Kahlt Rework

Kahlt as is stands right now isnt truly fitting its lore. It needs some sort of punish as I think punching a supposed "mountain" is pretty damn painful. So what about a reflective quality. Keep the stamina changes and ghost damage return on a succesful hit but add reflect damage on successful absorb. Its creates pressure of succesful absorbs and can be used to change tides of battle in a defensive manner. Just a thought but I quite like it.

Comments

  • my understanding is the lore of kahlt is to wear heavier armor, and use slow powerful attacks. absorb simply cannot use slow powerful moves outside of charge attacks.

    with absorb i simply cannot fathom a way to make that work either.

  • Hey TheMadBlade, thank you for sharing your thoughts on the Kahlt! I'll pass your idea of the damage reflection on to the team, and while I can't promise a direct response from them, I'll make sure it gets their attention. Thanks again, and if you have any other ideas, please let me know!
  • Since any style can use any move, the only way to differentiate the groups is by the effects that their defensive ability has.

    Kahlt lore is to be the tanks. Heavy armor, slow, powerful moves. So their ability has to promote that in some manner.

    Answer:
    Make absorb activated like a feint -- that is, it can only be activated while a move is in motion. The effect of the absorb is to make that move into a charge type attack -- it can absorb damage from a hit without breaking that move. Taking that hit while absorbing does damage as normal, or perhaps ghost damage as the Khalt ability does now, depending on how the balance works out.

    To encourage the use of heavy armor: An absorb attack can only take damage equal to some percentage of the armor rating before it breaks (and hence the move is broken) GBs and CBs affect the absorbing move as normal.

    To encourage the use of slow, powerful moves: Using absorb has a set (large) stamina cost. However, if the Khalt player is hit while absorbing, and the absorb doesn't break, the stamina cost of both the absorb *and* the move is returned. If the Khalt is not hit, then the absorb move just cost a lot of stamina for no extra damage. Thus Khalt players will tend to prefer to use slower moves as that not only gives them more opportunity to make the move into an absorbing version, but also provides a greater chance they'll be hit while it executes, thus activating it fully and allowing them to increase pressure.

    This also helps bring Khalt into "easy" mode that it's listed as right now, because it would tend to slow down the fight. You spam at a Khalt, you're just going to power their pressure.

    To provide some balance, Khalt's can only absorb when they have sufficient stamina to do so without hitting 0 stamina, and the stamina cost of making a move into an absorbing one should be high enough to prevent them from doing more than one or two missed absorbing moves without a short break. This would mean the fight style would be to try to fake the Khalt out have him whiff an absorb or two, and then punish, or be sure you have an accessible GB or CB. You might even be able to strengthen the lighter moves slightly again, though I'd suggest doing so by increasing the mobility bonus to them.
  • Hey TheMadBlade, thank you for sharing your thoughts on the Kahlt! I'll pass your idea of the damage reflection on to the team, and while I can't promise a direct response from them, I'll make sure it gets their attention. Thanks again, and if you have any other ideas, please let me know!
    Thank you for recognizing my ideas on kahlt! Personally its my favourite style and Ill pass on any ideas I have in the future :)
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