9,699
edits
Changes
→Ratings: Grammar check
{{Rating |rater=Leziad
|rating=oppose
|reason=First off , it 's too strong for high, ignoring abuses adding both wisdom mod and charisma mod (multiple timetimes) to attacks alongside full-bab is a very very bad idea.
The VFX abilities are far too complex and full of loopholes.It somehow manage to be to too much fluff and crunch at the same time, not sure how you did.
The ability score to attack/damage is too much, as simple as that. It make makes the Viewtfiul Warrior's damage potential so high it can kill enemies of CR massively higher with no difficulties. Alongside it Vroomrang the Voomerang, it can kills hordes or bosses within a single round and end an encounter at the drop of a hat.
Basically the class is overpowered and need needs major redesign, this time with brevity and less 'gamey' design.
}}
Loopholes in the VFX abilities? Could you please point them out? The whole reason I go into so much detail is to make sure that loopholes are kept to a minimum, so help in removing the loopholes that currently exist would be ''greatly'' appreciated. --[[User:Luigifan18|Luigifan18]] ([[User talk:Luigifan18|talk]]) 22:49, 21 August 2013 (UTC)
{{Rating |rater=Undead Knave
|rating=oppose
|reason=I didn't read the entirety of this, but I didn't need to. A cursory glance at VFX Zoom, VFX Slow, and Voomerangs, allows a moderately optimized Viewtiful Warrior to deal approximately 10000 damage to the Tarrasque at level 7 without provoking an attack of opportunity. I will note that it is rather more damage for any creature that is at least large that does not have damage reduction as large as the Tarrasque's. We all recognize that Big T really sucks, but you shouldn't be able to kill him with damage from attacks in levels with single digits.
What the hell, Luigifan?
Edit: Just noticed this was rated at High balance point. I repeat: What the hell, Luigifan?
}}
:...It can deal over 10000 damage to the Tarrasque at level 7? Wait, what?!? The Viewtiful Warrior's meant to do a lot of damage in a short amount of time (and then need to retreat and recharge his powers), but that sounds a little extreme. --[[User:Luigifan18|Luigifan18]] ([[User talk:Luigifan18|talk]]) 22:49, 21 August 2013 (UTC)
{{Rating |rater=YX33A
|rating=neutral
Oh, also, that thing you did with Wisdom is ''evil''; it means that the optimal ability score placement for a level 2 Viewtiful Warrior is fundamentally different from that of a level 12 Viewtiful Warrior. Stunning Fist isn't ''terrible'', but one special once/round attack is not worth not dumping an entire ability score, and VFX Replay can make buffing the Save DC mostly irrelevant. --[[User:Foxwarrior|Foxwarrior]] ([[User talk:Foxwarrior|talk]]) 05:01, 13 December 2012 (UTC)
:Actually, the level at which Mach Speed is obtained represents that the hero gets it late in the first stage of the game, which is true in both <u>Viewtiful Joe</u> and <u>Viewtiful Joe 2</u>. Going by the logic that Joe (and Silvia) steadily increase in level as they progress through the game, culminating in being level 20 by the time they fight the final boss (who is also a level-20 character), then Mach Speed should actually be obtained ''earlier'' (both of the first 2 <u>Viewtiful Joe</u> games have 7 stages), but I felt like I should delay it to the time of VFX Replay (obtained early in <u>Viewtiful Joe 2</u>'s second stage) for D&D balance reasons. In case you're wondering, VFX Zoom is obtained about ¼ of the way through stage 2 in <u>Viewtiful Joe 1</u> and very early in stage 3 of <u>Viewtiful Joe 2</u>; the explanation is that Joe leveled up more slowly in the second game because he was sharing his XP with Silvia in that game, whereas he was on his own in the first. (I'm also assuming that the hero gains levels rapidly in the first few stages, but then his progression slows ''way'' down for the last 4 stages because only the bosses and minibosses have a CR close enough to his level to provide significant XP... well, actually, the bosses' CR tends to be ''higher''. Especially Fire Leo from <u>VJ1</u>. Friggin' Fire Leo... argh!)
:The slot machine thing is supposed to be a specific example of a broader principle. Spinning objects in general get slowed way down with VFX Slow (or sped up with Mach Speed). --[[User:Luigifan18|Luigifan18]] ([[User talk:Luigifan18|talk]]) 17:56, 14 December 2012 (UTC)
:::Hmm. I think I'm getting the theme of Viewtiful Joe, now: cheap Hollywood tricks as magic. You're clearly missing VFX Montage, VFX Pause Monologue, VFX Flashback, and VFX Shaky Camera Work. --[[User:Foxwarrior|Foxwarrior]] ([[User talk:Foxwarrior|talk]]) 18:51, 14 December 2012 (UTC)
::::Yep - VFX is based on Hollywood tricks, as the whole series is based on cinematic traditions. VFX Slow is "Bullet Time", and VFX Mach Speed is essentially fast-forward. As for those VFX powers you described, I didn't make them because they don't actually appear in any <u>Viewtiful Joe </u> games, as far as I know; they might be in <u>Red Hot Rumble</u>, which I unfortunately haven't played. The ideas are so entertaining that I just might make them feats, though. Also, "VFX Shaky Camera Work" might actually be [[VFX Scratch (3.5e Feat)|VFX Scratch]] from <u>Double Trouble</u>. ::::Also, VFX Mach Speed is actually kinda weak in the <u>Viewtiful Joe</u> games, as unlike Slow, it does ''nothing'' to help you get past an enemy's defenses. This results in your attack barrage literally bouncing off the enemy more often than not. VFX Slow is the strongest VFX power by ''far'', and the other VFX powers are usually at their best being used to augment VFX Slow (with a Red-Hot One Hundred used under VFX Slow being considered the best attack in the game by massive leaps and bounds). I actually considered throwing in something to reflect VFX Slow's defense-piercing qualities by letting it bypass deflection bonuses, but ultimately, VFX Slow's tendency to override enemy defenses got written in in the form of - guess what - the Stunning Fist feat. There are some enemies that are best handled by just using VFX Slow and punching them repeatedly until you finally break down their defensive aura (the nurses in <u>Viewtiful Joe 2 </u> are an excellent example of this), and I decided to represent that by eventually giving the Viewtiful Warrior Stunning Fist rather than giving him an another vertical power boost. Actually, in the <u>Viewtiful Joe </u> games, VFX Slow and VFX Zoom both provide a 50% attack power boost, and they stack with each other in that regard. Thus, they're actually ''weaker'' in D&D than they are in the source material. I might nerf Mach Speed a little, though, since as I said at the beginning of this paragraph, it's actually not that strong for actual fights. --[[User:Luigifan18|Luigifan18]] ([[User talk:Luigifan18|talk]]) 19:21, 14 December 2012 (UTC)
{{Rating |rater=Franken Kesey
|rating=oppose
|reason=Far too many details, requires the continues continuous re-referencing; features are too much for one class.
}}
Too many features? Hmm... I could split the ranged attacker and blade fighter into their own classes, since they're based on different characters... Also, I've been playing <u>Viewtiful Joe </u> lately, and the VFX bar isn't actually that big, but it does recharge at a decent rate. So I might cut down the maximum VFX pool and boost up the recharge rate. --[[User:Luigifan18|Luigifan18]] ([[User talk:Luigifan18|talk]]) 01:56, 18 November 2012 (UTC)
:VFX pool cut, class features removed from bonus feat list. The Viewtiful Warrior can't have access to all of its class features now. --[[User:Luigifan18|Luigifan18]] ([[User talk:Luigifan18|talk]]) 17:26, 27 November 2012 (UTC)