So basically this somewhat counters the "let me throw out a light to interrupt that real quick" strat, right?Originally Posted by CRIMS0NM0NKEY Go to original post
I can see it, but the problem is that Nuxia has now started a chain and already gotten 30 damage in from landing the trap. Nuxia goes right into her 400ms lights from there. That feels pretty good to me.
Traps are also only 400ms. When does HA start?
You have it exactly right. I don't know the details of when the HA should occur though. I don't actually play nuxia anymore. I faced one and destroyed her with bp just by doing as you said so I could start my combos. I felt bad.Originally Posted by UbiInsulin Go to original post
Nuxia could use this HA for that as well as potentially as a shield against incoming attacks depending on the timing of the HA. Essentially she could use the HA traps to overt incoming damage if timed right.
Sooo this idea might be op now that I've given it so me thought. Though you could increase the stamina cost to compensate.
I think hyper armor would be a great idea for traps. It would certainly make them more viable without being overpowered.Originally Posted by UbiInsulin Go to original post
I'm going to restate this again. If HA was put on Nuxias traps she could use it not just to trap but to overt damage. So an experienced nuxia could use the traps not to trap but to shield herself from an incoming light or heavy if she timed the trap right. Meaning a pro player might make fighting nuxia like fighting a ghost.
Adding armor to her trap doesn't make her trap better directly or indirectly. All you're doing is reducing the damage you take and then safely chaining into her 400ms chip attacks. I don't think that it fits the fantasy of the hero at all and isn't a change I personally enjoy.
Traps as a concept are very polarizing because it's something that punishes you for being passive. If you make traps themselves too easy to use (like say a bash) then it ruins the intent of the trap I.E being a mind game for what she does with her heavies. On the opposite end traps don't feel rewarding because any and all mix ups you do with traps are negated with reactions. Be it a correctly timed light attack, a miss timed option select parry/parry attempt, or emoting/unlocking.
The buff the devs gave to her about being able to continue on a whiff was an interesting one. As it doesn't directly buff traps but it does mean her offense isn't halted for whiffing. However due to the timings of things it's still not great. As the reaction time for buffering a light on a whiff (because you knew it would whiff) is a 600ms reaction i.e reactable. If you delay your input to make the follow up unreactable and the player reads this you can be GBed.
The whole idea of nuxia's kit imo was to give her some strong tools at the cost of opening herself up to risk. The issue arises when Nuxia ends up taking more risks for attempting to use her traps/deflect than her opponent does. Since this is meant to counter someone's defense it doesn't make any sense for someone to be able to play so passively and be rewarded in return.
So how do we make traps as a mechanic work? There are two avenues for this. We make traps a lot easier to land and risk the above problem. Or we make them safer to use. Which is a less volatile option but doesn't really address the core problem of traps. I think the most tactful approach would be to do a bit of both.
So how do we make traps easier to land? Traps now grab zones and heavies wether or not they would have parried her. This means outside of dodge based offense and unblockables the only offense that counters her trap is a light attack. How do we make them safer to use? Nuxia can now dodge cancel a trap conversion and/or trap whiff recovery. Now how do we even things out a bit? We reduce the damage of her traps themselves overall. We also make her lights not true 400ms lights. Instead 433ms/466ms respectively.
Would I make any other changes to her kit? yes actually.
~Her whiffed traps either no longer generate revenge or generate less revenge compared to current.
~New deflect input that lets her chain into a guaranteed heavy finisher.
~Dodge attack can now be done 100ms-400ms into her dodge attack. (basically same window as orochi's.)
~Zone attack now hits twice. the first part is when she links together and does the first swing. it's 500ms. Second half is still feintable/trapable.