@ USEC, agreed, it's implied and sorta agreed by everyone, but just being implied and sorta agreed on doesn't mean it isn't happening. However, due to the way that a lot of people have set up their magical attacks, it doesn't matter if they did dump mana into a spell, they might as well just cast it for base cost and save the mana due to having their magic do a base damage without rolling the MAG skill to do the damage. But, yes wehn the voting happens I will also be voting also (since I'm not contributing anything solid and only suggesting an idea
).
@Akroma, And yet those automatic SPD and STR boosts only apply at certain times. SPD when dodging and STR when grappling. Grappling deals
nodamage, so even if she did get so the 20% more damage does not apply. The 20% more damage is
not an actually increase to the STR stat, but an addition 20% damage added on after damage calculation. ALso, the 20% more damage is only on Melee, so there is also that.
I would normally agree that a 50% decrease ina skill would work, but due to being situational, the debuff would need to be situational as well. I would consider a "Put into fear by seeing a cross" negative perk, but due to her Clairvoyance ability: "Immune to fear." As for Takes damage in sunlight, it wouldn't be 20HP of damage due to how PrivateNomad set up the damage to be 5 dmg per turn during the fight with The Bewticher, a vampire.
As for the "blatant "I am better than Icarus and Alice combined, and that's just my passives"" statement: She can't modify her strength Stat like Icarus, and she only heals herself and can't heal others like Alice. Your point is moot.
As for her resistance and Defence, She has 5. That isn't a design flaw or minmaxing, that's how I made her works. She is squishy, made of glass, and hits hard. She has a base healing at the start of her turn (which is 10). Lets say she is fighting three people, They each have say 25 STR. Mook 1 attacks deals 15 damage. Mook 2 attacks and deals 18 damage, Mook 3 attacks and deals 20 damage. She has taken 53 damage (if she was unable to dodge, and it wasn't magcal damage) Her turn comes around healing her for 10 hp leaving her with 17 HP. Next turn if she doesn't succeed her dodge rolls, which isn't a guarantee, one attack can remover her from a plot. She does a little bit of increased damage, has a better chance at dodging, but at the end of the day, She is just another glass cannon.
Being a anything other than a human or a robot shouldn't be punished Akroma. Seriously you suggested the same exact stuff when Usec, Smurf, and me were applying a nerf to
one of Sen's attacks. You call her unfair? Did you even look at her sheet? She is a True Vampire, sired by Dracula who was boss as hell. She is not allowed to even increase her HP or Mp unless she absorbs a soul, and that is up to the GM if at all. Hell, Everyone uses magic anyways so most of her Buffs don't even apply. 50% increase to dodge, use AoE: instant amplified magic damage. Does 20% more damage to melee? stay out of Melee range. Heals 10 HP per turn, Deal damage as normal and kill her in 3-4 turns.
Anyways, you did give me a few ideas for debuffs, so I thank you for that. :3