AK Black Preon
Kombatant
Okay so we've all seen (Normalize this) (Nerf that) (Not the Buffs he Needs but the Buffs he deserves) threads all over TYM and to be fairly honest some of the buffs people ask for really help their character. While making some MUs absolutely horrid when fighting that character. The thing about balance that you must take into consideration isn't "This would help in these 3 matchups." You must think about how it would effect EVERY matchup. People talking about give some characters 2 hits of armor (I've seen give swamp hands armor and give Bane level 2, 2 hits of armor) while this may help vs Batman, Killer Frost, and Aqua Man if Grundy got those 2 hits of armor really skew some matchups. Like with Raven, if you got those extra hits of armor her zoning game slows down tremendously. Especially if Bane starts double punching and hitting Raven players with that proverbial "Fl3x" and it would really stuff ANY zoning game.
Suggestion: However I propose something different than "Nerf this and buff that" syndrome. I propose that NRS actually take something that is pretty much staple with other fighters and that's ABANDON the percentage system. However since NRS does like it so much I'll scale the idea to a % system.
Reason: In most games, the "Brain dead" character with good everything is that they are either the glass cannon (Can do a lot of dirty set-ups can score MASSIVE damage, but if they mess up their game any punish on them is huge.) or they are the "Dirty Brick" (A character who has a lot of set ups and vortex's that don't do a lot of damage, however have solid enough defense and mobility to balance that. Let's go with some theory examples for what I mean.
Let's start with Glass Cannons. Now before KF got any nerfs we had people complaining about her as if she was a problem. Off of ONE MOVE she could seemingly start something that could be the beginning of the end for a lot of the cast. With that said other characters probably would like to be rewarded for guessing right. So you could make her take more damage in comparison to the rest of the cast as suggested by the chart below. Meaning she still gets her 50/50's but it rewards KF smart play, while also rewarding the other player for punishing her mistakes. Rather than nerf characters this would allow characters to play their safe games which now makes the RISK match the REWARD which will by nature vary every matchup.
Calculation Legend:
Strong: 1.2x
Mid: 1x
Low Mid: .875x
Weak: .8x
Very Weak: .7x
Calculation: (X*Y) / Z = Scaled %
Example
X (Any %age in game) Say for instance a 41% combo
Y (The Attack Power of the Character) EX: strong character
Z (The Defense Power of the Character) EX: low mid
(41*1.2)/.875 =56% damage.
With the Scaled %s. A lot of the changes are nothing insane. But will normalize a lot of MUs I feel. As stated earlier, characters lacking mobility are normally more durable which is what makes them viable. As well as a lot of balanced characters in the mix and having some that specialize in the keep away game like a Deathstroke. Pre-patch deathstroke can still keep people at bay, have his guns and his solid up close game. But anyone who gets in can be REWARDED with solid damage. And now both players have to play smart for the full set.
Super Man can be in his comfort zone, but when someone gets in as in aforementioned scenario get that gravy reward of being in there. Batman gets his zoning options and keeps his pressure game up and still keep his no worries j2 and his at times dial-a-combo like gameplay yet not feel too overbearing in close quarters combat against slower characters and forcing to play smart versus characters with better zoning.
Now this isn't finalized in anyway just a starting place and I'd like to see what other TYM folk would have to say about this kind of change being implemented.
Also a little closer (Should Super Man's trait disable him from using lasers for the duration of the trait?)
Suggestion: However I propose something different than "Nerf this and buff that" syndrome. I propose that NRS actually take something that is pretty much staple with other fighters and that's ABANDON the percentage system. However since NRS does like it so much I'll scale the idea to a % system.
Reason: In most games, the "Brain dead" character with good everything is that they are either the glass cannon (Can do a lot of dirty set-ups can score MASSIVE damage, but if they mess up their game any punish on them is huge.) or they are the "Dirty Brick" (A character who has a lot of set ups and vortex's that don't do a lot of damage, however have solid enough defense and mobility to balance that. Let's go with some theory examples for what I mean.
Let's start with Glass Cannons. Now before KF got any nerfs we had people complaining about her as if she was a problem. Off of ONE MOVE she could seemingly start something that could be the beginning of the end for a lot of the cast. With that said other characters probably would like to be rewarded for guessing right. So you could make her take more damage in comparison to the rest of the cast as suggested by the chart below. Meaning she still gets her 50/50's but it rewards KF smart play, while also rewarding the other player for punishing her mistakes. Rather than nerf characters this would allow characters to play their safe games which now makes the RISK match the REWARD which will by nature vary every matchup.
Calculation Legend:
Strong: 1.2x
Mid: 1x
Low Mid: .875x
Weak: .8x
Very Weak: .7x
Calculation: (X*Y) / Z = Scaled %
Example
X (Any %age in game) Say for instance a 41% combo
Y (The Attack Power of the Character) EX: strong character
Z (The Defense Power of the Character) EX: low mid
(41*1.2)/.875 =56% damage.
((Now note: This a ball park calculation due to certain moves scaling differently than others. A fine example would be Super Man's Heat Zap.))
With the Scaled %s. A lot of the changes are nothing insane. But will normalize a lot of MUs I feel. As stated earlier, characters lacking mobility are normally more durable which is what makes them viable. As well as a lot of balanced characters in the mix and having some that specialize in the keep away game like a Deathstroke. Pre-patch deathstroke can still keep people at bay, have his guns and his solid up close game. But anyone who gets in can be REWARDED with solid damage. And now both players have to play smart for the full set.
Super Man can be in his comfort zone, but when someone gets in as in aforementioned scenario get that gravy reward of being in there. Batman gets his zoning options and keeps his pressure game up and still keep his no worries j2 and his at times dial-a-combo like gameplay yet not feel too overbearing in close quarters combat against slower characters and forcing to play smart versus characters with better zoning.
Now this isn't finalized in anyway just a starting place and I'd like to see what other TYM folk would have to say about this kind of change being implemented.
Also a little closer (Should Super Man's trait disable him from using lasers for the duration of the trait?)