ABC v1.3 Balancement.
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ABC v1.3 Balancement.
Heros:
Grimmjow - Bleach
Shiki - Melty Blood
Yuuji Sakai - Shakugan No Shana
Louise Françoise le Blanc de la Vallière - Zero no Tsukaima
Haruhi Suzumiya - Suzumiya Haruhi no Yuutsu
Konata Izumi - Lucky Star
Hakurei Reimu - Touhou Project
Avenger - Fate/Hollow Ataraxia
Mato Kuroi - Black Rock Shooter
Nanoha Takamachi - Mahou Shoujo Lyrical Nanoha
Blackstar - Soul Eater
Kanade - Angel Beats!
Ichigo - Bleach
Shana - Shakugan no Shana
T.K. - Angel Beats!
Aigis - Persona 3
Michael Roa - Melty Blood
Sakura Kinomoto - Card Captor Sakura
Kojiro Sasaki - Fate Stay Night
Gintoki Sakata - Gintama
Yomi Takanashi - Black Rock Shooter OVA
Yuki Nagato - Suzumiya Haruhi No Yuutsu
Rin and Len Kagamine - Vocaloid
Shana-Tan - Shakugan No Shana OVA
Alice - Touhou
Reisen - Touhou
Shaoran - Card Captor Sakura
Saito - Zero no Tsukaima
Ueki - Ueki No Hõsoku
Note: Useless posts will be deleted, thread's purpose is to balance the current ABC version 1.3, in order to improve the game, suggestions are welcome, No Spam and No Random shit, thx.
Grimmjow - Bleach
Shiki - Melty Blood
- Spoiler:
Default: Gives 15% chance to deal 12% of attacked unit's lost HP as bonus damage when attacking.
Note: The less HP enemies have, the more extra damage.
Does not trigger with 3rd skill's hits.
1st Skill: Nanaya dashes to his desired location and strikes them while doing so, all of this in such a short time that they could not react. Deals 300/475/650/825/1000 damage to enemy units along his path and pauses them while he's dashing.
Cooldown : 15 seconds.
Note : Able to dash to the targeted location, not with max range anymore.
Max cast range = max effective range = 1000.
2nd Skill: Shiki channels for the next 1.5s, delivering 25 slashes at his victim and all those within 350 AOE, with each slash dealing 10/20/30/40/50 damage.
Cooldown : 14 seconds.
(Channeling, not pause. Each 0.06 sec Shiki delivers 1 slash.)
3rd Skill: Shiki has 12/14/16/18/20 % chance to perform 5 instant attacks at random enemy units. Does not hit the same target twice.
Cooldown : 2/1.75/1.5/1.25/1 second(s).
(Attacks' damage = Shiki's, pure damage, does not trigger orb effect/buff placer/cleave, search AoE 250 from one unit to another. The first hit will always be at the target that Shiki triggered this effect, effectively equals to a x2 crit on that target, unlike x4 crit before. Shiki stays at his current location after all attacks are done.)
Ultimate: Shiki performs Arc Drive or Last Arc depending on his MP pool is full or not, dealing 1000/2000/3000 or 2000/4000/6000 damage respectively. The target is instantly killed regardless if it has less than 2000/3000/4000 HP. Both Arcs silence all heroes globally until the Arc is delivered.
Cooldown : 100/90/80s
(Both Arcs can instagib if HP is less than said number, in case it has 50% or more damage nullification. The silence from ulti must not last longer than the time Shiki is on steroid, dashing faster than light speed.)
Yuuji Sakai - Shakugan No Shana
Louise Françoise le Blanc de la Vallière - Zero no Tsukaima
Haruhi Suzumiya - Suzumiya Haruhi no Yuutsu
Konata Izumi - Lucky Star
Hakurei Reimu - Touhou Project
Avenger - Fate/Hollow Ataraxia
Mato Kuroi - Black Rock Shooter
Nanoha Takamachi - Mahou Shoujo Lyrical Nanoha
- Spoiler:
- Default: Gives Nanoha super speed gaining zero collision for 2 secnds.
Cooldown: 25 seconds
1st Skill: Shoots 6 missiles dealing 50/100/150/200/250 damage per missile.
Cooldown: 20/19/18/17/16 seconds
Not anymore 2 secs to cast this skill, now requires no casting time, instant.
2nd Skill: Gives 25% to activate Protection after casting a spell, and 50% when casting Starlight Breaker, absorbing 250/500/750/1000/1250 + 10*Potency damage up to 700/1100/1500/1900/2300.
Lasts 10 seconds or till it breaks due to damage limit.
Cooldown: 5 seconds.
3rd Skill: Deals 250/500/750/1000/1250 damage straight line and 100/150/200/250/300 per hit, with a max of 4 hits.
Cooldown: 24/23/22/21/20 seconds
Ultimate: Deals 100/175/250 damage to target location every 0,1 second for 2 seconds within 800 AoE with a total of 20 hits.
Cooldown: 120/110/100 seconds
Blackstar - Soul Eater
Kanade - Angel Beats!
Ichigo - Bleach
Shana - Shakugan no Shana
- Spoiler:
- 2nd Skill: On walking form, dashes to the target dealing 300/500/700/900/1100 damage and surrounds Shana with flames that last 5 seconds, dealing 150 DPS 250 AoE around her (Stacks with Alastor)
On flying form, strikes the primary target dealing 300/550/800/1050/1300 damage and 75% damage within 400 AoE with a little knockbacking effect.
Cooldown: 20 seconds
3rd Skill: Stops the time around Shana for 2/2,25/2,5/2,75/3 seconds.
Cooldown: 55/50/45/40/35 seconds.
Ultimate: Creates blasts of flames dealing 300/400/500damage per second to non-allied units within 800 AoE, then dealing 2000/4000/6000 damage after 3 seconds to every unit while Shana takes 50% damage from this skill.
Cooldown: 120 seconds.
T.K. - Angel Beats!
Aigis - Persona 3
Michael Roa - Melty Blood
Sakura Kinomoto - Card Captor Sakura
Kojiro Sasaki - Fate Stay Night
Gintoki Sakata - Gintama
Yomi Takanashi - Black Rock Shooter OVA
Yuki Nagato - Suzumiya Haruhi No Yuutsu
Rin and Len Kagamine - Vocaloid
Shana-Tan - Shakugan No Shana OVA
Alice - Touhou
Reisen - Touhou
Shaoran - Card Captor Sakura
Saito - Zero no Tsukaima
Ueki - Ueki No Hõsoku
Note: Useless posts will be deleted, thread's purpose is to balance the current ABC version 1.3, in order to improve the game, suggestions are welcome, No Spam and No Random shit, thx.
Last edited by Aria.OwNs on 8/31/2012, 6:09 pm; edited 28 times in total
Aria.OwNs- Respected: Retired Team
- Posts : 743
Join date : 2011-02-20
Country : Spain
Re: ABC v1.3 Balancement.
Changelog:
Shiki
-Nerfed Default chance to trigger and added some notes to it.
-Nerfed 1st skill damage at lower level, scaling it properly, increasing its damage and allowing him to dash to the selected location, not max range anymore.
-Nerfed 2nd skill damage and increased the cooldown a bit, increased the speed the skill is performed with and changed it to channeling.
-Nerfed 3rd skill damage, changed how the skill works and added cooldown.
-Increased the cooldown on early levels and added some notes and changes to Ultimate, related to the global silence.
Nanoha
-Buffed Flash Move duration.
-Buffed 1st skill damage, increasing its cooldown and removing casting time.
-Nerfed 2nd skill damage absortion, placing a cap and adding cooldown to prevent abusing it.
-Buffed 3rd skill damage and increased its cooldown.
-Nerfed Ultimate damage, reduced cooldown and changed the damage dealt from every second to every 0,1 second, increasing the chance to deal higher damage.
Shana
-Nerfed 2nd skill damage, decreasing its cooldown and changed fire damage behind Shana into fire damage around her (Inmolation) along with splash damage in flying form.
-Nerfed 3rd skill duration and increased its cooldown.
-Nerfed Ultimate damage and DPS, decreased its cooldown and now Shana takes halved damage from it.
Shiki
-Nerfed Default chance to trigger and added some notes to it.
-Nerfed 1st skill damage at lower level, scaling it properly, increasing its damage and allowing him to dash to the selected location, not max range anymore.
-Nerfed 2nd skill damage and increased the cooldown a bit, increased the speed the skill is performed with and changed it to channeling.
-Nerfed 3rd skill damage, changed how the skill works and added cooldown.
-Increased the cooldown on early levels and added some notes and changes to Ultimate, related to the global silence.
Nanoha
-Buffed Flash Move duration.
-Buffed 1st skill damage, increasing its cooldown and removing casting time.
-Nerfed 2nd skill damage absortion, placing a cap and adding cooldown to prevent abusing it.
-Buffed 3rd skill damage and increased its cooldown.
-Nerfed Ultimate damage, reduced cooldown and changed the damage dealt from every second to every 0,1 second, increasing the chance to deal higher damage.
Shana
-Nerfed 2nd skill damage, decreasing its cooldown and changed fire damage behind Shana into fire damage around her (Inmolation) along with splash damage in flying form.
-Nerfed 3rd skill duration and increased its cooldown.
-Nerfed Ultimate damage and DPS, decreased its cooldown and now Shana takes halved damage from it.
Aria.OwNs- Respected: Retired Team
- Posts : 743
Join date : 2011-02-20
Country : Spain
Re: ABC v1.3 Balancement.
So I read char descriptions and Haruhi's cons were
"Cons:
Goddess has no weakness. Ever."
But since he's gonna remake it...
So since I played her last night I'll give some feedback on Louise. Also char descriptions say great nuking potential, but it's only at melee range lol.
- Why on Earth is her stat gain potency biased with other stats having the minimum growth rate, I don't even. I'm pretty sure she has the highest potency gain in the game or shit.
>(Relative buff) Endurance gain from 1.5 to 1.9, potency 3.1 to 1.8, resistance 4% to 10%
- Louise is fuqen slow, as in omfg why is she so slow argh.
>(Buff) Dispel as an added effect gives you/target 15% additional movement speed.
- She's unbearable to play at times, especially with Sui.
>(Buff) Self damage from 125% to 120%, everytime you level the skill the % chance of failure decreases by 2%, except void. If void fails, deal 75% of current hp to 500AoE and then die.
>(Tweak) +250min damage -250 max damage for each level of void
So this is pretty buffy, might need some nerfing
"Cons:
Goddess has no weakness. Ever."
But since he's gonna remake it...
So since I played her last night I'll give some feedback on Louise. Also char descriptions say great nuking potential, but it's only at melee range lol.
- Why on Earth is her stat gain potency biased with other stats having the minimum growth rate, I don't even. I'm pretty sure she has the highest potency gain in the game or shit.
>(Relative buff) Endurance gain from 1.5 to 1.9, potency 3.1 to 1.8, resistance 4% to 10%
- Louise is fuqen slow, as in omfg why is she so slow argh.
>(Buff) Dispel as an added effect gives you/target 15% additional movement speed.
- She's unbearable to play at times, especially with Sui.
>(Buff) Self damage from 125% to 120%, everytime you level the skill the % chance of failure decreases by 2%, except void. If void fails, deal 75% of current hp to 500AoE and then die.
>(Tweak) +250min damage -250 max damage for each level of void
So this is pretty buffy, might need some nerfing
Nuuby- Experienced Member
- Posts : 206
Join date : 2011-07-26
Country : SG
Re: ABC v1.3 Balancement.
Yes, because Void and 2nd skill's targeting AoE. And also default's boom makes failed skills deal even higher than its maximum level damage, which is more or less melee range.So since I played her last night I'll give some feedback on Louise. Also char descriptions say great nuking potential, but it's only at melee range lol.
Then why do you want to change that? I remember there was another hero with 10 bars in potency, which results in other bars being low as shit, too.- Why on Earth is her stat gain potency biased with other stats having the minimum growth rate, I don't even. I'm pretty sure she has the highest potency gain in the game or shit.
So she has 5% to just deny herself? With the current getup she is supposed to be played as Necrolyte and charge ahead tanking up the fucks, then wish for failure for skills besides 1st since they deal much more damage with fail, and hope you die with your fails. What you did was reduce her default into something as pointless as Konata's default.- She's unbearable to play at times, especially with Sui.
Make her 2nd skill explodes within ? AoE of hers, but not targets randomly, instead, choose a random non-allied unit within said AoE as center of each explosion. Her 3rd should have different effect than bonus damage for ally, dunno what yet. Her 1st could use a buff in stun duration, since it's only single target stun (looks at DM).
Re: ABC v1.3 Balancement.
I'll save the etrees by not using quotes
As much as I would love having explosion actually fail while casting it, it's not that great when you want to initiate by casting fireball so you can walk in to void, which you would also happen to not cast at melee range. Failing either/and/or fireball, dispell and void could be potentially disastrous to a team-fight.
About the potency, sure you could build her into a right click hero, but unlike Nanoha which also has a fuqen high potency growth, Louise is just too slow for this shit. For example if Necrolyte had higher agi growth than anything else would it feel right?
So 1*0.15*0.15*0.13*0.05 is around 40% chance of not blowing up. So basically she's the only hero in the game that would more often than not fail at what she was meant to do? 40% is also an optimistic chance since it includes explosion and that fuqen sucks as you know, it would be only a 30% chance to fail. Don't forget Haruhi's default is pretty pointless as well, and so is Grimmjow's to a certain extent. Also when she soaks up the shit and you expect her to fail, then is the rest of the team supposed to stay far behind and not engage and just let Louise get locked down and nuked since her Endurance growth is even shittier than ichifag?
Basically what you're suggesting is to turn it into a diabloic edict? Also, wasn't her fireball an AoE stun in the previous versions? Why the hell did they nerf that, it's like a 1 second stun only. Then that makes it like the only true stun, not pause, that is single target.
As much as I would love having explosion actually fail while casting it, it's not that great when you want to initiate by casting fireball so you can walk in to void, which you would also happen to not cast at melee range. Failing either/and/or fireball, dispell and void could be potentially disastrous to a team-fight.
About the potency, sure you could build her into a right click hero, but unlike Nanoha which also has a fuqen high potency growth, Louise is just too slow for this shit. For example if Necrolyte had higher agi growth than anything else would it feel right?
So 1*0.15*0.15*0.13*0.05 is around 40% chance of not blowing up. So basically she's the only hero in the game that would more often than not fail at what she was meant to do? 40% is also an optimistic chance since it includes explosion and that fuqen sucks as you know, it would be only a 30% chance to fail. Don't forget Haruhi's default is pretty pointless as well, and so is Grimmjow's to a certain extent. Also when she soaks up the shit and you expect her to fail, then is the rest of the team supposed to stay far behind and not engage and just let Louise get locked down and nuked since her Endurance growth is even shittier than ichifag?
Basically what you're suggesting is to turn it into a diabloic edict? Also, wasn't her fireball an AoE stun in the previous versions? Why the hell did they nerf that, it's like a 1 second stun only. Then that makes it like the only true stun, not pause, that is single target.
Nuuby- Experienced Member
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Join date : 2011-07-26
Country : SG
Re: ABC v1.3 Balancement.
Fireball is single target stun, so I really don't see how anyone would be able to initiate with that. I actually think that she should be a right click with 2 HP balls, and when team fight is meeting its end, you pop in and do your dirty fails. Ofc that is with a luxurious disabler.
I have no idea where that 40% came up, I suck maths.
Indeed Haruhi's original default sucks ball, but it's changed now to something less useless. Grimmjow's provide a 5/20 armor, so I don't think there's an extent where it would be called useless, since in the end we are all right clickers, unless you have a Reimu.
To be honest, Louise is as much as a lesser Leshrac already. Heck, even making her stun into target ground AoE and have 1.8s delay but with 2s stun (less travel time during upgraded version) would sounds so much sexier.
I have no idea where that 40% came up, I suck maths.
Indeed Haruhi's original default sucks ball, but it's changed now to something less useless. Grimmjow's provide a 5/20 armor, so I don't think there's an extent where it would be called useless, since in the end we are all right clickers, unless you have a Reimu.
To be honest, Louise is as much as a lesser Leshrac already. Heck, even making her stun into target ground AoE and have 1.8s delay but with 2s stun (less travel time during upgraded version) would sounds so much sexier.
Re: ABC v1.3 Balancement.
OmegaSui wrote:Fireball is single target stun, so I really don't see how anyone would be able to initiate with that. I actually think that she should be a right click with 2 HP balls, and when team fight is meeting its end, you pop in and do your dirty fails. Ofc that is with a luxurious disabler.
I have no idea where that 40% came up, I suck maths.
Indeed Haruhi's original default sucks ball, but it's changed now to something less useless. Grimmjow's provide a 5/20 armor, so I don't think there's an extent where it would be called useless, since in the end we are all right clickers, unless you have a Reimu.
To be honest, Louise is as much as a lesser Leshrac already. Heck, even making her stun into target ground AoE and have 1.8s delay but with 2s stun (less travel time during upgraded version) would sounds so much sexier.
I don't mind a Lesh but it's her reliability I'm worried about. I hope you were trolling about her being a right click hero /:
Fireball becoming target ground with slow projectile and AoE stun sounds much better, like Aigis. Of course probably not such a big aoe, damn that Aigis AoE is so huge.
But do you think that giving MS on dispel target is a good idea? And everything else etc
Nuuby- Experienced Member
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Join date : 2011-07-26
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Re: ABC v1.3 Balancement.
I do mean it as she is currently a right clicker, and just need to use skills when her hp is low enough. After all, her Potency makes me feel impotent.
I think if a surge of high volt electricity runs through you, you get your butt burnt and other electrical related to biological stuffs, and actually move slower (Purge)
I think if a surge of high volt electricity runs through you, you get your butt burnt and other electrical related to biological stuffs, and actually move slower (Purge)
Re: ABC v1.3 Balancement.
OmegaSui wrote:I do mean it as she is currently a right clicker, and just need to use skills when her hp is low enough. After all, her Potency makes me feel impotent.
I think if a surge of high volt electricity runs through you, you get your butt burnt and other electrical related to biological stuffs, and actually move slower (Purge)
But it somehow increases your magical potencial, okay ._.
>videogamelogicplx
Where's Aria when you need him.
Nuuby- Experienced Member
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Re: ABC v1.3 Balancement.
Discuss about another hero then, you pick = w=
Nuuby- Experienced Member
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Join date : 2011-07-26
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Re: ABC v1.3 Balancement.
Gintoki.
He has 2 escape skills ( that is to say, you use 2nd skill first so that 1st won't collide with someone).
His 1st skill grants him at least 4~5 creep camps.
His 2nd skill grants him 2~3 creep camps.
Besides that, he's useless. His ultimate only works out at a stun, his 3rd skill is easily stopped with a basher. His default takes too long to build up, and you probably die before it's done (using 3rd provide full bonus, but you have to hit once first, and 3rd is too unreliable).
Disables himself more than enemies. What why?
He's used for fun I guess.
He has 2 escape skills ( that is to say, you use 2nd skill first so that 1st won't collide with someone).
His 1st skill grants him at least 4~5 creep camps.
His 2nd skill grants him 2~3 creep camps.
Besides that, he's useless. His ultimate only works out at a stun, his 3rd skill is easily stopped with a basher. His default takes too long to build up, and you probably die before it's done (using 3rd provide full bonus, but you have to hit once first, and 3rd is too unreliable).
Disables himself more than enemies. What why?
He's used for fun I guess.
Re: ABC v1.3 Balancement.
If his bike collision didn't knock him out so much he would be a great ganker along with Shana, if not perhaps a self slow + AoE slow upon area collision, or stun.
Wait his 3rd is stopped by basher? I thought it was a pause not a channeling. His default is shit yeah, but then again under the most defaults are shit argument this doesn't say much.
His ulti is okay I guess, doesn't really help the team much though. Doesn't need rescaling or anything but if it's to be useful it needs to be a remake. Single-target spells that make both the target and caster invul are kinda counter-intuitive at times.
Wait his 3rd is stopped by basher? I thought it was a pause not a channeling. His default is shit yeah, but then again under the most defaults are shit argument this doesn't say much.
His ulti is okay I guess, doesn't really help the team much though. Doesn't need rescaling or anything but if it's to be useful it needs to be a remake. Single-target spells that make both the target and caster invul are kinda counter-intuitive at times.
Nuuby- Experienced Member
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Re: ABC v1.3 Balancement.
His bike knocks his opponent away (1st), and stuns himself for roughly 2.5s. What kind of penalty is that?
The animation gets cancelled like Nevermore's ultimate, but still continues after the bash ends.
His default AoE is too small.
This guy can farm, but can't do anything with his farm. Kinda wasted. Indeed his ultimate needs a friggin remake, but into what?
The animation gets cancelled like Nevermore's ultimate, but still continues after the bash ends.
His default AoE is too small.
This guy can farm, but can't do anything with his farm. Kinda wasted. Indeed his ultimate needs a friggin remake, but into what?
Re: ABC v1.3 Balancement.
It isn't exactly easy to knock them the right way, no pun intended, unless you are going bloody slow. And to walk and set up ganks on foot is kinda hard considering his MS. Which is like teh lowest.OmegaSui wrote:His bike knocks his opponent away (1st), and stuns himself for roughly 2.5s. What kind of penalty is that?
The animation gets cancelled like Nevermore's ultimate, but still continues after the bash ends.
His default AoE is too small.
This guy can farm, but can't do anything with his farm. Kinda wasted. Indeed his ultimate needs a friggin remake, but into what?
Perhaps give ulti non-invul and remove his heal instead. And maybe buff ulti to do damage based on kills
Nuuby- Experienced Member
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Re: ABC v1.3 Balancement.
The current damage is based on his default charges, which is too small, and if you have enough charge you be critting alr so the damage would surpasses that of ulti. Basically the ulti is for stalling time for his escape skills. We obviously don't need that.
In 1 word, this guy, weird. His heal kinda anti-fun and too long for a ganker.
In 1 word, this guy, weird. His heal kinda anti-fun and too long for a ganker.
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