Yes. So I would like to avoid those.

3 is excessive, yea? But what else is Yuyuko supposed to do? Utsuho does that but better in that Grazes are less common than Springs; she also has a relevant ability being able to trade certain cards for two.

Instead, we could probably implement Yuyuko's snow-relation more directly to Scarlet Weather Rhapsody's "Snow" effect, like, "Attack a player. If this attack deals damage, the target discards a card instead of drawing." Or even apply that globally for a turn. It would be no more difficult to recall than Byakuren's buff, Reimu's laws, and so on.

Re: Zhelot
Launching three separate attacks is -probably- better. I might word it as, "That player is attacked three times. However, any player may cancel one or more of these attacks by discarding either Spring or Invocation cards."

If I remove the "Cannot be cancelled" part from the overall spell, I would still like Spiritual Attacks to count towards reducing the damage received at least! Hence, Invocations are still included.
« Last Edit: July 25, 2015, 09:47:23 PM by Fast Fanatic »

Kirin no Sora

  • Wanderer of Gensokyo
  • I have returned from the nothingness once more...
Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #591 on: July 26, 2015, 12:01:42 AM »
OK, 1st I actually think you're theory crafting is pretty spot on, she highly depends on certain cards "ie Lily white & supernatural border" plus she can do things w/ Scarlet Weather Rhapsody. Outside of that she can help ppl w/ borders which is cute.

Personally I don't tend to design for characters that require specific draws to function, as I don't tend to enjoy playing that type of character, but that in no way makes that nonviable (it does make it harder to test though, I mean you need more data to determine how strong she is on average vs her performance peaks).

...from my perceptive, "altering what card is what season" sounds like adding a additional layer of states to the cards that would complicate matters under certain circumstances(incidents that collect certain cards based on seasons), which is a worry. Confusing players is a serious thing to think about when designing cards, if I remember right...

I do love the spell card's damage mechanic, It's deceptively powerful, well if you change it from 3 damage to 3 attacks (a 3 damage attack can be negated w/ 1 graze or border trigger fyi). Players with 2 or less cards in hand are pretty common in my experience, and if they manage to chuck spring cards on one turn, they will ususally be vulnerable on the next 2 turns.

I would really remove the "cannot be cancelled" part, reducing interaction actually reduces the fun moments that happen in the game, with such a high amount of variance, spell cards that have certainty tend to be both very good and rather boring. (For example Remi's "Spear the Gungir" is one of the go to picks for capture spell card due to it's lack of interaction, and is one of the most resigning spell cards "Oh, I'm at 20-25% health, I'm just as good as dead because Remi's on board"). While Yuyuko's Spell Card has more interaction than Remi's it also has a MUCH higher upside, especially considering it's synergy w/ her passive.

Zhelot, you do realize that one of the reasons that this spell card is OP is because "it doesn't count as an attack" is flat out written on it, meaning that Grazes don't work on it, so it's effectively no different than saying "Target player loses three life", which is too powerful, even with other people being able to mitigate its effect(relying on other people to save you from a massive hit is not exactly a reliable strategy). Besides, 3 damage is one point shy of an instant kill, which I can not stress enough at this point.

So, I like the theme you're going for, but I've got bad news. The rules set for Danmaku!! (posted earlier on this thread) does not support instant speed interaction. The quick-fix of making all items and actions be reactions to all cards is actually VERY powerful.

The immediate and kind of relevant question is if an effect's (say a shoot) range changes in between declaration and resolution, will is fizzle if the target is now out of range? (Currently Byakuren can shoot/sealaway power to achieve this, but Kaguya can do that AND play a focus in response to a spell card, hold borders in hand to prevent the from being targeted by borrows/seal aways until she would take damage, hold a sutra scroll in hand until the end of the turn right before her's, hold onto draw spells until she need to use them defensively.) There is a lot of degenerate things that that ability alone can potentially do.

And that's why I'm likely going to have to talk with Moogs a lot in order to see if this form of Kaguya is ever going to see the light of day...

And the stuff that you say is "degenerate" is kind of why Kaguya would be fun to play as to begin with. Her main issue is that she needs to find Items to "clean house", and no one going to really want to let her have that, not with the power that her spell card's packing, so her passive lets her have a way to try to protect her stuff by keeping in in her hand, which is a problem and a half in and of itself, due to anything that can mess with your hand(Miko, Futo, Tempests, SWR, etc.). Plus, Worldly Desires is a wrecking ball to the face for her if  they're in play, so there's that.

Item for a spell card is really good, I can't say off the top of my head if that's overpowered, but it gives her some serious control over the game.

Her spell card seems REALLY powerful to me, especially since you get a card on top of Master Spark.

In all fairness, NCS said that people dislike discarding Items to pull stuff like that off, so her defense is effectively depleting her of some of her offensive power.

Also, if the "draw a card" at the end of her spell card is too much, I can always remove that later.

Ok, so politically people will be scared of attacking Yuyuko due to her passive (which you can't interact with at all). And her spell card can only be touched by a Bomb. She seems REALLY powerful, and reminds me a lot of old Remi, who only took a card from your hand with a graze.

The big problem situation I can see is as a Stage Boss, she can use grazes to life loss the heroine, making it possible for multiple ppl to agrro her and she can still pull off a solo victory.

Yuyuko's passive is once per round and requires using a Graze and discarding a Danmaku card to activate.  That sort of thing is not that easy to activate. If it becomes too powerful though, I can set the discard cost to 2 Danmaku to limit it further.

Also, the fact that Yuyuko's spell card actually can be cancelled is what makes it worse than Remilia's Spear the Gungnir.

I'm w/ NCS on this she seems good, but I'm iffy on the Heroine buff, kinda seems like patchouli (to me +1 life & +1 starting card is similar to +3 starting cards).

That is what's testing is for, to put it simply. To see if it really is OP for her to have it.

I don't know how good her passives are, but the scaling distance to life loss almost seems good enough on it's own. (Also her other passive has the awkward part of making farming revived players a thing in my mod :/)

I like the "all players treat that player as distance 1 from them, regardless of modifiers" part but I think the range part is overkill, with Komachi's passively scaling distance her spell card can prevent that player from doing almost ANYTHING to her, to me that elimination of interactivity is less than ideal.

If the range thing is truly as such, I could remove that portion of it, especially if it makes it fair. Let me speak with the others about it before any changes, okay?

It's an artifact that protects itself via a modded copy of Keine's spell card, that costs 2 cards (like mini-hakkero). It doesn't seem broken, though access to an extra spell seems very good.

All that it grants is a once per round 2 card Bomb cancel and a "discard a card to play a Danmaku card" ability, so it's powerful for an Artifact. Speaking of which...

---

Artifact Card
Sword of Hisou

Once per round, whenever your attack hits another player, you may discard two cards. If you do, reveal the top card of the deck and apply the effect according to that season.

Spring: You gain 1 life.
Summer: You draw two cards.
Autumn: Force the player that you hit to trash an Item card of your choice in play.
Winter: The player that you hit cannot activate their Spell Card until the end of their next turn.

---

Uses the power of seasons to decide its effect, which can only do so once per round, discarding two cards, and only if you're hitting someone. I would add something to it, but something tells me that this ability by itself is good enough for now.

1. The power to manipulate seasons is not a thing she does, correct. However, the entire plot of PCB revolved around "There's too much winter because this girl has our spring." That's as close to changing the seasons will ever get in Touhou so far.

Technically, the one who took the spring was Youmu, not Yuyuko. Still, flavor quibble, so take it with a grain of salt.

2. No, I don't think the ability to trigger Supernatural Borders by dropping a winter card is overpowered; as is, winter cards only take up 17 of the 80 cards, and include some of the most coveted cards like a 1up, Capture Spellcard, and Stopwatch. Not to mention it requires having a border, or a person you want to protect having one.

Lily White triggers are a dangerous thing, but again, a rare event that is dispelled as easily as it comes.

3. I don't think the complication issue is as paramount as it seems. It's very easily treated by, "Oh, yeah, I changed a card here."

Besides, the only incidents affected are Spring Snow, Lily White, Scarlet Weather Rhapsody, Saigyou Ayakashi Blooming, Voyage to Makai, and Rekindle Blazing Hell.
SS and SAB are affected by Yuyuko's spell; LW and SWR are by her ability. VtM and RBH are affected by things that could be collected but were altered instead, but as they're either really intrusive or beneficial to everybody, I'm sure everyone will pay very close attention to when those two resolve.

At least, VtM has been far more intrusive than Overdrive will ever be, for example.

Supernatural Border already has a 50% rate of activation, and Satori uses Winter cards for evasion as a passive, so if those two are in play and are helping each other, Satori is effectively immune to most attacks once Yuyuko activates her spell card. Not common, but it can end up sucking badly if that comes up.

And Lily can one-shot anyone who isn't at full life if they're not the Heroine or someone else who has an increased maximum life to work with. Having every card count as a Spring count is effectively a supercharged version of Saigyou Ayakashi Blooming which Yuyuko can easily do with her spell card.

Also, it's less about the fact that you changed which cards, and more about how many times you have to remind people that you've done so. Besides, if you have to remind people about what you've changed, then I imagine that there'll be some complications when it ends up mattering. As they say, keep it simple and straightforward, and this has the potential to be anything but if people's memories are not so good on things like this...

4. Yes? No? Yuyuko is such an odd character with -two- incidents (Spring Snow, Saigyou Ayakashi) relating to her specifically that you could do so many things. But replicating SS for a turn? Reimu does that already and she has a better ability. Replicating Saigyou? Everyone takes one damage and there's nothing anyone can do about it? Holy shit.

She has a time-bomb attack, "damage over time",  the strongest deathbomb in IN, wide ranging attacks, and of course the ability to invoke death.
Are these things that would place unconventional states, or are already done by other characters? Yes. So I would like to avoid those.

3 is excessive, yea? But what else is Yuyuko supposed to do? Utsuho does that but better in that Grazes are less common than Springs; she also has a relevant ability being able to trade certain cards for two.

And this is why I focused on Yuyuko's ability, turning it into "life loss" for the sake of flavor vs. gameplay balance(and she's still considered OP to some), when I made my version of her. I wanted Yuyuko to use something that would both fit flavor wise to her character and be unique among the character cards in Danmaku!!.

Of course, what I'm saying is simply C&C, so you're free to ignore me if you want.
« Last Edit: July 26, 2015, 12:36:42 AM by Kirin no Sora »
There is no greater joy than knowing that the Touhou invasion is unstoppable, and the legacy of Gensokyo will never fade away...

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #592 on: July 26, 2015, 02:56:45 AM »
I'm gone for two days and you all start writing visual novels...

If you want me to comment on your cards, please try to get them into a stable state then post them here, I don't have time to do the back and forth with new versions each day.   :(

Anyway I'm just here to drop off a much-needed bugfix.  Please let me know if this makes things too easy/difficult on any team.


« Last Edit: July 26, 2015, 03:02:28 AM by Moogs Parfait »

Kirin no Sora

  • Wanderer of Gensokyo
  • I have returned from the nothingness once more...
Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #593 on: July 26, 2015, 05:21:15 AM »
I'm gone for two days and you all start writing visual novels...

If you want me to comment on your cards, please try to get them into a stable state then post them here, I don't have time to do the back and forth with new versions each day.   :(

Sorry about that, Moogs. I apologize for myself being so verbose on things here.

As for myself, I'm already done with Rin Satsuki, and she has what we talked about before(I just need to use the GIMP file to actually create the card itself). As for anything else, I actually want to show you the two Artifact Cards that I made, the Hakurei Purification Rod and the Sword of Hisou, as I received no negative criticism from them, and barring anything that comes up during actual playtesting, I don't see how they would need anything to be change, so they're effectively finalized.

Artifact Card
Hakurei Purification Rod

You may discard a card in order to play an additional Danmaku card.

Once per round, if you are attacked or targeted by a discard effect, you may discard 2 cards to cancel the card that caused that attack or effect. You may then attack that player if they are in range.

Artifact Card
Sword of Hisou

Once per round, whenever your attack hits another player, you may discard two cards. If you do, reveal the top card of the deck and apply the effect according to that season.

Spring: You gain 1 life.
Summer: You draw two cards.
Autumn: Force the player that you hit to trash an Item card of your choice in play.
Winter: The player that you hit cannot activate their Spell Card until the end of their next turn.

And here's Rin Satsuki for a final check, since I actually figured out how to operate the GIMP file... Somewhat.



Anyway I'm just here to drop off a much-needed bugfix.  Please let me know if this makes things too easy/difficult on any team.




This looks good to me already. Sadly, I actually don't host any games myself, so I can't really say.

By the way, is it possible to get a copy of the template for a card for the battle deck? I would indeed be grateful for that.
« Last Edit: July 26, 2015, 06:04:27 AM by Kirin no Sora »
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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #594 on: July 26, 2015, 05:45:25 PM »
Sorry about that, Moogs. I apologize for myself being so verbose on things here.

...

By the way, is it possible to get a copy of the template for a card for the battle deck? I would indeed be grateful for that.

I don't want to discourage people from making their own cards, I'm just saying I can't always go back and forth with you all.

We're not giving out templates yet, we enjoy mods and custom stuff though so maybe in the future.

As for your cards:

Artifact Card
Hakurei Purification Rod

You may discard a card in order to play an additional Danmaku card.

Once per round, if you are attacked or targeted by a discard effect, you may discard 2 cards to cancel the card that caused that attack or effect. You may then attack that player if they are in range.

This artifact is fine, Trashing and Discarding are still seperate effects so you might make it Trashing. (Trashing triggers things, Discard does not)

Artifact Card
Sword of Hisou

Once per round, whenever your attack hits another player, you may discard two cards. If you do, reveal the top card of the deck and apply the effect according to that season.

Spring: You gain 1 life.
Summer: You draw two cards.
Autumn: Force the player that you hit to trash an Item card of your choice in play.
Winter: The player that you hit cannot activate their Spell Card until the end of their next turn.

I think this would be fine with only 1 card activation cost.  Also review Scarlet Weather Rhapsody for your wording.

And here's Rin Satsuki for a final check, since I actually figured out how to operate the GIMP file... Somewhat.



I think Rin's built in Heroine ability is better than her pseudo second bomb.  The game is not designed to handle multiple Spellcard Activations, that's a hard rule we've been operating under.

2. No, I don't think the ability to trigger Supernatural Borders by dropping a winter card is overpowered; as is, winter cards only take up 17 of the 80 cards, and include some of the most coveted cards like a 1up, Capture Spellcard, and Stopwatch. Not to mention it requires having a border, or a person you want to protect having one.

I'm not sure which version you have but that's a screw up on our part, there should be 20 of each season because we use that for 25%, 50%, and 75% proc chances.  It's easy to fix by adding and removing Shoots of certain seasons.

Kirin no Sora

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #595 on: July 26, 2015, 07:05:36 PM »
I don't want to discourage people from making their own cards, I'm just saying I can't always go back and forth with you all.

I know, Moogs, and it's fun to see what you think of the stuff that we're making here. I also know that you're a busy man and all, so I understand that you don't always have time to check and see this stuff.

We're not giving out templates yet, we enjoy mods and custom stuff though so maybe in the future.

...I guess I'll either have to wait until then or figure out how to use GIMP enough to create one...


This artifact is fine, Trashing and Discarding are still seperate effects so you might make it Trashing. (Trashing triggers things, Discard does not)

Huh. I didn't realized that there was a difference in that sense. If that's how it goes in Danmaku!!, then I'll have to rewrite what triggers it, since rewording it to "Trash effects" makes it miss a few things that "Discard effects" does not...

I think this would be fine with only 1 card activation cost.  Also review Scarlet Weather Rhapsody for your wording.

Funny thing is that I did read SWR when I wrote this card. I suppose it would be easier to understand if it was written in the exact same way as SWR in terms of wording?

Also, if a 1 card activation is fine for it, then I'll write that in. It'll make it easier to use, and since that's it's only ability, it'll be more useful, even if it's somewhat random in what it does(somewhat because there are ways to control what's on  the top of the deck).

I think Rin's built in Heroine ability is better than her pseudo second bomb.  The game is not designed to handle multiple Spellcard Activations, that's a hard rule we've been operating under.

Oh, I see. So anything that grants anything resembling a second Spell Card is kind of a bad thing, huh?

---

Major Edit, since this isn't big enough to warrant a double post by far, so I'm dividing it with a three dash diving thingie...

Anyways, on with brewing and editing of card ideas...

---

Artifact Card
Hakurei Purification Rod

You may discard a card in order to play an additional Danmaku card.

Whenever your attack hits another player, you may discard a card. If you do, force the player to trash a Item card of your choice that they have in play. (If multiple players are hit at the same time, you must discard one card for each player that you wish to target with this effect.)

---

Changed the effect and trigger, now it can give all attacks the power of Seal Away when you discard a card, which is powerful in the right hands. I'll save the Bomb cancel effect for another card.

---

Artifact Card
Sword of Hisou

Once per round, whenever your attack hits another player, you may discard a card. If you do, reveal the top card of the deck and perform the following action according to its season.

Spring: You gain 1 life.
Summer: You draw two cards.
Autumn: Force the player that you hit to trash an Item card of your choice in play.
Winter: The player that you hit cannot activate their Spell Card until the end of their next turn.

---

Altered as suggested. Between this and Hakurei Purification Rod, there are now two Artifacts that can trash Items that are in play.

---

Powerup Card
Full Power

+3 range.

You may play 3 additional Danmaku cards per round.

---

A simple Powerup card that's essentially 3 Power cards on a single card. A powerful boost, but also a tempting target to Seal Away or Borrow.

---

Artifact Card
Tengu's Fan

+1 Range and Distance.

Once per round, if you are the target of a Danmaku card or a Spell Card, you may discard 2 cards to cancel it.

---

I placed the Bomb cancel here on a separate Artifact, and made it trigger on both Danmaku cards and Spell Cards, covering Seal Away and the effect of Miko's spell card if it's aimed at you. You can't trigger it on attacks that aren't either of these(although there aren't many things that do that in the current set), though.

---

Defense Card
Sacrificial Doll

Once per round, if you are attacked, you may reduce the damage dealt from that attack by one. (This does not count as avoiding the attack.)

Whenever you are attacked, you may discard a card to reduce the damage of that attack by one. (This does not count as avoiding the attack.)

On your turn, you may discard this card from play in order to attack a player in range for 2 damage.

---

Working with the idea of negation, I was weighting my options between those first two effects and a "Reduce the damage of all attacks by one" effect, and decided that these effects is usable, since the other effect would be flat out broken and discourage people from even thinking about using its other ability, which is effectively a one shot attack for 2 damage. A defense that can be thrown at the enemy for good damage.

---

Artifact Item
Swallow's Cowrie Shell

Once per round, you may discard 2 cards in order to gain one life.

If you are about to be defeated, you may discard this card from play in order to return to life with 1 life.

---

Given that life gain is obscenely powerful in Danmaku!!, this card effectively is as useful as an Artifact Card can get, serving as a means to trade two cards for a heal once per round and a means to even come back from defeat by discarding the card itself. Still, it's easily taken away by the usual methods and also by the first two Artifact cards that I listed here, so it actually isn't as broken as one would think, or at least I hope not...
« Last Edit: July 30, 2015, 10:14:37 PM by Kirin no Sora »
There is no greater joy than knowing that the Touhou invasion is unstoppable, and the legacy of Gensokyo will never fade away...

Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #596 on: August 02, 2015, 08:29:30 AM »
Quote from: Kirin no Sora
Given that life gain is obscenely powerful in Danmaku!!...

Life gain in and of itself is not that powerful. Suika had a passive where she could discard 2 cards to gain 1 life, and it was rarely used because it was rarely good.

To explain this phenomenon I like to refer to Card Advantage Theory, the basic tenant being, "The player with the most cards played in their favor is most likely to win."

In Danmaku!!, a multiplayer game with specific win conditions, you can equate "cards played in your favor" to "cards that help my goal" usually card that damage or take away cards from the roles I need defeated.

Cards like power & stopwatch allow you to play Danmaku cards at an increased rate, allowing you to outpace other players.

Defensive cards like Focus & Supernatural border negate cards used against their holder, reducing the effective cards "played" against them.

Drawing cards gives you the potential to play more cards in your favor BUT if you end up discarding them (a la tempest), or you just die before you can play them you should not count them as cards played in your favor.

In this model Life Gain does 2 things, it "negates" a card used against you to do damage, and it gives you a potential card in the future (when you lose the life and swing draw kicks in). In this way 1 life gained is worth 2 virtual cards, 1 known card (the shoot or whatever damaged you) & 1 unknown card (the random card you draw from swing draw). What makes life gain good in Danmaku!! is when you get these benefits for 1 card. 1-UP can be considered worth 2 "cards" though you can consider it better than Grimoire in a sense because Grimoire provides 2 unknown cards.

In this model Erin's Spell card has the potential to be worth 5 virtual cards, if & only if it heals both targets & both targets are working towards the same goal.

Tenshi's Spell card has the potential to be worth 4 cards, if she's down 1 life. Even if you lose the challenge, you will end up drawing a total of 3 cards and removing 1 more Danmaku card from your opponent than you yourself discarded. (Again if they never would have gotten the chance to use said Danmaku then their discarded Danmaku is worth less.)

In summation, discarding 2 random cards for 1 life is probably not worth it. Discarding 2 cards you would unable to otherwise use is worth 1 life (like 2 Shoot when you have another Danmaku in hand and you have no grazes).

Kirin no Sora

  • Wanderer of Gensokyo
  • I have returned from the nothingness once more...
Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #597 on: August 02, 2015, 09:40:57 PM »
Ah, I see. well, I would like to know more about how this works later...

Anyways, here's a new version of Rin.



I'm showing this because people asked to see this, so...

Life gain in and of itself is not that powerful. Suika had a passive where she could discard 2 cards to gain 1 life, and it was rarely used because it was rarely good.

To explain this phenomenon I like to refer to Card Advantage Theory, the basic tenant being, "The player with the most cards played in their favor is most likely to win."

In Danmaku!!, a multiplayer game with specific win conditions, you can equate "cards played in your favor" to "cards that help my goal" usually card that damage or take away cards from the roles I need defeated.

Cards like power & stopwatch allow you to play Danmaku cards at an increased rate, allowing you to outpace other players.

Defensive cards like Focus & Supernatural border negate cards used against their holder, reducing the effective cards "played" against them.

Drawing cards gives you the potential to play more cards in your favor BUT if you end up discarding them (a la tempest), or you just die before you can play them you should not count them as cards played in your favor.

In this model Life Gain does 2 things, it "negates" a card used against you to do damage, and it gives you a potential card in the future (when you lose the life and swing draw kicks in). In this way 1 life gained is worth 2 virtual cards, 1 known card (the shoot or whatever damaged you) & 1 unknown card (the random card you draw from swing draw). What makes life gain good in Danmaku!! is when you get these benefits for 1 card. 1-UP can be considered worth 2 "cards" though you can consider it better than Grimoire in a sense because Grimoire provides 2 unknown cards.

In this model Erin's Spell card has the potential to be worth 5 virtual cards, if & only if it heals both targets & both targets are working towards the same goal.

Tenshi's Spell card has the potential to be worth 4 cards, if she's down 1 life. Even if you lose the challenge, you will end up drawing a total of 3 cards and removing 1 more Danmaku card from your opponent than you yourself discarded. (Again if they never would have gotten the chance to use said Danmaku then their discarded Danmaku is worth less.)

In summation, discarding 2 random cards for 1 life is probably not worth it. Discarding 2 cards you would unable to otherwise use is worth 1 life (like 2 Shoot when you have another Danmaku in hand and you have no grazes).

So in short, "2 cards for 1 life" is situational at best. And since I actually have changed Rin's ability to activate when she dodges, it would probably make more sense to reduce it's cost to 1 card, as that would give Rin an advantage while dodging. The only thing is that I fear that it would make Rin's ability too easy to use, and make the game take too long...

I have been told that Danmaku!! games are supposed to be short, like a party game. However, this is not to say that defensive abilities, passives, and cards are bad. You just need a balance in those sort of things...

At this point, I'm going to think on this issue for a while, so I'll stop responding here for a bit. Sorry if this sounds bad or odd or something, but it really isn't. I just don't know how to continue from here, especially since most Danmaku!! games are not supposed to last for 2 hours per game...
« Last Edit: August 05, 2015, 03:32:21 PM by Kirin no Sora »
There is no greater joy than knowing that the Touhou invasion is unstoppable, and the legacy of Gensokyo will never fade away...

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #598 on: August 07, 2015, 02:47:10 AM »
Today brings us some character errata for your Danmaku!! Print and Play versions.

[img width= height= alt=Screw the terms and conditions!" width="280" height="196" class="size-medium wp-image-886]http://danmaku.mysteryparfait.com/wp-content/uploads/REIUJI-UTSUHO-0-280x196.jpg[/img]

One major update is to Okuu's character card.  Now she can activate her spell card by discarding any 2 cards.  Her spell card is a triple attack!  However, be sure to read the entire effect, because it comes with a recoil of 1 life loss.

This ties in with a new rule:  Life Loss, such as from Incidents and Okuu's spell card, does not result in you losing your power up cards.

Sanae's Miracle Fruit is now also a multihit, Suika's passive is now a missing power, and Miko's delegation powers got a big buff.

As a special bonus, these character cards come with chibi art!

You can find the files here:
PDF
TTS



Kirin:

Danmaku!! games are in fact supposed to be short, 40 minutes or less.  Overly tanky or turtly characters can really wreck this.

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #599 on: August 16, 2015, 05:17:11 PM »
Good news everyone!  We have a small Learn Danmaku!! workshop at Touhoucon.

We're also trying to get an exhibitor booth!  I'll keep you updated.