Well, I must say, I love about 95% of these changes. Really really happy with how it turned out.
Rapidly going over each character that I find had the most significant changes (or that I find I can better comment on):
Jago: I feel this is pretty much on point. His dmg was a bit too high to capitalize off random lockouts with instinct gain from his combo trait and also huge damage. Still kinda feel his FB’s may be a bit too strong, in terms of meter gain and damage, but I’m happy with the nerfs he got.
Wulf: Even better setups after c.LK flipout. I feel he already had very good options, but now it becomes much more of an option to flip out > crossup > meaty with good buttons. The dmg buff to shadow eclipse will be more than welcome, to make his only reversal mean something, and to further increase his juggle cash out.
Glacius: Absolutely love the nerf to puddle punch. It never made any sense whatsoever, to me, that a zoner would get a true meterless reversal into combo, no matter how negative it is. Not getting reversal’d will only mean the reversal dmg, which is just about perfect.
Thunder: exactly what we’d been asking for. Meterless reversal meant too much meter for cash outs and random shadow COE’s, and overall sammamish > skyfall juggles were far too damaging. The character should be much more honest now.
Sadira: Changes look just about delicious for any sadira player, I’d say. This character is one of my most hated MU’s ever, and I abhor fighting her. Still very happy to see her get some love in the form of more opening opportunities, instead of simply more dmg. She should be a character who needs to work for her dmg, but that can absolutely mess with her opp if played well.
Fulgore: Love seeing his teleports further reducing the reactor spin speed, to try and dissuade ppl from abusing them, and love seeing that completely disgusting blade dash > DP autocorrect finally gone. But above all, his DP > laser no longer being possible to be made safe is amazing. Love it.
Omen: No longer gets throw > special in the corner. Love it.
Kan ra: more reliable reward for correct reads on high and medium clutch = awesome, also better shadow swarm durability also good in the neutral.
Aganos: Stomp made good, seems like someone was reading through the aganos threads ='D
Cinder: Less shadow opener dmg and free chip with fission. See above. Brings a tear to my eye to see live proof that the devs are constantly listening to us. Still feel like DP > instinct cancel shouldn’t lead to a one chance guess break shadow cash out, though =/ that’s the one thing I feel cinder should have changed about his gameplay. And I also feel like a meter indicating fired up state is really kinda needed… I have huge issues keeping up with when he’s fired up or not, and that means determining how to punish his DP. And I’m pretty sure I’m not the only one xD
Kim Wu: Overall really good changes, more reliable shadow counter, even better reward for parry and extra value for dragons with this change as well, resource ender hugely buffed. Really like it, and I don’t feel it’ll be too good because it means forgoing huge damage on high level dmg enders for the resources. Old, short sweep made safe should give it some use, and new command sweep seems very nice as a cancel from other normals for a HKD.
Tusk: Very good to see the stagger combos reduced, the character really didn’t need one chance to breaks over and over again for that kind of dmg. Good to see him get another way to bypass zoners and more value for his jumps with skull splitter buffs.
Rash: Still feel his sweep should be -5. I mean… that range. But overall, he’s fine.
Arby: Unsafe shield is something that should’ve been obvious from the start. Full inv, extra health and bypass projectiles and… safe on block? What? xD Now it should be perfect. Self grenade buffed on use with shield and made truly unsafe on wrong use = amazing. Carbine loops toned down = really really good. Carbine neutral dmg upped also good, IMO. It should be used much more in the neutral and not for combo confirms like it was.
Mira: Love these changes, after testing them out. I was initially aching in my heart, when I saw more nerfs xD but both nerfs are warranted and they didn’t hit her hard at all. The buffs more than make up for it, and now she feels like she can get life back at a considerably better pace. I still feel that bite enders should recover a bit more, especially shadow embrace ender, but I’m happier to see the bite linkers actually becoming good. Less ridiculous dmg output on the mist combos coupled with much better life regain should make it worthwhile to use her instinct without as a neutral tool in the first life bar, instead of always going for the confirm into combo, and it should also give us a better reward for spending life to open ppl up and then popping instinct. The life swing will now actually be bigger than it was, if there’s enough silver dmg to be regained!
Gargos: Seems like he got toned down in the frustrating department, and that’s about what anyone should want from him. No more minions getting back up during combos is amazing, less jump height for random fleeing around is also good and less distance for air reckoning as well. No more HKD from dmg ender, which obviously should’ve been gone a long time ago, YAY! Less dmg for portal punch combos is also good, seeing as how the neutral punches weren’t nerfed and they were the most important for his zoning, IMO.
RAAM: Yes! Shadow kryll rush should now be a really good tool against zoners! A good read on a fireball can mean a punish from half screen away with the faster speed and projectile inv! Suddenly, you’re in your opp’s face, at +4 to boot and with kryll dmg on him! Loved it =’) Also the ultra motion swap and toned down instinct damage. Perfect changes, basically. Everything I felt the character should have changed.
Eyedol: Yes, nerfs to so many degenerate things (F.U. j.HP and 6MP x’D), more frequent random switching and overall tone downs for tools that were too strong and buffs for tools that needed it. Will have to see how he feels, but in theory I’d say he’s about the same in terms of gameplan and overall feel, but actually how he should’ve actually been in the first place, playing fair and requiring some though behind using him.