Having played around with and versus three of the new four characters, I have more developed opinions about most of them.
I already suggested above that Kudoku's Judgment should have the cost bumped up a random and the base damage bumped by 5. Since it seems others are agreeing with this, I'll leave it at that. I haven't unlocked him or fought him much yet, so I can't give an opinion on any of his other skills.
Atonement charges should not be accumulated if the opponent uses an invisible skill, however. Skills like Demon Vision are hilarious against Kudoku.)Arashi Miho:
To be honest, I'm not going to listen to people who are using full melee/ranged teams and complaining that Miho is countering them too hard. If you're using full style teams like that, it's your fault. Teams like that have glaring weaknesses that are going to be exposed.
When a player is NOT using full melee/ranged teams, Miho's invulnerability skills feel a lot less powerful. The main nerf these skills need is for them to bypass invulnerability. This will occasionally help you, yes, but not as much as it'll help the opponent. The main thing that makes her invulnerability skills balanced is them making the opponent's team invulnerable as well. However, if one of the opponent's characters has his own invulnerability skill up when you use it, he won't be affected by it, and Miho's team will be free to lash out at full force against the character(s).
As for Windmill Shuriken, some have argued it is OP for its damage. I agree and disagree. I believe that her invulnerability skills are so situationally effective that she's relying on her attack more often than not. My suggestion at the moment is for Windmill Shuriken to deal 5 less damage during Mist and Tornado. This will keep her from wailing on you as effectively during those skills.Arashi Haruo:
Haruo is SEVERELY unbalanced. He's not nearly as OP in practice as he is on paper, actually, but his stun is broken. The problem behind this is it doesn't matter how long Thunderstorm lasts; even if it doesn't absorb any energy at all, Lightning Strike will be altered the following turn. That's a 3 turn 2 character stun for 2 specifics. If you use smoke bomb with it, you can ensure Haruo doesn't get stunned, AND this helps ensure the opponent will be forced to store energy for Lightning Strike to last its maximum duration. All right, the opponent can go invulnerable as well, but at the very least you forced the opponent to waste his invulnerability skills. (And let's not forget a lot of players won't have the invulnerability skill unlocked on several of their characters.) My suggestion is for Lightning Strike to stun based on the amount of turns remaining
on Thunderstorm. I have yet to figure out how this could most successfully be implemented. I'll think on that.
Now, the problem is that Lightning Strike is super OP while his AoE is almost weak. 30 AoE damage per turn (and this assumes Wind Shuriken is fully leveled, which few will opt to fully level it ahead of Thunderstorm) for up to 5 turns sounds like a ton until you add up all the energy, then account for Thunderstorm not granting any kind of antistun or anything. Anybody smart will just throw Siesta on Haruo for awhile so he doesn't get nearly as much (if any) use out of Wind Shuriken. Something needs done to make this skill more usable, but I'm not quite sure what can be done without making Lightning Strike even more OP. I'm currently thinking that its damage should be dropped and its cost dropped to one specific.Saisei Seika:
Underpowered as hell, that's really all I can say. Chained Halo is heavenly, truly. 15 AoE damage + 10 AoE heal... cripes, she gives the team so much sustain with this skill. The problem is that she can only use it TWICE before Guiding Hand wears off, and it's nothing special at all outside of Guiding Hand.
Guiding Hand is just a terrible prep, really. The heal it grants is weak and its duration is terrible. For starters, Guiding Hand NEEDS to last the FOLLOWING three turns (instead of just "three turns"); this will give Chained Halo three uses and means her Guiding Hand will not be on cooldown when it ends. Additionally, it needs to grant some other kind of benefit. I'm thinking 5 (potentially stacking) DD.
Finally, Seika has no survivability. Guiding Hand's heal is miniscule and Seraphim Touch only works on teammates. I seriously think Seika needs to be able to use Seraphim Touch on herself. However, if Guiding Hand was buffed as I suggested above, this might be too much. In that case, her HP needs increased to 90.
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