Thats what throw resets are for
An extra 8-9% on a character whoâs supposed to do massive damage with good combos isnât really a âhuge chunk of damageâ. I really think youâre overblowing the effect this would have. Plus, when I said âeasily breakableâ, I meant it; like, if itâs emergence have it be the same animations he has for his regular versions. Both him and his opponent are then forced to gamble on a breaker; get an easy break that destroys the Kryll, get a counter breaker and take a decently powerful combo, or attempt and fail a counter breaker and get him stuck in a combo. Plus the fact that Kryll last 14 seconds, thereâs not a likely chance youâll get a long enough combo to do it more than once, so it wouldnât opt out his stab as his main go-to linker.
And for Rush, just have it be a long animation like Rashâ s Big Boot linker or something.
@MDMMORNING Whatâs the difference between what you said and doing Opener-Light Knife-Kryll Ender? Same effect except your opponent would take slightly more from the Kryll Linker. And as I explained, if itâs easily noticeable what version is used for the linker, fear of an immediate ender isnât too high if the likelihood of being broken beforehand is so great.
An extra 8-10% is huge. More than Arbiterâs carbine shots if tacked on.
So give a guy who does huge chunks of damage even more damage?
High risk - medium reward damage? Yeah sure.
Idk I think heâs fine the way he is now honestly.
Except itâs not high risk, heâs already easy as heck to break so it would be the exact same amount of risk he currently has with a bigger reward.
Oh, I have no huge problems with him now, I actually argue with some of my friends that he really doesnât need a second linker, but a carry or poison linker + bettered enders seems like a good idea to me.
He is not meant to have serious threats in the combo game without instinct. His focus is on making you scared to act and grabbing youâNOT on doing âmassive damage with good combos.â You may be confusing him with thunder!
Iâm maybe a little annoyed that this came up because I made a dumb joke. I thought it was so obviously a bad idea nobody would take it seriously :v
The difference is that Shank Linker is already in the game, and it is not strictly better than itself. Kryll Enders reward you for success within the combo system, whereas a Kryll Linker would provide reward for mere participation. Itâs not a complicated distinction.
8-9% guaranteed (not potential) damage within combo really is a huge chunk of damage, artificially inflating the guaranteed value of a given combo by approximately one level, without the risk of losing out on that damage if broken. All of a sudden, you donât even have to cashout to get value out the combo game - and thatâs before we consider the absurd buff to combo drop>resets (which at present is mitigated by the fact that you actually have to succeed in the combo game or neutral to reap the benefits of Kryll-enhanced resets). 9% is about half of an EX Grab. Thatâs almost 1/10th of a lifebar. In what universe is that not huge? Further, since when is RAAM supposed to do massive damage with âgood combosâ outside of INSX?
The correct answer to both is: âstop asking silly rhetorical questionsâ
Eh, Raam is not really a serious threat during Instinct . either people Turtle up, or they end up breaking The combo anyway.
He has the potential to be a threat, but is his instinct as reliable as Jagoâs life building instinct or some other characterâs instincts? I donât believe so.
Eh? Thatâs not even remotely trueâŠ
On the topic of a linker that adds poison, @DEClimax is correct. Regardless of how breakable the linker is, a DOT linker would be too strong. You would always start your combo with it, and it being super breakable just makes it even more threatening as counter-breaker bait. Raam isnât meant to be extra dangerous within combo; again, he is largely balanced around that limitation.
His instinct is a huge threat, if you pop it in a situation where they could turtle up or break the combo then youâre doing it wrong. Itâs mere presence, not even activated, completely cranks up the risk of lock out to ludicrous levels meaning that his suddenly easy to break combos turn into giant counter breaker bait. Iâve taken entire health bars just mashing heavy double light linker heavy double light linker because they feared the counter breaker. That whole mind game gets turned up to 11 with the risk reward ratio heavily skewed in Raamâs favor.
Guys, youâre focusing on that first sentence n but I amended it by saying âHe has the potential to be a threat, but is his instinct as reliable as Jagoâs life building instinct or some other characterâs instincts? I donât believe so.â
I have done 78-82% damage with his instinct. Of course the damage potential is threatening, but because he is so easy to be broken some of that threat is reduced. In this sense you canât do anything wrong; either they break you or they donâtâI just dvrâd a match where a guy broke my combo, and thereâs no way he could see which attacks I was using.
As far as popping it out without a combo starter, I agree youâre not doing it rightn but sometimes my big fingers trigger the instincr before Iâm ready and I have to try to make do with it.
Why isnât it as reliable as Jagoâs? Sure he has the potential to gain health but he needs to open up the opponent first just like Raam. Frame advantage means nothing if Jago isnât given the chance to do anything.
Confirm lockout>pop INSX>Damage Loop>Cashout>Setup
With this method, we get to capitalize on our INSX without being broken. It does require one, to an extent, to focus on baiting a lockout or counterbreak in order to maximize efficiency from the INSX pop. However, he is very much not easy to break during moments where breakers are impossible, not even to a lucky guess. I would say that the described method is the correct method, and any other application is sub-optimal at best, a waste of INSX at worst. We shouldnât be expecting 80% from every INSX pop, but we should be striving toward it, and popping INSX just because you touched them isnât necessarily helping one achieve that goal (unless youâve soundly sussed out their breaking habits).
Without a lockout to safely pop INSX in, we can also go from INSX directly into Ender and try an ambiguous crossup or flipout setup back into a one chance. Multi-opener resets, Opener>grab/throw resets into setups are also sound options that remain break-proof. My personal favorite is the Coach Steve Special:
Opener>EX Shank Linker>FADC(lockout bait)>INSX>Damage Loop
Itâs expensive as it requires full resources, but when it works you feel like a bloody genius, and will often close the match out in short order. Nothing seems to tilt people quite like a lockout on an FADC (aside from maybe Gargosâ Minions).
But, I think what @SithLordEDP was saying is if youâre getting broken during INSX, youâre doing it wrong. Iâm inclined to agree.
I see what youâre saying but thatâs not a guarantee that youâll get a lockout. Not that thereâs a guarantee with anything in the game.
However, as someone posted earlier, Raam is easy to break, and if you have someone consistently Breaking your Combos, would you agree that a lockout would be kind of difficult?
Iâm not trying to be a know it all here. Iâm just going by what Iâve personally observed playing and watching others play the character
And Iâd disagree with this one as well. Raam has one of the most dangerous instincts in the game. Any combo confirm once he has it stocked becomes a life or death decision in terms of breaking, and thatâs not nothing. Sure heâs easy to break, but do you really want to chance that heavy breaker when a counter breaker will literally kill you?
Yes, Raamâs breakability means he has to commit to the combo game, but thatâs not a bad thing. The threat of lockout->instinct cancel is incredibly potent - you just have to be willing to play the cards.
The threat lies in the fear factor. Think of it like this. You are playing against Raam and you are getting comboâd. You decide wheter to break or not because you donât want to get locked lut or counter broken and you will die because he has instinct. By the time you decided, levle 4 ender already lel.
Yeah, itâs a shame raam has no options to deal with an opponent thatâs blocking.