Author Topic: Divekick AE+ Balance Changes EXPOSED!  (Read 4071 times)

Argenrost

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Divekick AE+ Balance Changes EXPOSED!
« on: October 15, 2014, 03:56:26 pm »
Fellow Divekickers, now that AE+ is out on PC we have access to the character data files, and thus I can present to you what Iron Galaxy opted not to (currently). Not everyone was affected and the changes are, in fact, minor, but they're much more important for some than for others.

Divekick AE+ Balance Changes:

Jefailey:
Jefailey was actually starting to become good and we just can't have that, so he got nerfed.
  • Meter gain reduced by ~10%.
  • Maximum charge kick speed reduced by ~7%.
Kick:
Meanwhile, a character who was actually in need of help got buffed (slightly)!
  • Meter gain increased by ~16%.
Mr. N:
Some tweaks to his meter management.
  • Meter gain reduced by ~12%.
  • During Kickfactor, kick speed increase improved from 25% -> 30%.
Stream:
Fairly modest changes that don't heavily interfere with Stream's game plan but make playing against him less oppressive.
  • Kick speed reduced by ~7%.
  • Meter gain reduced by ~11%.
The Baz:
And now, the moment you've all been waiting for. Considering how minor the overall changes are, The Baz got hit the hardest.
  • Meter gain reduced by 30%(!).
  • Bazkousen's meter cost updated to match the PS3 version (~55% increase).
  • Acceleration on Mighty Swing reduced by ~4%.
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BFS

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Re: Divekick AE+ Balance Changes EXPOSED!
« Reply #1 on: October 15, 2014, 04:04:28 pm »
NO S-KILL BUFFS? BWAAAH

No but really, hopefully now non-Baz players can actually have a chance at winning dailies.
Silly rabbit, tricks are for S-Kills.

Laitome

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Re: Divekick AE+ Balance Changes EXPOSED!
« Reply #2 on: October 15, 2014, 05:57:25 pm »
Well it happened, Kenny's stream flight has been removed. Now wait for me to get out of the corner crying. *sobs*
"Why the hell is he flying LIKE THAT?! WHAT THE HELL! IS THAT A GLITCH!" -Jebailey

Godric

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Re: Divekick AE+ Balance Changes EXPOSED!
« Reply #3 on: October 15, 2014, 06:40:18 pm »
Well it happened, Kenny's stream flight has been removed. Now wait for me to get out of the corner crying. *sobs*
I just tested it. Kenny still has Stream's divekick.

demeteloaf

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Re: Divekick AE+ Balance Changes EXPOSED!
« Reply #4 on: October 15, 2014, 07:18:28 pm »
Stream nerfs nooooooooooooo.... :p

Diveby

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Re: Divekick AE+ Balance Changes EXPOSED!
« Reply #5 on: October 15, 2014, 08:23:23 pm »
Well it happened, Kenny's stream flight has been removed. Now wait for me to get out of the corner crying. *sobs*
I just tested it. Kenny still has Stream's divekick.

Kenny can cancel any kick into Air Spirit Bullet and back into a kick without using any meter; no cost as long as you cancel before the bullet is fired, but only one cancel per airtime. Stream stance used to be an exception, allowing Kennys to cancel between kicks and ASBs as much as they wanted. Kept them out of reach for much of the round allowed for some hilarious timeout wins if played correctly. But now that's gone.

Glad Kick got something though. Gonna be starting a lot more block parties.

FujiSyusuke808

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Re: Divekick AE+ Balance Changes EXPOSED!
« Reply #6 on: October 16, 2014, 02:54:44 am »
Bazkousen feels more reliable now, with less buggy hitboxes.
Steam - FujiSyusuke808

Sergeoff

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Re: Divekick AE+ Balance Changes EXPOSED!
« Reply #7 on: October 16, 2014, 03:38:50 am »
God bless Jefailey nerfs. Keits-sama heard our pleads.

Argenrost

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Re: Divekick AE+ Balance Changes EXPOSED!
« Reply #8 on: October 16, 2014, 02:59:34 pm »
As you guys may have already noticed, the changes are only what I can deduce from the character data files. Anything more deeply rooted in the game's mechanics is invisible to me until we learn from testing.
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parrythelightning

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Re: Divekick AE+ Balance Changes EXPOSED!
« Reply #9 on: October 16, 2014, 07:41:33 pm »
I'm glad the Jefailey nerfs weren't too bad, he was fine before.

Argenrost

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Re: Divekick AE+ Balance Changes EXPOSED!
« Reply #10 on: October 16, 2014, 10:51:43 pm »
The only changes that really carry significant consequences imo are Kick's, Stream's, and Baz's. I'd even argue that Baz got overnerfed.
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FujiSyusuke808

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Re: Divekick AE+ Balance Changes EXPOSED!
« Reply #11 on: October 16, 2014, 11:28:19 pm »
A few things I checked with JGat's Black Hole:

AFFECTED?  UNAFFECTED?  KINDA?

The Baz:
Swing: KINDA!  Affected while charging the swing, but unaffected during the swing until the release.
Bazkousen: UNAFFECTED! No affect both during the charge and during the kick itself.
The Shocker: UNAFFECTED! Baz sticks in place.

Dr. Shoals:
Death From Above: UNAFFECTED!  She flies freely until release.
Brilliant Escape: UNAFFECTED!  She can fly away freely, even through the black hole.

Mr. N:
Marneto: AFFECTED! Will push and pull Mr. N around during Marneto.
GTFO: AFFECTED!  Mr. N cannot escape the black hole.

Redacted:
Cornered Beast:  UNAFFECTED!  She sticks to the wall just fine, hard to tell if the black hole pulls her away while she heads to the wall but probably.
Feral Stance: AFFECTED!  She slides around while growling.

Uncle Sensei:
Stance Dance:  AFFECTED!  But barely.
Super Jump: AFFECTED!  His jump arc isn't straight vertical up.

Jefailey:
Disqualification!:  UNAFFECTED!  Holds still in midair while shouting.
Timer Scam: UNAFFECTED!  May help run out time on black hole.

Markman:
Feint: UNAFFECTED!  Markman's arc seems roughly the same.
Search: AFFECTED!  Markman slides while searching.
Upkick: AFFECTED!  Upkick arc slightly altered.

Kung Pao:
Dimension Break: AFFECTED!  If black hole placed directly on her exit portal, she can get stuck in it, and it's hilarious.
Crack Kick: AFFECTED!  She slides while placing the exit portal.

Stream:
Flame Bait: AFFECTED!  Can move around while firing the fireball.
Spooby PLS: AFFECTED! Ghost stays, but Stream shifts around while invisible.

S-Kill:
Trick: AFFECTED!  After trick, portal can pull at S-Kill.
Parry: AFFECTED!  S-Kill slides during parry.

Dive:
Terminal Velocity: AFFECTED!  Can be pulled by black hole during rapid fall.
Parabolic Arc: AFFECTED!  Can be pulled by black hole during forward arc.

Kick:
New Angle: UNAFFECTED!  Seems to be much too fast to be affected.
Party Starter: UNAFFECTED!  Will stick in place during ground pound.

Kenny:
Spirit Bullet (Air): AFFECTED!  Can be pulled during shot and during recoil.
Spirit Bullet (Ground): KINDA!  Holds in place during bullet placement, but can be pulled around during recoil.
BONUS GLITCH!  Redacted stance jump height seems to go wonky during black hole.
Steam - FujiSyusuke808

Hanson

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Re: Divekick AE+ Balance Changes EXPOSED!
« Reply #12 on: October 17, 2014, 12:17:56 am »
Damn good stuff, Fuji!

Xaq

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Re: Divekick AE+ Balance Changes EXPOSED!
« Reply #13 on: October 17, 2014, 01:50:47 am »
I've played Kung since Vanilla, Baz has been the death of me forever.

Played a set with a friend who mains Baz, and used to win maybe 80% of games.  I prolly won 70% of them now.

Part of this is rust for both of us, as well as him now having to learn how to approach the matchup now. I'm sure it'll even out or even go to his favor eventually when he figures out a new approach.

But, the matchup feels fair and winnable now, opposed to "why am I playing this game why did I get matched up with Gunthor", which is great. Though at location tests for AE, I said the same thing, so who knows how it will play out in the long run.
« Last Edit: October 17, 2014, 02:01:06 am by Xaq »

Argenrost

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Re: Divekick AE+ Balance Changes EXPOSED!
« Reply #14 on: October 17, 2014, 03:59:14 am »
Kung has fundamentally difficult problems against The Baz that are mostly independent of his meter, but the fact that he builds less obviously doesn't make things harder.

The Baz is definitely still a top 3 character but he may not be the best anymore.
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