Malum Sat Apr 27, 2013 10:36 am
Pointing this out, Vollstandig's activation doesn't generally drain spiritual energy. Nor does the user get stronger with more lasting injury. Personally, I think this should be put in as an alternative to stealing a Bankai, or as an alternative to Final Form in entirety, or both, given Vollstandig's innate overpowered nature, especially general abilities like Sklaverei. Hell, you could base an entire Quincy specialization path off of Vandenreich, rather than lump them all together in some overpowered God class.
Yes, Vollstandig grants the user extreme control over reishi, but that doesn't mean they can just absorb it out of everything in physical sight. Honestly? There should be some form of extreme balancing measure taken when implementing Vollstandig, that may or may not alter what Vollstandig does in canon. This is a player versus player game, not a roleplaying game, thus having one thing overpowered means most of the player base will flock to it and it'd generally be no fun.
My suggestion is to make Vollstandig, if it's ever implemented, be just as I stated above. A different final form for those who have chosen to continue to evolve beyond their original teaching (just like Vandenreich in its entirety in the manga), and it should have massive consequences for using, something like setting your wounds to one hundred, thus making the next knock out kill you. I mean literally setting your wounds to one hundred, though, since adding a hundred wounds would be overkill, and it COULD be used as a last resort deal if your wounds got well over a hundred without you dying.
Or you know, you could make it so Vollstandig lasts a long time, up to around ten minutes or so, but the more time you spend in it, the more wounds and health damage you take upon leaving it, whether by being knocked out or turning it off via using the technique macro again. This would make it so people can't just sit in it all day long and instantly ruin any player that walks within their view distance, it also adds a sense of danger to using it, since if you get it deactivated after long enough time, you'll kill yourself.
Or you could turn off all forms of regeneration while it's active, and health and spiritual energy must be DRAINED from players using some form of Sklaverei technique to actually restore vital statistics other than wounds. Though if you do that, I suggest making it eat a good ten to twenty five percent of the user's spiritual energy per minute, just to keep people from spamming items constantly to maintain the technique. Or disable items while using it entirely, including bandages, and remove the ability to consistently deactivate it and reactivate it by adding two minutes of delay that applies whenever you use the technique, whether to turn it on or off.