Topic: Balance Update 2.2

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This topic was closed by Hikaru
  Posted on June 9, 2011 10:03 AM
#1
Yuudai, Savior

Contribution: 682 (401 + 281)
Joined: January 21, 2010
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.
  Posted on June 9, 2011 10:07 AM
#2
ceed, The Demonic Juggernaut of Death

Contribution: 521 (487 + 34)
Joined: March 27, 2011
arghh i shouldve used jikk earlier when she had that invul skill, :sad
:blink Ceed of Gx :suspicious

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i love BloodyFire for this :cool
  Posted on June 9, 2011 10:16 AM
#3
Low, The Crystal Warbringer

Contribution: 3,086 (2,908 + 178)
Joined: March 20, 2011
Lovely. xD
Jikkousu is now more boss-like than ever.
  Posted on June 9, 2011 10:16 AM
#4
Thrillidan, Swordsman of the Niiro

Contribution: 21 (19 + 2)
Joined: February 16, 2010
Ryu's and Jikkousu's updates were really needed :amused
  Posted on June 9, 2011 10:18 AM
#5
Elebe11yYes, The Respected Doctor of the Kozan

Contribution: 34 (31 + 3)
Joined: February 20, 2011
finally... downgraded ryu... :laugh
  Posted on June 9, 2011 10:18 AM
#6
darkninja9, The Relaxed Senior of the Nobles

Contribution: 277 (259 + 18)
Joined: January 23, 2011
nice update..i like jikko now.
I love Ezio 4 the Avatar! :blink
  Posted on June 9, 2011 10:18 AM
#7
Karab, The Blue Tiger of the Ancients

Contribution: 2,632 (2,439 + 193)
Joined: February 18, 2010
Awesome, now Ryu can actually be stopped without having to spike him
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-Officially Loved By Arasoi-

“I certainly don't suffer from schizophrenia. I quite enjoy it. And so do I.”
  Posted on June 9, 2011 10:32 AM
#8
TalonBone, The Great Captain

Contribution: 11 (8 + 3)
Joined: April 27, 2011
ryu got nerfed.. YESSSSS!
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  Posted on June 9, 2011 10:38 AM
#9
Nori, The Ultimate Veteran

Contribution: 1,252 (1,039 + 213)
Joined: November 24, 2010
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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Big thanks to JoeTurtle for this one^^
  Posted on June 9, 2011 10:42 AM
#10
Karab, The Blue Tiger of the Ancients

Contribution: 2,632 (2,439 + 193)
Joined: February 18, 2010
Nori wrote:

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)
167nxj6.jpg
-Officially Loved By Arasoi-

“I certainly don't suffer from schizophrenia. I quite enjoy it. And so do I.”
  Posted on June 9, 2011 10:45 AM
#11
LosenFlowers, The Red Blossom of the Kusa

Contribution: 830 (790 + 40)
Joined: February 19, 2011
at last, Jikkousu seems speciel like the other bosses
Retired for an unknown period of time
Love ya Lucaslost, totally love the avy!

(Lucaslost made my avy if you couldn't work that out...-.-")
  Posted on June 9, 2011 10:48 AM
1 thumbs up
#12
Nori, The Ultimate Veteran

Contribution: 1,252 (1,039 + 213)
Joined: November 24, 2010
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.
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Big thanks to JoeTurtle for this one^^
  Posted on June 9, 2011 10:56 AM
#13
Mirroga, The Twisted Alchemist

Contribution: 2,110 (1,914 + 196)
Joined: March 10, 2010
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.
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  Posted on June 9, 2011 11:01 AM
#14
crazymonkey3, The Dark Kid of Death

Contribution: 1,936 (1,771 + 165)
Joined: February 21, 2010
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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Special thanks to Edeath.
  Posted on June 9, 2011 12:18 PM
#15
xXxMarcelxXx, The Untouchable Champion of Death

Contribution: 5,469 (4,923 + 546)
Joined: July 30, 2010
Nori wrote:

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.

This + Daiki/Yuurin/Smoke Bomb makes her more OP. It is a boost.