Post by Neo on Jan 3, 2016 1:41:17 GMT -8
The Implications of Quick Start Nerf & Recall Kevin/Jeunese?™
With the latest "balancing'' changes from the latest New Year patch (31st Dec 2015), "Quick Start" passive has been nerfed.
"Quick Start" is a passive, uniquely owned by Kevin & Jeunese that gives 30% starting action bar for allies within the position.
With the nerf, now the value of 30% is reduced to 20%.
This balancing act has far-fetched implications on various aspects of the game which I shall go on to discuss below.
There are 3 main areas of implications:
I will also discuss the various impacts on PvP, CoD, CoT and other PvE contents.
This "Balancing" act can also be viewed as an "Infinite Nerf" for infinite players from 90% to 80% infinite.
Starting Match Action Bar:
For starters, every player is given a random starting action bar at the start of a match, from 0% to 40%.
Players who are under the influence of "Quick Start" or Ignition Catalyst [Unique] are given the stipulated fixed action bar.
The random starting action is not added onto action bar given by quick start nor any unique.
Before Nerf:
Allies Action Bar will always start at 30% within the position
This means that there is a 25% chance that any enemy player in the same line, will have more starting match action bar.
After Nerf:
Allies Action Bar will always start at 20% within the position
This means that there is a 50% chance that any enemy player in the same line, will have more starting match action bar.
Implications:
Synergy with Uniques/Players:
Implications:
Synergy with the "Infinite Players":
Most infinite players are unable to give up the dark critical damage stone for self heal from their prism slot for a blue penetration stone to recover more AB recovery.
As observed, most of the infinite player are still able to hit the 90% AB cap after the "Quick Start" nerf.
Notable affected character will be Hildegard, Metatron, Lucifer who are unable to hit '100% AB recover anymore" since they steal AB instead.
So, should we recall Kevin/Jeunese?
Aside from "Quick Start", Kevin & Jeunese have their respective uses.
Kevin:
Assuming that Kevin has no "Quick Start", will he be used at all?
Kevin's damage reduction and defense debuff totems are useful but ain't useful enough to be used.
Kevin's slow active can be useful in slow debuff strategies. So Kevin will probably be used only in slow debuff strategies.
Hence, if we are not using Kevin for his "Quick Start", you probably only need 1 copy of him for his slow active.
Although most people would prefer to also max out his quick start, damage reduction and defense debuff totem when using him.
So ideally, most people who are endgame will keep him at max superb.
Jeunese:
Assuming that Jeunese has no "Quick Start", will he be used at all?
Jeunese, comparatively, is more desired. Jeunese HP steal active is a key component of cheese (% HP damage) strategies.
Jeunese, is also one of the 3 players in game that is capable of reducing target damage reduction; this is useful in certain PvE matches.
Hence, similarly, you would only need 1 copy of Jeunese for his steal active and damage reduction skill.
But most people, will prefer to max out his quick start also.
So you will need 2 superbs Jeunese at least, to max out 5/1/5/5, assuming that Jeunese is special trained to 6*.
With the latest "balancing'' changes from the latest New Year patch (31st Dec 2015), "Quick Start" passive has been nerfed.
"Quick Start" is a passive, uniquely owned by Kevin & Jeunese that gives 30% starting action bar for allies within the position.
With the nerf, now the value of 30% is reduced to 20%.
This balancing act has far-fetched implications on various aspects of the game which I shall go on to discuss below.
There are 3 main areas of implications:
- Starting Match Action Bar
- Synergy with Uniques/Players
- Synergy with Infinite Players
I will also discuss the various impacts on PvP, CoD, CoT and other PvE contents.
This "Balancing" act can also be viewed as an "Infinite Nerf" for infinite players from 90% to 80% infinite.
Starting Match Action Bar:
For starters, every player is given a random starting action bar at the start of a match, from 0% to 40%.
Players who are under the influence of "Quick Start" or Ignition Catalyst [Unique] are given the stipulated fixed action bar.
The random starting action is not added onto action bar given by quick start nor any unique.
Before Nerf:
Allies Action Bar will always start at 30% within the position
This means that there is a 25% chance that any enemy player in the same line, will have more starting match action bar.
After Nerf:
Allies Action Bar will always start at 20% within the position
This means that there is a 50% chance that any enemy player in the same line, will have more starting match action bar.
Implications:
- This increases the risk of using "Quick Start" as enemy with 20% more starting match action bar are likely to move first before your players.
This affects CoD, PvP, CoT and all content on any line that you use Quick Start. - At the same speed or even if you have higher speed than your enemy, enemy might still move first.
Quick Start should now be known as "Slow Start" - With enemy moving first, you might be killed, counter-attacked.
Especially in PvE content such as CoD, CoT where enemy have absurd attack power and chances of counter-attacking. - The use of "Quick Start" now must be accompanied with IC unique to prevent the risk of enemy having higher starting AB.
Synergy with Uniques/Players:
Implications:
- PvP
In the past, Quick Start (30%) + Ignition Catalyst (60%) + Pass from Ally (10%) = 100% Action Bar
Now it is 90% Action Bar with the 10% nerf to "Quick Start".
Players that are infinitely slowed to 0 Action Speed, will not be able to move.
Permanently stuck at 90% Action Bar. - PvP
Players using Milky Way vs Ignition Catalyst
50% vs 60% compared to 60% vs 60% before nerf
Ignition Catalyst now has an advantage against Milky Way at the start of a match - PvP
Players using Miho with "Quick Start"
Miho with an attack still stays at 90% infinite action bar.
Miho with a block/pass now have her starting action bar reduced from 60/70% to 50/60%.
But with the change of AI, Miho is more likely to attack than pass until she hits enemy frontline. - CoD
Score Runs are affected the most; making it slower to finish a match compared to earlier 00:12 clear
With Action Bar starting at 90% with IC, enemy are getting more AB before Nari starts to move.
And with Beth unable to hit 90% infinite AB anymore, this allows for more gain in enemy AB that does not allow Beth to do 3 penetrations anymore.
This mainly affect late CoD floors where 3 penetrations is required for Beth to reach the front.
Synergy with the "Infinite Players":
Most infinite players are unable to give up the dark critical damage stone for self heal from their prism slot for a blue penetration stone to recover more AB recovery.
As observed, most of the infinite player are still able to hit the 90% AB cap after the "Quick Start" nerf.
Notable affected character will be Hildegard, Metatron, Lucifer who are unable to hit '100% AB recover anymore" since they steal AB instead.
So, should we recall Kevin/Jeunese?
Aside from "Quick Start", Kevin & Jeunese have their respective uses.
Kevin:
- Slow Active
- Damage Reduction Line Totem
- Defense Debuff Totem
Assuming that Kevin has no "Quick Start", will he be used at all?
Kevin's damage reduction and defense debuff totems are useful but ain't useful enough to be used.
Kevin's slow active can be useful in slow debuff strategies. So Kevin will probably be used only in slow debuff strategies.
Hence, if we are not using Kevin for his "Quick Start", you probably only need 1 copy of him for his slow active.
Although most people would prefer to also max out his quick start, damage reduction and defense debuff totem when using him.
So ideally, most people who are endgame will keep him at max superb.
Jeunese:
- HP Steal Active
- Team Buff w/ an action
- Reduce Target Damage Reduction w/ a block
Assuming that Jeunese has no "Quick Start", will he be used at all?
Jeunese, comparatively, is more desired. Jeunese HP steal active is a key component of cheese (% HP damage) strategies.
Jeunese, is also one of the 3 players in game that is capable of reducing target damage reduction; this is useful in certain PvE matches.
Hence, similarly, you would only need 1 copy of Jeunese for his steal active and damage reduction skill.
But most people, will prefer to max out his quick start also.
So you will need 2 superbs Jeunese at least, to max out 5/1/5/5, assuming that Jeunese is special trained to 6*.
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