Balance 2.14 - Printable Version +- Soul-Boards (https://soul-boards.net) +-- Forum: Central 46 (https://soul-boards.net/forumdisplay.php?fid=1) +--- Forum: Latest Balance Changes (https://soul-boards.net/forumdisplay.php?fid=4) +--- Thread: Balance 2.14 (/showthread.php?tid=439) |
Balance 2.14 - leaderfirestar - 08-06-2023 Buffs: - Ishida Uryu
- Kon
- Koga Kuchiki
- Kyoko Haida
- Kyouraku Shunsui
- Ressurreccion Tousen
- Saru
- Suzumebachi
Nerfs: - Segunda Ulquiorra
- Yukio Vorarlberna
Tweaks: - Broly
Random Tip: How does Yukio's "Save State Load" work, and when should I use it? Yukio tracks the state of each character at the end of each turn (your turn, and your opponent's) after effects are applied, but before their durations are lowered. More accurately, your team's state is tracked at the end of your turn, and the enemy's state is tracked when they end their turn, which has made the "revert 1 turn" do a lot of work for helping allies, while the uses for enemies hasn't been as clear. Tracking a team's characters at the end of that player's turn means if your team takes damage or have a harmful effect put on you, you can load state to the last time your state was saved (the end of your last turn) and "heal." Everything there should be pretty obvious at this point On top of health, Yukio also tracks the status of effects on you (specifically, their remaining duration, destructible defense, and damage reduction), and the status of your skills (their remaining cooldown and cost). This means that reverting state on an ally will also bring their cooldowns to the way they were at the end of your last turn. If this puts one of their skills on cooldown that you're trying to use, it won't execute, because it was on cooldown, so be careful when ordering your skills! This is also the reason why some people have been "Yukio'd," where they dump all of their damage into Yukio, he loads state, they do it again, and he loads state again. He has a 1 turn cooldown, but he reverts the state of the cooldown to when it wasn't on cooldown, so he could use it again, provided he gets the yellow energy So when to use it on an ally is probably pretty obvious, when do you use it on an enemy though? Those of you who were paying attention realize that the state of the enemy team is captured when they pass their turn, so reverting state on them doesn't have the same impact as an ally. There are a few reasons you would want to that I can think of, all having to do with extending over-time skills and reverting effects that trigger as a result of your other attacks. For the first point, using yukio with nnoitra can extend the length of "Crescent Slash" by a turn, getting you 30 damage over 3 turns and 3 turns of them ignoring all helpful effects (which could be nice). The second case would be an interaction like Orihime's "Twin Heavenly Returning Shield." If you stun her while this skill is active, that enemy will immediately heal 15 health. then, you could use Yukio's "Save State Load" to revert that enemy's health to where it was when they passed their turn. Why would you do that, when you can deal 20 damage with Yukio's other skill? You tell me! Maybe you have an effect on that person you want to extend? The point is that any effect triggering because of something you do during your attack can be reverted if used properly. Using it on an enemy is certainly a choice, and isn't as straight forward, so nobody would blame you for never using it on an enemy. That said, I kept the option there because there are a few times where it could make a difference, and I wanted to keep that on the table. Hopefully this all made sense! Noteworthy Bug Fixes:
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