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- May 28, 2017
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issue: Armed Forces Cerebella's special last too long, it changes the pace of gameplay in a disruptive way and your only counter is that it does not proc.
In the later prize fight multipliers matches become increasingly faster because of how atk scales faster than defense and HP do.
This creates a problem at certain combination of +def/+hp/FP where AF Cerebella will get 15 seconds of Defense bonus (on top of high defense)and Unflinching.
This is too long of a duration for Unflinching as a match will usually last from 20-40 seconds and having a special so effective for such a large percentage of the match can prove to be impossible if the RNG is not in your favor.
The usual tap combo is enough to trigger this special making it assured to go out in the start of a match,
Your only option against unflinching is to grab which usually results in a throw break and a follow up combo due to Cerebella's character skill.
Cerebella's MGR can catch you off of a block string making it very unlikely that you can turtle the entire duration of the buff.
My suggestion:
Please adjust AF Cerebella's unflinching to be in line with Peacock's 6 second Unflinching.
Look at adjusting how much FP defense adds so that if we are able to overcome a match like this that we get appropriate Score and Exp.
Also look at defense stacking on problematic characters, I'd include RE Bigband but he doesn't gain unflinching so you can always turtle out his stacks.
Why:
Cerebella has more damage potential with six seconds of Unflinching than U Peacock because Cerebella can always MGR a turtling opponent, the increased duration adds to this. Being able to have so much defense off of such a reliable proc that your opponent deals chip damage for 15 seconds at a time upsets the pace of gameplay.
This game is a single player experience so making changes like this shouldn't really effect players with this character on their team as AF with max defense is already enough to go toe-to-toe, a change like this would assist user experience by adding balance to the stat weights.
I agree that certain stats should benefit certain units more than other units but it shouldn't be so slanted in favor of defense stacking units with defensive specials particularly when at its base defense is a +% that modified a +% and stats like attack are +stat modified by +%.
What do you think? Please contribute constructively.
Tldr: Bring Armed Forces Cerbella's special inline with Untouchable Peacock's special.
In the later prize fight multipliers matches become increasingly faster because of how atk scales faster than defense and HP do.
This creates a problem at certain combination of +def/+hp/FP where AF Cerebella will get 15 seconds of Defense bonus (on top of high defense)and Unflinching.
This is too long of a duration for Unflinching as a match will usually last from 20-40 seconds and having a special so effective for such a large percentage of the match can prove to be impossible if the RNG is not in your favor.
The usual tap combo is enough to trigger this special making it assured to go out in the start of a match,
Your only option against unflinching is to grab which usually results in a throw break and a follow up combo due to Cerebella's character skill.
Cerebella's MGR can catch you off of a block string making it very unlikely that you can turtle the entire duration of the buff.
My suggestion:
Please adjust AF Cerebella's unflinching to be in line with Peacock's 6 second Unflinching.
Look at adjusting how much FP defense adds so that if we are able to overcome a match like this that we get appropriate Score and Exp.
Also look at defense stacking on problematic characters, I'd include RE Bigband but he doesn't gain unflinching so you can always turtle out his stacks.
Why:
Cerebella has more damage potential with six seconds of Unflinching than U Peacock because Cerebella can always MGR a turtling opponent, the increased duration adds to this. Being able to have so much defense off of such a reliable proc that your opponent deals chip damage for 15 seconds at a time upsets the pace of gameplay.
This game is a single player experience so making changes like this shouldn't really effect players with this character on their team as AF with max defense is already enough to go toe-to-toe, a change like this would assist user experience by adding balance to the stat weights.
I agree that certain stats should benefit certain units more than other units but it shouldn't be so slanted in favor of defense stacking units with defensive specials particularly when at its base defense is a +% that modified a +% and stats like attack are +stat modified by +%.
What do you think? Please contribute constructively.
Tldr: Bring Armed Forces Cerbella's special inline with Untouchable Peacock's special.