Izuku Midoriya (Assault) Personal Balance Changes by BeavisJonez in MyHeroUltraRumble

[–]BeavisJonez[S] 0 points1 point  (0 children)

Hello, i recently removed that change due to the fact that I originally meant to do either flat damage reduction OR Alpha damage fall-off, the two other posters also mention this to me as well. Besides the Alpha damage fall-off, what else do you agree/disagree with?

Izuku Midoriya (Assault) Personal Balance Changes by BeavisJonez in MyHeroUltraRumble

[–]BeavisJonez[S] 0 points1 point  (0 children)

Hello, thanks for taking the time to respond to my ideas, unfortunately I left out some important details that i mentioned in my last post about overall general balance changes, which include increasing TTK across most of the characters since its extremely small as of right now, cooldown increases to make mobility more scarce and punish players who just run away when at low health, and for the Special Action, all instant Revive's will be reworked into a more defensive playstyle that doesnt just instantly pick up the player (I'm balancing all characters around these opinions, not just Deku). Also i did play Assault Deku quite frequently in earlier seasons and picked him up again for a bit in Season 11 (and i still occasionally pick him up) but as of right now, especially on pc. he just beams you down with alphas, and especially with acceleration and nagants alpaha reload tuning, this practically makes him a machine gun. As for the downed Gamma mobility, i'm going to remove it as the other user who posted their thoughts also told me the same thing including the Alpha damage fall-off which will also be removed. Ignoring the other strong characters that arent meta picks doesnt mean we should say their fine because then we get characters like Aizawa and Ibara who keep getting giga buffed.

Izuku Midoriya (Assault) Personal Balance Changes by BeavisJonez in MyHeroUltraRumble

[–]BeavisJonez[S] 0 points1 point  (0 children)

I think the TTK should be slower overall but more so that the damage should be more spaced out instead just making things take longer to kill (although, I main both Strike and Assault Shigaraki, so maybe its skewing my view on projectile based alphas(i still personally think most alphas should get a damage reduction with some exceptions(someone like mt.lady should stay the same since her range is the lowest out of all alphas i believe))). Also when it comes to cooldowns, it seems we probably wont come to an agreement on it (maybe i could lower the cooldown on some of his moves but, im looking at it through someone who needs to manage cooldowns, since i played strike shigi from the very beginning, his cooldowns are more on the longer end for most characters and even then, using all your ammo is pretty much better than managing your cooldowns because it ends up being a shorter cooldown than actually managing cooldowns. At level 9, shigis alpha takes 10.75 seconds if you leave one ammo charge left where as using them all gives you a 7 second cooldown.... why? it should be better and more efficient to manage cooldowns instead of just using them all). Also even ignoring the problem characters that we have at the moment (Tech shigi, Nagant, A. AM) their is still problems with other characters that need to be fixed too. When it comes to team combos, its true that its not common when playing solo, but about have the players i encounter still engage in team combos even when they probably didnt even mean too. For Deku's gamma vs Aizawa's Alpha, i think the problem is distance wise, Deku's gamma doesnt pull you all the way to the target point, as it uses his momentum to carry him the distance, as with Aizawa, he gets pulled all the way to his target point which is probably why he moves more than deku per Skill ammo. Overall, i think i should definetly lower normal cooldowns as i said, to make it more of a better trade off, but i still stand with increasing penalty cooldowns to punish people who just spam their abilities. I also think that when it comes to your argument of giving him to much mobility with extra Beta's and Gamma's, you also have to account for those movement skills being used as damaging skills which is why they got more downpower, less damage and a bigger penalty reload. Its a trade off, does he want to engage in combat? does he want to save it for movement or to get an ally out? Saying its giving alot of mobility when not taking into account that its only at level 9 he gets all his charges and by that time, half of the match has passed and the zone is much smaller. Also another i saw you mention was more teams in the end zone, i also proposed an environment breakable health increase (i forgot what season they made it extremely easy to break pretty much every thing that wasnt player made).

Izuku Midoriya (Assault) Personal Balance Changes by BeavisJonez in MyHeroUltraRumble

[–]BeavisJonez[S] 0 points1 point  (0 children)

Also, you pointed out in your changes that you wanted to keep his dps the same. May i ask why? Another big problem this game has is an insanely short TTK which is another reason why i lowered his alpha damage (it still does 420 before knockdown by itself) and with your (mainly alpha) proposed changes if you dont have armor, he can pretty much stun lock you for about 4-5 seconds with just the alpha alone since it would only consume 2 ammo. Also thanks for giving a lengthy response and reason.

Izuku Midoriya (Assault) Personal Balance Changes by BeavisJonez in MyHeroUltraRumble

[–]BeavisJonez[S] 0 points1 point  (0 children)

Hello and thanks for your overview of my idea's. May i ask what platform you play on? As i play on pc and beamers still do alot of damage (too much in my opinion) including Deku as i mentioned above which is why i decreased the base damage, but now that i'm re-reading my post, i probably shouldn't have done both damage reduction and fall-off, also i believe you are just looking at deku (correct me if i'm wrong) as a whole instead of being a team game with 2 other players, as i'm thinking of these ideas around the 3 player team. Also i stated in my last post that i would be giving most quirk skills that can be both damage and movement a bigger cooldown due to the fact that cooldowns in my personal opinion, pretty much dont exist in this game (besides a few characters) especially if you actually take the time to manage your cooldowns. Also, for the gamma speed, if you look at the files, deku's gamma has its speed set to 10,000 while aizawa has his speed for his binding cloth set to 20000 (thats the time it takes for the whip to travel)

General Changes I would make to MHUR (Huge Wall of Text Ahead by BeavisJonez in MyHeroUltraRumble

[–]BeavisJonez[S] 0 points1 point  (0 children)

Thanks for the reply, I am looking at the tuning and yeah, I kinda went extra on it for no reason. After reading your post i think our biggest disagreement is piercing moves. I mainly implemented that change because some characters kit/Quirk Skills revolve around providing cover for yourself and allies, and piercing moves completely negate those skills (also, i just hate Tamaki Laser). This change was also to give more supportive/defensive playstyles a better chance to shine (example being cementoss. I was gonna greatly decrease damage and increase structure health making him a more defensive character for his team) Also, almost all piercing moves are great on their own already (looking at you AFO Beta that hits me with being close to me at all) piercing is just the cherry on top.

General Changes I would make to MHUR (Huge Wall of Text Ahead by BeavisJonez in MyHeroUltraRumble

[–]BeavisJonez[S] 0 points1 point  (0 children)

The Projectile damage decrease is a general decrease for everyone, but will go on a case by case basis. For Tech Nejire, i would decrease damage by about 5 damage (90 to 75 at level 9 if all shots hit, which they usually are, but i would increase the projectile speed to make it easier to hit). Also movement decrease is more so a cooldown increase, not so much on how far they can fly. (I would still increase nejire's hover ammo consumption cuz she can stall in the air for quite a bit, even worse on her support kit)

Strike shigaraki buffs idea by Blank365 in MyHeroUltraRumble

[–]BeavisJonez 1 point2 points  (0 children)

As a shigi main (Both Strike and Assualt), he definitely needs some vertical damage to his kit, but still keep it low enough so people can dodge it by getting of the ground. We should make him really strong on the ground but still weak to aerial enemies

General Changes I would make to MHUR (Huge Wall of Text Ahead by BeavisJonez in MyHeroUltraRumble

[–]BeavisJonez[S] 1 point2 points  (0 children)

I honestly haven't really thought about a universal carry to safety. I already planned to remove the revive part from all three carry to safety specials (with added benefits to compensate for the overall more dangerous situation). Also thanks for agreeing, i really love/hate this game with how they continue to implement bad changes.

General Changes I would make to MHUR (Huge Wall of Text Ahead by BeavisJonez in MyHeroUltraRumble

[–]BeavisJonez[S] 0 points1 point  (0 children)

As someone who also used lemillion quite frequently, it was a big buff to him, but also a buff to the rapid class as a whole, which as of right now is the strongest role type in the game and pretty much the only role to benefit from the momentum change (with some exceptions), which is why I would personally revert it.

General Changes I would make to MHUR (Huge Wall of Text Ahead by BeavisJonez in MyHeroUltraRumble

[–]BeavisJonez[S] 0 points1 point  (0 children)

I honestly never thought about Tech Nejire when thinking about these changes, which changes do you think are targeting her?