HI GUYS once again the BOMBERMAN is up, im here to present what i think it would make a nice rebalancing in the game, you are all free to comment and give your ideas to correct me i will respond to everyone cause im curious to see and try to understand the statement of some players and compare it with mines.
once again have fun and dont forget thats just a idea, i just hope that could bring some others better ideas to the @developers @TheKeits @rukizzel @TempusChaoti
HERE I GO enjoy
Patch 3.8 exemple idea
Jago
Endokuken raw: Light, Medium, Heavy damage reduced by -30%
Endokuken charge: longer time charging increase by +25% ( this move is still really good) and the opponent should have enough time to react, damage on it donât change.
Overall perfect not more changes.
Sabrewulf
no changes heâs perfect like that
glacius
liquidize : time increased by +20% (It should be able to pass below the opponent without been close body)
shatter: was +26 on startup and now its +30 on startup ( the opponent has still enough time to react because of the lightning)
hails: time summoned decreased by 15% ( like kanra glacius should be able to summon quickly as possible one hail)
overall not changes.
Thunder
Shadow call of the sky: damages reduced by -25% ( this move is still good and he can follow up with mixups and juggles)
sammamish damages reduced by 10% he can still juggles after this
Overall no changes
Shadow jago
Shendokuken damage reduced by -25% and deal -80% cheap damage on block ( this move is a powerfull zoning tool and he can also summon 2)
Overall no changes
Sadira
This is ours miss juggles
KV meter on juggles extend by +20% trying help her to deal more hits on juggles.
In instinct the web damage increased by +20%( this tool has been too much nerfed when s3 begins)
Shadow web cling allow her now to choose the direction where she want to go ( could also been used as wakup move)
Instinct cancel manuals deal (+10% PD increased)
Salticidae on hit deal +15% PD
Web cling ( ender damager in now a hard knock down )
Recluse ender can now juggles after this ender and work now as ender damager when followed up with juggles ( still breakable)
Overall no changes
Orchid, spinal fulgore
No changes
TJ combo
Auto barrage damages decreased by -15%
Powerline has no more armor ( still it act like a wind kick or a cold shoulder)
Overall no changes
Maya
Temperance strike can now been projected after a missed DP ( she should spend a pip meter before it work, without pip nothing happens)
Shadow leap kick allow her now to throw daggers ( she must also spend a pip meter )
Overall no changes
Kan-ra
Kan ra can now reach ender 4 after 2 auto double heavy ( cause I think he should be able to reach it like all the cast, its still breakable)
Opener linker auto double linker auto double = ender 4 like every characters
Riptor
Flame mortar damage reduced by 50% ( this is a presure and defense move that shouldnât be able to deal so much damage
Overall not changes
Omen,aganos
Overall not changes
Hisako
Shadow possession damage reduced by -26% ( actualy it deal 19% raw it wil be now like 14 or 13%)
Parry on shadow counter ( definitely removed, cause a shadow counter is a way to punish and from there that move should not be able to be counter by a parry)
Vengeance (low, high) this opener from a parry deal not more damage cause that move allow her to get a free openner, that move is still extremely strong
Cinder
Pyrobomb, hitbox reduced like it was back in begin s3
Inferno PD on block reduced by 50 % ( the opponent block and that should not deal that much)
With the Pd change in s3 cinder is extremelly powerfull.
Aria, kilgore
Overall not changes
Kim wu
Shadow dragon kick damages reduced by -25 %
Overall not changes
TUSk
AA damage reduced by -25%
Ender conqueror and shadow conqueror damage reduce by -20%
Overall not changes
Arbiter
He should get a REAL AA
Overall not changes
RASH
Shadow boot ender damage reduced by 20%
MIRA
Mira spend two time less lifebar and deal 35 or 40% less damages
Gargos
Gargos has the shadow lord recapture now ( since he deal less damage and has way too much nerfed)
It should allow him to some spectacular juggles.
GENERAL RAAM
After dominance raam can now use a LIGHt ,Medium OR heavy deadly stomp
Light for flipout heavy and medium for combo
Kryll rush can now be cancelled with a jump instead of staying on the ground and been punished ( spend 50% of a shadow meter) this should help raam in manny matchup where he was trapped after he did kryll rush
EYEDOL
Overalll not changes
Shin hisako
**Some little bugs correction **
Otherwhise sheâs just a perfection in everything 10/10
so guys i hope you enjowed it i gotta go now! see you next time