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Post by Winterbound on Jul 1, 2013 23:57:58 GMT -5
I'm trying to plump-up my Ani-Men Fed. before the Z Infinity release. I'm posting a new insect character from an Andromeda hive world and was trying to make sure the back is right. I will be creating a tag partner later and will also post on here. I am hoping for any advice on these characters stats, thanks.
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Post by Chilling Nightmare on Jul 2, 2013 5:18:56 GMT -5
In terms of actual stats you only have two errors -2 (ch B) should be -2 (ch A) either both rings should be choiced or turnbuckle should be.
However, in terms of Z, the guy is insanely powerful with 7 level 3 moves, a good defense, and good power (with decent agility) and charts. You might want to tone those down a bit but that's up to you.
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Post by Winterbound on Jul 2, 2013 8:44:48 GMT -5
Thanks I will , I don't want him to be overwhelming.
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Post by chewey on Jul 2, 2013 9:48:39 GMT -5
Here's my feedback that I hope you will find constructive and not too critical. These are of course all suggestions... The first question I would ask is the kind of tag team you are trying to create. Is his tag partner also an Insect Ani-Man or some other animal? Why is he a power guy if he is an insects, when insects are usually known for their agility and mobility? Even if he has muscle-bounded artwork, should he really represent that much power, or should he blend his move set with some striking type moves? A powerful insect to me makes about as much sense as a cruiserweight mammoth - it only works if you have a good reason or story for it. Of course, if his tag partner is also an insect and he's the power guy, that's a good reason. Now with the stats and values of the moves, I have gone through my stacked bootleg phase in the past, but these days the first thing I ask myself when creating a character is "who can beat this guy?" It's not so much the idea that no one else will use your guy if he's too strong (honestly, there are so many bootlegs out there that even the best bootleg may not get used very often these days), but when you're booking your own talent, you want to construct a guy that you know how to book. You want to know which of your other bootlegs can beat this guy. You want to know what his strengths are and where his vulnerabilities lie. The way your card currently stands, this card is a beast on both offense and defense in a tag team match, and can run over anyone with an agility of 0 or greater with his L1O6 move. (L1O4 snap mare - 2(pw) is a joke because this move will always work, and does little except make your Rahl rating appear lower to those who don't know that "trick"). The easy way to fix this card is to decide that this guy is going to be a tag team wrestler, which you seem to have decided by only giving him a tag finisher. The best tag teams are constructed in a way that by themselves they can't do a whole lot, but combined the sum of their parts creates a super strong offense. My suggestion is to go one of two ways: - (1) stick with the three power-3 moves on L2O, but get rid of the (+3) finisher and the L1O6 Bag Out - 3(ag). Make up for it by giving his partner a strong finisher but a weaker L2O.
[li](2) keep the (+3) tag finisher, but tone down L2O to a L1O5 move-3(ch E) and L1O6 move-3 (two move-3's, one of which is a (ch E)). Give his partner three move-3's on L2O instead
You'll notice that if you write it this way, your tag team will still have a very potent offense if you combined their L2O and L3O on a single card. You should also decide which one of the two has a better defense, and which one bears more punishment. This will tell you what the strategy of the tag team is, whether the workhorse of the team (the one with the better defense) is more L2O oriented that tries to wear teams down by forcing his opponent to accumulate PIN tokens, or a high impact finisher oriented guy that tries to end the match with one roll. As for the vulnerability factor, if you keep this guy a power guy, I would first drop his power to -3. The Power -4 guys should be reserved for the singles main eventers or immobile lugs who are saddled with Agility +3 and three (ag) moves. Moreover, Power -3 is still better than most cards as most opponents with (pw) moves will not be able to use it on this card, and the (ch A), (ch F), and (ch D) charts will force his opponents to choose the other option on those respective charts. That way, L1O4 snap mare - 2(pw) will actually mean something, even if it means his L1O is only fail against a super strong guy. My personal preference, I'd also give him an Agility +1, the reasoning being that the L1O6 move-3 is a VERY potent move that can potentially end a match on the very first roll, but an Agility +1 would mean that it only matters against the non-agile guys, and against the agile guys, when he rolls BAALIAL-1 on L2D, that move is actually a liability because he might find himself back on defense if he rolls a 6 on L1O.
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Post by Winterbound on Jul 2, 2013 10:32:05 GMT -5
Thanks so much. I am terrible at stats and will update this one. I made this guy the stronger of the two because he is designed after a beetle. I plan on making his partner the more agile one of the team. I will base the partner's back off of this update. If I understood your suggestions correctly I think I corrected the card, but does dropping his agility also drop some of the ring/turnbuckle/deathjump/ropes moves?. Thanks again.
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Post by chewey on Jul 2, 2013 12:08:28 GMT -5
I'll have to look at the partner to see how the team works, but looking at these stats that looks pretty good!
In general, Agility ratings correspond with Turnbuckle ratings, and Power ratings correspond with Ropes ratings. This means that if you have Agility -4 and Turnbuckle A, an opponent with a (ch B) move suffers a severe disadvantage because there is no good option in selecting which chart to roll on with the (ch B). A similar scenario plays out between (ch G) and (ch H). I forget which one is which, but one of those favors power guys with strong Deathjump ratings and the other favors agility guys with strong Deathjump ratings. Again, you can abuse this correlation (which I was guilty of when I first discovered it), or you can use it to tell part of the story, i.e. a Bret Hart guy might have a built in vulnerability with all turnbuckle moves, etc.
When you're starting out with stat-writing, the Rahl system is a very good place to keep your guys from getting too strong. Try writing a dozen guys with a cap of Rahl 32(35). You'll get the hang of what is strong and the different ways you can balance out the offense and defense. However, the Rahl system doesn't include any of the stuff I've discussed in this post and my preceding post (other than my allusion to how to "game" the system, which was a frequent discussion that I actually had with Rahl himself about his own system).
The best place, in my opinion, to study Filsinger Games stat writing is from the Chikara Introductory Box Set, written by Swarm. I'm not sure the effort and attention to detail put into this set will ever be duplicated again, not even by Swarm. It is simply put, the best written set ever produced in terms of the way the stats all play out against each other. You can learn all of the subtle nuances for writing sets by drawing any two cards at random from this set, and analyzing each card's strengths and weaknesses against the other, and then switching one of the cards and replacing it with another opponent before repeating the same exercise. Of course, you can do the same exercise with tag teams or trios as well. That is how Swarm himself stated that he learned how to write stats, by pulling random cards and comparing them to each other.
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Post by Winterbound on Jul 2, 2013 12:55:20 GMT -5
Thanks for the help I'll be working on the back of Baalial's partner card a little later. As of now I'll post the artwork. Thanks again so much, I really appreciate it. Abyss
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Post by chewey on Jul 2, 2013 16:54:49 GMT -5
No problem cdjunkie! Card creation has a ton of nuances and sometimes people don't have the energy to respond because a lot of it has already been discussed previously in the form of essay-like responses in other threads. I am sure you will get the hang of it and with your ability to do PDF templates with the art already, I have no doubt that with a little practice and more studying of how cards work, you will become a very solid contributor to the fan-made content!
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Post by Winterbound on Jul 2, 2013 17:20:51 GMT -5
Thank you so much for helping. I found the Rahl reference charts. Here is the back of Abyss's card. Thank you for looking at these cards.
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Post by Winterbound on Jul 7, 2013 14:05:14 GMT -5
I'm creating a character based off a grim reaper. I'm having some trouble with finding a suitable name for him, any suggestions would be helpful. Thanks
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