Alright, I got into this thread late so I’m gonna offer an opinion without regard to much of what has already been said. If this has been discussed or covered I apologize for not coming to speed with the full thread and it’s 145 responses at the time of reading this.
Overall, I think the changes shown here are actually an improvement to the breaker game overall, and I do really like the idea of a not all of the PD being lost on a successful breaker. At first I was a little bit reluctant of the change, but the more I though about it, the more I realized how incredibly beneficial this is and how one sided the successful breaker situation is now given the total loss of momentum in some cases by the total lose of PD. A successful breaker nets you a complete reset on the offensive front, a pass on a potentially high damage combo, and given how some juggles present within the game for almost all characters now, its almost to easy to predict at least one point in which the opponent can correctly nail the break. The only counter balance to it is a 3 second lockout which doesn’t always benefit the opposer very much given if it’s late in the combo when KD is close to maxed out.
With the half PD rule in play, it lays real consequence to the opponent regardless of how easily they break or shift momentum and rewards the aggressor for the successful play up until the point of the break without of total loss of momentum, when sometimes the reward of a 3 second lockout isn’t much of a help when the opponent messes up.
As for the delay in PD restoration, I wouldn’t mind this change either, but the delay shouldn’t be much longer than it is now, maybe a second or so more, but that would be it. I would add that anytime that an opponent is in a hard knockdown state, I don’t think they should be able to heal any PD while they are in hard knockdown.
I will say this, as a Cinder player, this concerns me greatly given this character has a VERY hard time building up level 4 enders and good damage combos at all already. While I understand the change to the PD on break would help change some of this, and a further delay would give him some time to get back into offense, this character’s PD reductions seem like it would make it difficult to reach a level 4 ender EVER, if his PD building moves are hit too hard. There have been some instances where even if I spend shadow meter, building up a level 4 combo is a high mountain to climb. I think you’d have to be real careful with him in order to prevent him from having his damage becoming borderline pitiful, and I would think that maybe his heavy autos could be adjusted slightly to do better PD, but that can be visited as a separate character balance issue.
Overall, I think the changes planned sound pretty good logically. I would just be careful of not making the delay on PD regen too long, and maybe remove it while the opponent is in a hard knockdown.
Good to have you back by the way Keits.