Topic: Balance Update 2.2 Proposal

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This topic was closed by Yuudai
  Posted on June 8, 2011 10:13 PM
#31
Taylor, The Manipulative Tactician of the Darkness

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Personally? I think that Jikkousu's change is a big mistake.

Invulnerability can break Channeling skills that do not involve stun, correct. Adding up, it could defend her from damage, making she need to last 3 turns instead of 4 in order to activate Hour of Death.

However, you're giving her much more than this: you're preventing her from many stuns (as already mentioned), from DoT Channeling Techniques (such as Hahen's), from extra effects (such as Tadashi's Hawk Eye) and from many other things. Let's consider for a while that we get a custom team. Now, we'll change Jikkousu's item for a Smoke Bomb (since people don't usually use invulnerability more than once in a battle, I'll consider them to have the same "weight"). The output is the following:

Jikkousu loses item. Jikkousu gains the ability to remove all chanelling techniques on her for no energy and no tempo.

If you were to consider the possibility of an item that removes all channeling effects on a character on a passive way, would you do it? I don't think so.

The other changes are... acceptable. Nothing major, nothing useless. Solid changes to cause minor nerfs that won't change much of a situation.
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  Posted on June 8, 2011 11:40 PM
#32
^_^, The Feral Diva

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Yuudai wrote:

- Kozan Jikkousu’s The Uncontrollable is reworked to: Removes channeling skills on Jikkousu each turn (passive, aura).

I just came on to bitch about this. Jikkousu needs a nerf but this proposed nerf is just idiotic. Make hour of death end on the fifth turn and she will be perfect.

The admins have no sense of balance what so ever in this bloody game.

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  Posted on June 9, 2011 12:11 AM
#33
moorider8000, The Twisted Pacifist

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Jikkouso seems too strong against channeling characters, it seems rudimentary to make her invincible against an entire type of skill. As said before HOD should last 5 turns, seeing as how she's OP now she won't become UP once again now that people have found teams that really suit her.

Now that you think about it Hahens HP belongs somewhere in the 90s for his playstyle. Even though leeching sickle can't be used on different enemies it still gives the user a 2 energy advantage or basically 2x more energy than their opponent, in my opinion that's overpowered.
  Posted on June 9, 2011 12:34 AM
#34
nuckleheadninja, The Relaxed Defender of the Seishin

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Hahen and Ryu's balances are more than acceptable, which leaves Jikkousu. Realistically, certain characters rely far too heavily on channeling skills, and all in all just takes her from "eh, a bit op at the most" to "She needs changing."

At the very least, the skill needs a cooldown, or have it changed a bit. Something along the lines of every 2-3 turns, this skill removes all channeling effects on Jikkousu.
Personally, I'd like to see her re-worked beyond her invulnerability skill, but I'm assuming if the rest of WoN is happy with her, my opinion isn't all that important.
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  Posted on June 9, 2011 12:37 AM
#35
Nestec, Saint

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Ryu's gonna be so slow now...

Jikkousu will still be able to kill-hide-and-survive.

  Posted on June 9, 2011 2:56 AM
#36
Mirroga, The Twisted Alchemist

Contribution: 2,110 (1,914 + 196)
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crazymonkey3 wrote:

i dont want to talk about the bosses now.but i will say my option on ryu.and that is a no.pretty pls dont make a cd of 1.that would massive underpower him.so maybe granting 1 random and such teams but pls dont give it a cd


Wouldn't Ryu become furtherly massively underpowered if Night Fire didn't give blue? Cmon, you can turn up Night Fire all you want but you can't turn it on again if you get a white rather than a blue.

EDIT: As for Jikkouso, lets see how she fares. Even though she can still hide, at least she won't have a 5-turn cooldown invul which adds to her problems. Although would someone fix that her HoD's 4 turns actually shows 4 turns of death rather than including the turn she cast it? No complaints though if that's how Devour works as well.
^_^ wrote:

I just came on to bitch about this. Jikkousu needs a nerf but this proposed nerf is just idiotic. Make hour of death end on the fifth turn and she will be perfect.

The admins have no sense of balance what so ever in this bloody game.

Has none of you learned that turning her back into 5 turns has already stated her as underpowered? The only thing we can do is nerf/rework her walling capabilities. Removing her invul might at least LESSEN those potential 1 turns of her killing you instantly.

@Taylor - I don't want to make conclusions but let's see the results for now on the reworked Jikkouso. We all know balancing 1 character doesn't take a single balance update. Although think about this, how many times outside Hunter's Eye have you used channeling skills against Jikkouso (especially since she has a waller-based team)? Tadashi might've done the job but Hai used to counteract her demise from there in some occasions. But don't forget there are still plenty of stun or skills that are not channeling.
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  Posted on June 9, 2011 3:06 AM
2 thumbs up
#37
Nori, The Ultimate Veteran

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Maybe if walling proves too much add a second part to her passive which is 'If Jikkousu is made invulnerable, invulnerablity on this character is disabled the following turn.' That way walling to keep her alive the whole time becomes impossible, and people will need to start using things like counters and heals to keep her alive for the first HoD instead of just a long wall?
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  Posted on June 9, 2011 3:08 AM
#38
Mirroga, The Twisted Alchemist

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Nori wrote:

Maybe if walling proves too much add a second part to her passive which is 'If Jikkousu is made invulnerable, invulnerablity on this character is disabled the following turn.' That way walling to keep her alive the whole time becomes impossible, and people will need to start using things like counters and heals to keep her alive for the first HoD instead of just a long wall?


This might actually be the solution we want. Sure, make her remove channeling after it is cast upon her and has done its job, but add to that passive skill that once invul moves are done to her that she cannot turn invulnerable the next turn.
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  Posted on June 9, 2011 3:57 AM
#39
Low, The Crystal Warbringer

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Nori wrote:

Maybe if walling proves too much add a second part to her passive which is 'If Jikkousu is made invulnerable, invulnerablity on this character is disabled the following turn.' That way walling to keep her alive the whole time becomes impossible, and people will need to start using things like counters and heals to keep her alive for the first HoD instead of just a long wall?


That would render some teams completely useless. People are going to rage more.
But at least she's not going to be walled. God, Yuurin and Daiki are annoying when it comes to that.
  Posted on June 9, 2011 4:03 AM
#40
Mirroga, The Twisted Alchemist

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Low wrote:

(...)

That would render some teams completely useless. People are going to rage more.
But at least she's not going to be walled. God, Yuurin and Daiki are annoying when it comes to that.


Render some teams useless? What? The SINGLE team out there to wall Jikkouso silly? Its only the wallers that invul Jikkouso more than 1 turn that are pure wallers to the bone-marrow.

Either ways at least with that idea, Waller teams still work on others, but not Jikkouso's ass.
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  Posted on June 9, 2011 4:19 AM
#41
Low, The Crystal Warbringer

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Mirroga wrote:

(...)

Render some teams useless? What? The SINGLE team out there to wall Jikkouso silly? Its only the wallers that invul Jikkouso more than 1 turn that are pure wallers to the bone-marrow.

Either ways at least with that idea, Waller teams still work on others, but not Jikkouso's ass.


Well, Invun isn't the one thing people use. Have you forgotten that against spikers, people form teams with Destructible defenses like Kame Tori or Damage Reduction like Yukigaaru and Takeko in unison to keep Jikkousu's arse alive?

If that were the case, I would say, lets even do something so that DR's and DD's cancel on Jikkousu the following turn. v.v
  Posted on June 9, 2011 4:30 AM
#42
Mirroga, The Twisted Alchemist

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Low wrote:

(...)

Well, Invun isn't the one thing people use. Have you forgotten that against spikers, people form teams with Destructible defenses like Kame Tori or Damage Reduction like Yukigaaru and Takeko in unison to keep Jikkousu's arse alive?

If that were the case, I would say, lets even do something so that DR's and DD's cancel on Jikkousu the following turn. v.v


Main prob on jikkouso is the constant walling. We have other methods against DRs and DDs. Mostly agressive affliction teams. A great example would be the infamous Asami-Hikaru combination. And those two do NOT have channeling skills.
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  Posted on June 9, 2011 8:38 AM
#43
DeathShadow, Gladiator

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Just use niwa to stun jikkouso. A stun that can actually stun her hour of death bypassing invulnerability and wallers. (Or sleeping powder to give you time) I wouldn't argue with the nerf they're giving her. Seems pretty good, actually.

As for ryu, eh..I agree with kabuto on the 2nd page. The cooldowns for night fire should start after the first time he uses it.

Hahen is cool.
  Posted on June 9, 2011 9:52 AM
#44
Mirroga, The Twisted Alchemist

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Either ways Ryu wouldn't be affected much from the cooldown especially if enemy fails to turn it off the very time he uses it. Thus he can turn it on again since the cooldown has passed. Hell, pray that the nerf wasn't about Night Fire getting a 1 turn cooldown AFTER it has been removed.
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