Solid_Altair said:
So, think about it: if the Devs know these cuts and nerfs to moves are popular, why do they insist in doing them? It's because they know it's the right thing to do for the sake of balance, elegance and effective variety.
Well said, but in the end, we know Raph has historically lacked overall (although SC2 cancels were pretty boss). And if Viola has shown anything, it is that the developpers are not beyond throwing extra damage on moves to improve a character.
Is it possible that we, as a SA, could outline the major issues while trying to follow the devs cues (no 22B 80 dmg NH combos, CH fishing for dmg, bad step kill)? This could at least call to attention to some potential/current issues, which if already known/intentional, would be ignored, and if not, could be adjusted. This version Raph has a nicely balanced moveset, where we use a variety of moves, yet missing/lacking options can kill that variety (see Prep).
WuHT said:
The problem is more obvious in that it's easier for raph to blow meter due to CE combing after the new prepBBB stun for example.
On that note, how is everyone using the CE/BEs with respect to the new stuns? Consider that GI (60 meter) does 70 (60 dmg if you play it safe) dmg and refunds 30 meter, and 6Bb(BE) adds 30 dmg for 60 meter.
I have only been (as a hitconfirm) using the CE as a follow up to 22B and CH Prep~K, but even there the damage to meter ratio is less than 6Bb(BE) (However this is decent compared to using a CE after the new B stuns, which 15 - 18 extra dmg for 120 meter vs meterless options).
Without the need to BE off SEB and 4B anymore, we effectivly have more meter to burn. I tend to stick with 6Bb(BE) and GI usage unless it wins the round, am I placing to much priority on meter preservation?