ismael4790
Stay focused or get Caged
To all Kenshi players, and in specific, Balanced players,
I was rewatching the last Kombat Kast dedicated to patch notes, and I want to highlight some words of Lord Ed Boon in his introduction:
"We wanted to make sure all the characters mantained their core, strategy and fighting style, and their identity"
Listening to this, first thing that comes to mind is that this objective Boon said they had with the patch, has NOT been accomplished at all with Balanced Kenshi.
If something defined this variation (always considered worse than the other two) and the main reason for players to pick it, was the threat of armor and the strong antiair and anticrossup game he had, that in some sense compensated for his very weak close up game.
That has completely gone, due to a general change in the game that, in this case, didn't took into account the identity of the character nor gave other set of tools to compensate for the loss of that vital function. His signature and consistent antiair/anticrossup move, exrisingkarma, is now basically useless, and without it many of his matchups have become significantly worse.
Let's assume his old armored exrising karma couldn't go back in the same form he had (1 bar, 1 hit of armor, and around 31% damage), even when we can see that Unbreakable sub, another of the bottom tier variations, has kept intact his 1 bar armored launcher.
I will propose here the three options I consider more logical to make this move worthy again:
Seeing characters as Unbreakable having armor launcher (with long range and basically unreactable), or Jax having a 22-24% 1 bar double armor launcher that is -9 on block and works wounders as antiair and anticrossup, I can't see any logical reason why Kenshi couldn't get one of the options above, specially when it was a vital part of his gameplan.
What are the suggestions you would do to change this move so he gets back its old functionality?
Maybe you think he should get a different move/s to cover that? Share all your thoughts.
Although exrisingkarma change has been the main negative "surprise" of this patch, if you have more ideas regarding other moves or things you think this variation should get changed, feel free to share your thoughts.
Discuss!
@Pig Of The Hut @Immortal @DarksydeDash @MrProfDrPepper @Fellow_Swordsman @coconutshrimp @DDutchguy
@SaltShaker @Pan1cMode @Shaikhuzzaman @Ken-WannaBe-Shi @Juanchaaa @Ashenar @Jack Burton @Zabru @Pterodactyl @Lokheit @Bruno-NeoSpace @thlityoursloat
I was rewatching the last Kombat Kast dedicated to patch notes, and I want to highlight some words of Lord Ed Boon in his introduction:
"We wanted to make sure all the characters mantained their core, strategy and fighting style, and their identity"
Listening to this, first thing that comes to mind is that this objective Boon said they had with the patch, has NOT been accomplished at all with Balanced Kenshi.
If something defined this variation (always considered worse than the other two) and the main reason for players to pick it, was the threat of armor and the strong antiair and anticrossup game he had, that in some sense compensated for his very weak close up game.
That has completely gone, due to a general change in the game that, in this case, didn't took into account the identity of the character nor gave other set of tools to compensate for the loss of that vital function. His signature and consistent antiair/anticrossup move, exrisingkarma, is now basically useless, and without it many of his matchups have become significantly worse.
Let's assume his old armored exrising karma couldn't go back in the same form he had (1 bar, 1 hit of armor, and around 31% damage), even when we can see that Unbreakable sub, another of the bottom tier variations, has kept intact his 1 bar armored launcher.
I will propose here the three options I consider more logical to make this move worthy again:
- Give Exrisingkarma 1 hit of armor, but with a similar behaviour to the one Possessed Kenshi exdb1 had, so Kenshi can only do a teleflurry after it, getting 19% damage. This keeps intact his antiair and anticrossup options, but tones down the damage.
- Give exrising karma 1 hit of armor, but make it so it doesn't launch the opponents for kombo, just throws them away. If Kenshi wants to get damage, he has to spend another bar (like Mileena or Goro now, for example) to pop up the opponent ang get the usual damage. Again, this gives him back his antiair and anticrossup threat, but reduces the times he can get true damage off it.
- Give the move 1 hit of armor and make it launch for combo, but change the scaling, so he can only get around 22-24% maximum of damage after it. I'm not convinced with this third option though, because it will hurt his corner combos relying on exrisingkarma, but I list it too as a possibility.
Seeing characters as Unbreakable having armor launcher (with long range and basically unreactable), or Jax having a 22-24% 1 bar double armor launcher that is -9 on block and works wounders as antiair and anticrossup, I can't see any logical reason why Kenshi couldn't get one of the options above, specially when it was a vital part of his gameplan.
What are the suggestions you would do to change this move so he gets back its old functionality?
Maybe you think he should get a different move/s to cover that? Share all your thoughts.
Although exrisingkarma change has been the main negative "surprise" of this patch, if you have more ideas regarding other moves or things you think this variation should get changed, feel free to share your thoughts.
Discuss!
@Pig Of The Hut @Immortal @DarksydeDash @MrProfDrPepper @Fellow_Swordsman @coconutshrimp @DDutchguy
@SaltShaker @Pan1cMode @Shaikhuzzaman @Ken-WannaBe-Shi @Juanchaaa @Ashenar @Jack Burton @Zabru @Pterodactyl @Lokheit @Bruno-NeoSpace @thlityoursloat
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