These are the details for balance update 2.2:
- Seishin Ryu’s Night Fire now has a cooldown of 1 instead of none.
- Kozan Jikkousu’s The Uncontrollable is reworked to: Removes channeling skills on Jikkousu each turn (passive, aura).
- Kozan Hahen now has 100 health points instead of 110.
Topic: Balance Update 2.2
Posted on June 9, 2011 10:03 AM
#1
Posted on June 9, 2011 10:07 AM
#2
arghh i shouldve used jikk earlier when she had that invul skill,
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Posted on June 9, 2011 10:16 AM
#3
Lovely. xD
Jikkousu is now more boss-like than ever.
Jikkousu is now more boss-like than ever.
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Posted on June 9, 2011 10:16 AM
#4
Ryu's and Jikkousu's updates were really needed
Posted on June 9, 2011 10:18 AM
#5
finally... downgraded ryu...
Posted on June 9, 2011 10:18 AM
#6
nice update..i like jikko now.
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Posted on June 9, 2011 10:18 AM
#7
Awesome, now Ryu can actually be stopped without having to spike him

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Posted on June 9, 2011 10:32 AM
#8
ryu got nerfed.. YESSSSS!




Posted on June 9, 2011 10:38 AM
#9
Daiki+Yuurin+Smokebomb means she can still do the full wall that made her broken in the first place, hence why I said her passive needs to stop her from walling fully.

Big thanks to JoeTurtle for this one^^

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Posted on June 9, 2011 10:42 AM
#10
Daiki+Yuurin+Smokebomb means she can still do the full wall that made her broken in the first place, hence why I said her passive needs to stop her from walling fully.
Or maybe change Daiki's Great Wall ability to like 30 points of DR for an extra turn. That way affliction teams would work better against (obviously painkillers would become a problem, but 30 DR isn't insurrmountable with people like Tadashi and Ken)

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Posted on June 9, 2011 10:45 AM
#11
at last, Jikkousu seems speciel like the other bosses
Retired for an unknown period of time
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Posted on June 9, 2011 10:48 AM
1 thumbs up
#12
But Daiki isn't the one who needed a nerf, you don't nerf one character to balance someone else, because that cripples the ratio of that character you edited and balance gets screwed around with.
As I said in the proposal thread, what needs to be added to Jikkousu if this doesn't help her is an extra part of her passive which states that if she is made invulnerable, then invulnerability is disabled on her next turn. That way she can't be walled, but she can still be kept alive with things like counters and stuff, forces people to change up the teams with her and makes her easier to counter without being impossible to use.

Big thanks to JoeTurtle for this one^^
As I said in the proposal thread, what needs to be added to Jikkousu if this doesn't help her is an extra part of her passive which states that if she is made invulnerable, then invulnerability is disabled on her next turn. That way she can't be walled, but she can still be kept alive with things like counters and stuff, forces people to change up the teams with her and makes her easier to counter without being impossible to use.

Big thanks to JoeTurtle for this one^^
Posted on June 9, 2011 10:56 AM
#13
I also agree. Jikkouso needs a passive skill that disables her form getting invul'd the next turn after she was invul'd (Nori's idea). That way, wallers won't have an ace with Jikkouso. Even with wallers gone there's still DDs, DRs, Limiters, and healers to aid her.
Posted on June 9, 2011 11:01 AM
#14
the akira shoji yuzuki team will suck against jikk.nice nerfs there.and thx god for letting me do ryus streak 1 hour b4 the nerf

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Posted on June 9, 2011 12:18 PM
#15
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This + Daiki/Yuurin/Smoke Bomb makes her more OP. It is a boost.Daiki+Yuurin+Smokebomb means she can still do the full wall that made her broken in the first place, hence why I said her passive needs to stop her from walling fully.
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