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 Balance changes coming 2/28

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mechaRev
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VeryMelon
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PostSubject: Balance changes coming 2/28   Balance changes coming 2/28 EmptyFri Feb 15, 2013 8:18 am

http://www.cosmicbreak.jp/info/topic/21512

I'm too lazy to translate it all.
Basically nerfed guard abilities, attacks with special stun, ability to destroy projectiles with melee.
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Gerrion
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PostSubject: Re: Balance changes coming 2/28   Balance changes coming 2/28 EmptyFri Feb 15, 2013 9:02 am

Don't forget that they're looking to reduce, if not remove stun locks. I believe that's the special stun they were mentioning.

Mellee girls are in quite for a hard ride once it goes up.
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DarkChuky
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PostSubject: Re: Balance changes coming 2/28   Balance changes coming 2/28 EmptyFri Feb 15, 2013 10:32 am

Translation already released in CB. (Remember to use the language selector for your current translation)

They said that there will be some kind of cool down for the stun, so no more eternal stun lock. That will give ppls chance to escape.

Also they also talk about big hit box melee attacks that also have "barrier" as part of the attack, they will change it as a Damage reduction and not full attack cancel. (I think they are talking about those big arms or axes, or BS that performs long big tackles, those attacks have invisibility when performed, they will change it into damage reduction, so now we would be able to kill those big monsters that spams big attacks in the middle of our respawn)

Also they said something about buff and like.. not sure if they are talking about the combos of the Revenge tunes and like...
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PostSubject: Re: Balance changes coming 2/28   Balance changes coming 2/28 EmptyFri Feb 15, 2013 10:56 am

Gerrion wrote:
Don't forget that they're looking to reduce, if not remove stun locks. I believe that's the special stun they were mentioning.

Mellee girls are in quite for a hard ride once it goes up.
Special stun is the stun that ignores TGH, and doesn't proc revenge buffs/stun regain.
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AnTi90d
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PostSubject: Re: Balance changes coming 2/28   Balance changes coming 2/28 EmptyFri Feb 15, 2013 11:11 am

Quote :
In order to ease the player frustration described above, we plan on implementing the following sorts of changes:

1. A cooldown time will be added for receiving
damage reducing/negating buffs, so that robots will be unable to
continue attacking indefinitely while being repeatedly buffed.

2. Attacks that are known to cause "stun lock" will be changed so
that, when hit multiple times, the target will not necessarily be
stunned after every hit.

3. Melee attack hitboxes that block projectiles will be changed
so that they only weaken the projectiles, rather than completely
blocking them.

The above descriptions describe our planned balance adjustments, but
because we are still working out the details, please understand that
things may change before they are implemented.

Again, the balance adjustments are scheduled for 2/28.

I've been holding my breath for a month and a half.. and I was starting to turn blue. I hope they don't half-ass it like 7/19. This game needs some heavy handed nerfs.
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LazyStevz
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PostSubject: Re: Balance changes coming 2/28   Balance changes coming 2/28 EmptyFri Feb 15, 2013 11:57 am

As much as the suggested changes do have some perks to it I still think there should be a full scale look at the balance. It seems unfair (Yes, I said it!) that this nerf crosses for all LNDs. It looks like CS took the easy way out... Again.

Oh, hi CS. Care to look into AIRs too?
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AnTi90d
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PostSubject: Re: Balance changes coming 2/28   Balance changes coming 2/28 EmptyFri Feb 15, 2013 12:11 pm

LazyStevz wrote:
As much as the suggested changes do have some perks to it I still think there should be a full scale look at the balance. It seems unfair (Yes, I said it!) that this nerf crosses for all LNDs. It looks like CS took the easy way out... Again.

Oh, hi CS. Care to look into AIRs too?

One thing would fix the OPness of lag looping, MB airs and reduce the effectiveness (and thus the number) of arts. Allow no weapons to be used during Float Dash, Air Loop and Accel Roll maneuvers.
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Tickle
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PostSubject: Re: Balance changes coming 2/28   Balance changes coming 2/28 EmptyFri Feb 15, 2013 1:44 pm

All my hopes that will nerf resha in someway =__=
Atleast i can somehow counter melees, but not reshagays =__=
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Kuzuha
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PostSubject: Re: Balance changes coming 2/28   Balance changes coming 2/28 EmptyFri Feb 15, 2013 2:03 pm

VeryMelon wrote:
http://www.cosmicbreak.jp/info/topic/21512

I'm too lazy to translate it all.
Basically nerfed guard abilities, attacks with special stun, ability to destroy projectiles with melee.

Just thinking if Eris' normal melee is considered in that category.
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Suguri
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PostSubject: Re: Balance changes coming 2/28   Balance changes coming 2/28 EmptyFri Feb 15, 2013 2:18 pm

Quote :
In order to ease the player frustration described above, we plan on implementing the following sorts of changes:

1. A cooldown time will be added for receiving
damage reducing/negating buffs, so that robots will be unable to
continue attacking indefinitely while being repeatedly buffed.
Biggest thing I can think of this affecting is vainic resha, who is probably the most complained about bot in JP so this makes sense...but this change only means she has to shield multiple players now instead of slaving one, it doesn't really lower her effectiveness. Past that I can't even think of any damage reducing/negating buffs that can be spammed on targets...unless they're planning on nerfing chibi kisses l0l

2. Attacks that are known to cause "stun lock" will be changed so
that, when hit multiple times, the target will not necessarily be
stunned after every hit.
This sounds good, it's also going to make melee chains extremely easy to escape now that we'll have a window to sway/float/hop right out of a combo after a couple of hits. On one hand arts and gunner lands are going to become much easier to play...on the other hand art dominance will possibly return in JP. As it stands this also means they're nerfing the only way to stun someone under the effects of amot vainic so this is indirectly a Resha buff too.

3. Melee attack hitboxes that block projectiles will be changed
so that they only weaken the projectiles, rather than completely
blocking them.
Long overdue change, though I get the feeling the intent here is just to allow ranged statuses to be applies more easily (i.e. shock bazooka).

The above descriptions describe our planned balance adjustments, but
because we are still working out the details, please understand that
things may change before they are implemented.

Again, the balance adjustments are scheduled for 2/28.
Thoughts in bold. I don't particularly like the implications behind most of this; while melee nerfs will certainly make them less stressful to deal with it also reduces the effectiveness of the go-to method of killing a lot of other bullshit bots (Vox Resha, Kagura, Monica, Illumis Q come to mind). If they don't deliver some specific bot nerfs too I can't really see this helping the game at all, it'll just change what dominates arena.

EDIT: This also probably makes Misty Raven unstoppable if stun's going to be reduced as much as I think it will, but I don't trust anyone that gets her to actually be capable of dodging or aiming so I guess in the end it's not really a big deal.
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Winty
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PostSubject: Re: Balance changes coming 2/28   Balance changes coming 2/28 EmptyFri Feb 15, 2013 2:46 pm

AnTi90d wrote:
LazyStevz wrote:
As much as the suggested changes do have some perks to it I still think there should be a full scale look at the balance. It seems unfair (Yes, I said it!) that this nerf crosses for all LNDs. It looks like CS took the easy way out... Again.

Oh, hi CS. Care to look into AIRs too?

One thing would fix the OPness of lag looping, MB airs and reduce the effectiveness (and thus the number) of arts. Allow no weapons to be used during Float Dash, Air Loop and Accel Roll maneuvers.

>no weapons during air loop
removes about 70% of the reason people even use this thing. Yes this will nerf the damage output of traditional MB airs but then they'd just switch to accel roll, close the distance, and blast your face in instead of looping around like fuckwits at max range. Doesn't even effect extended moving burst (aka the main problem these days)
>no weapons during accel roll
this is used mainly for chasing people down or escaping since it makes you move fast. implementing this wouldn't change anything. Shooting during accel roll sends your shots into all sorts of strange locations that not even the homogayest of homing can make up for.
>no weapons during float dash
you know you can just cancel this directly into a really low fly and if people wanted to shoot they could just do that, right? I don't know why you want this change implemented since it doesn't actually do much unless there is some secret technique here I am missing(aside from just alpha striking during float dash which you would just do while hopping if they implemented this which would only change the cores that are used)
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DarkChuky
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PostSubject: Re: Balance changes coming 2/28   Balance changes coming 2/28 EmptyFri Feb 15, 2013 3:31 pm

If you want to nerf the AIRS.. could be a simple as:
When they are in the AIR reduce all the weapons range in a 20% or 25%... then all the AIR that are freely shooting from far far away will need to get closer to the targets, then you can hit them with any ART weapon... (plus remove the damn glitch where u can fly over the maximum Height of the map.. fuck ppls that can't play without glitch or hacks)

With the 20% reduction it will be -20 range each 100 range.. then a weapon with 300 will end with just 240.. 240 is fair enough.. then ART with 250+ can hit them before the airs just shot and runaway... (maybe 25% is too much.. downgrating from 300 to 225 is too much)

...
The nerf of the Stunlock sounds great.. maybe then I can go back to my old Eris build and remove the CV. They didn't said anything about the damage, so I gues ppls will still cry for a while due the amount of damage (no matter if they nerf the stun lock, there is still a lot of pps that can't do Revenge tunes... )

I would like to know if the hit box nerf will affect lag takles (like the ones of the Aura airs)
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Winty
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PostSubject: Re: Balance changes coming 2/28   Balance changes coming 2/28 EmptyFri Feb 15, 2013 4:10 pm

DarkChuky wrote:
If you want to nerf the AIRS.. could be a simple as:
When they are in the AIR reduce all the weapons range in a 20% or 25%... then all the AIR that are freely shooting from far far away will need to get closer to the targets, then you can hit them with any ART weapon... (plus remove the damn glitch where u can fly over the maximum Height of the map.. fuck ppls that can't play without glitch or hacks)

With the 20% reduction it will be -20 range each 100 range.. then a weapon with 300 will end with just 240.. 240 is fair enough.. then ART with 250+ can hit them before the airs just shot and runaway... (maybe 25% is too much.. downgrating from 300 to 225 is too much)

this is fucking stupid. You're fucking stupid.

You basically want to punish people for being in the air by reducing the range of weapons. Guess fucking what: everything that uses ranged weapons has the option to be in the air, and a great deal of them make use of this option. ARTs use short boost or float dash to fly around, this will hurt them and prevent them from chasing down said airs because you are reducing their range as well. Lands that use short boost to get in range to hit airs? nope you just nerfed them as well. GG useless.

your idea is shit. You want to beat airs with artillery? stop being shit at the game.
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mechaRev
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PostSubject: Re: Balance changes coming 2/28   Balance changes coming 2/28 EmptyFri Feb 15, 2013 5:18 pm

who wants to nerf airs anyway?
I think this is an indirect of chuky so that he can use his melee bots to hit airs easier
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PostSubject: Re: Balance changes coming 2/28   Balance changes coming 2/28 EmptyFri Feb 15, 2013 5:30 pm

DaneDroid wrote:
who wants to nerf airs anyway?
・Melees
・Vulcan users (>implying)
・ART "players" that can't hit with anything but judgment Kagura/Illumis Q
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PostSubject: Re: Balance changes coming 2/28   Balance changes coming 2/28 EmptyFri Feb 15, 2013 5:50 pm

Suguri wrote:
DaneDroid wrote:
who wants to nerf airs anyway?
・Melees
・Vulcan users (>implying)
・ART "players" that can't hit with anything but judgment Kagura/Illumis Q

Don't forget Bark Lily and meatball throwing Fia!
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PostSubject: Re: Balance changes coming 2/28   Balance changes coming 2/28 EmptyFri Feb 15, 2013 5:59 pm

Them too, but at least Fia has huge blindspots and few people actually play swimlily.
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PostSubject: Re: Balance changes coming 2/28   Balance changes coming 2/28 EmptyFri Feb 15, 2013 6:10 pm

That's true.
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PostSubject: Re: Balance changes coming 2/28   Balance changes coming 2/28 EmptyFri Feb 15, 2013 7:42 pm

Winty wrote:
*some generally sound points*

I acknowledge the logic in your post, however, I still feel that weapons should be locked out of air loop.. or, perhaps, the act of alpha striking should instantly cancel the air loop maneuver. Admittedly, this would not affect MB airs like Katalinas.. who shouldn't have moving burst to begin with.

DaneDroid wrote:
who wants to nerf airs anyway?

Steve remarked that this "balance adjustment" will affect all lands across the board and wondered when CS would take a look at airs, as well. I've always felt that lag looping, MB airs were pretty gay, so I suggested removing the ability to fire weapons with certain movement carts.

Whatever CS does, they'll have to consider the broader reach of their "rebalancing." Reducing the effectiveness of melee units will increase the appearance of artillery units. Perhaps the real issue is the super effectiveness of moving burst artillery units that shoot 7 or more projectiles at once. Many JP users have claimed that Resha and Eris were originally created to combat masses of artillery units in CBJP. Maybe the power of the moving burst cart itself is the real problem.
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Winty
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PostSubject: Re: Balance changes coming 2/28   Balance changes coming 2/28 EmptyFri Feb 15, 2013 8:25 pm

AnTi90d wrote:
I acknowledge the logic in your post, however, I still feel that weapons should be locked out of air loop.. or, perhaps, the act of alpha striking should instantly cancel the air loop maneuver. Admittedly, this would not affect MB airs like Katalinas.. who shouldn't have moving burst to begin with.

Except that you start alpha striking with moving burst, then air loop while still holding the buttons in order to maintain altitude while still firing. Your solution again makes no sense because you don't air loop then start shooting, you start shooting then air loop.
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PostSubject: Re: Balance changes coming 2/28   Balance changes coming 2/28 EmptyFri Feb 15, 2013 8:44 pm

AnTi90d wrote:
Many JP users have claimed that Resha and Eris were originally created to combat masses of artillery units in CBJP. Maybe the power of the moving burst cart itself is the real problem.

Nope, that's Rouche but C.S. screwed it up by introducing the first Blast Railgun (Rouche's safest counter) in the same gara .-.

All they need to do is rework interval values so they escale up based on the number of valid alpha striking weapons. And, maybe, replace PS's HS effect for something else.
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PostSubject: Re: Balance changes coming 2/28   Balance changes coming 2/28 EmptySat Feb 16, 2013 2:31 am

Spoiler:
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PostSubject: Re: Balance changes coming 2/28   Balance changes coming 2/28 EmptySat Feb 16, 2013 4:18 am

I just noticed that this "nerf" would also weaken the non-op bots.....
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PostSubject: Re: Balance changes coming 2/28   Balance changes coming 2/28 EmptySat Feb 16, 2013 5:44 am

The percentile can be talked about but...

DarkChuky wrote:
If you want to nerf the AIRS.. could be a simple as:
When they are in the AIR reduce all the weapons range in a 20% or 25%... then all the AIR that are freely shooting from far far away will need to get closer to the targets...

... With SOME AIRs and weapons this would be welcomed. AIRs are built as mobile units. Accel Roll and Air Loop are what I would call evasive moves. AnTi may be right about such moves being used, purely, to abuse their power(s) than for evasive manoeuvres.

I know there's a part I've cut out of DC's post but I've had a very hard time with AIRs in general, let alone my most loathed section of them. I get randomly hit form a bot I can't see even if I try to look up. I try to reach their height while getting hit by them with no way to counter... That's how some AIRs should be?

@topic at hand

The whole reason I mentioned AIRs was because of the nature of the suggested nerf. It's going to do the game no good. While it points to the likes of Eris, Sylvia and Ivis (HD)... What of Katana Max, Zero Saber and Elisalotte? Shouldn't they (CS) be looking into some individual discrepancies like Eris as a whole, not all LNDs?
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PostSubject: Re: Balance changes coming 2/28   Balance changes coming 2/28 EmptySat Feb 16, 2013 7:32 am

Looks like C$ just love them so much of they're going down, others will go with them

~Star~
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