Balance changes to games are some of my favorite discussions to have when it comes to games. Since there is no thread for Yomi on this topic I thought I'd start one. Below are my v3 wishlist changes or just ideas I want to throw out there. Please comment and give feedback on my list plus present your own if you'd like.
TPoS - reduce damage from 45 to 40
Thoughts: I'm not sure what Grave's current win rate is but last time I checked it was kind of low (it might be up now?), so I could definitely see no changes happening to Grave in v3. However, people still moaned about TPoS. Double however, TPoS at 40 damage would still be strong and it would help prevent the newb trap of playing super hard to land TPoS at all cost.
Knee Bash - Increase pump damage from 4 to 5
Flame arrow - increase speed from 2.6 to 2.2 (pew pew)
Potentially swap the abilities on 7 and T
Thoughts: Knee Bash isn't so exciting and Jaina could use the extra early throw damage vs certain characters. When playing Jaina I feel like I have no good way to build up my hand.
She has so few blocks and her early game recurring attacks are average to slow speed and when they clash they lose pretty bad (especially if you're buying them back). Making J a viable early game spam card could open up her hand building a lot. In addition, it has the added benefit of making her feel more liker her FSFG counterpart. It might seem too good at first but keep in mind that it only gives Jaina a net life lead of 3 on hit and 2 on block (if she buys it back).
Jaina's win rate is quite low (possibly the lowest?). So I could also see giving her the buff of switching her abilities. This would increase her power quite a bit if she had free access to her 7 throw while putting the ability in the discard. And then sticking a strong ability on her worst throw.
Increase HP from 90 to 95
Change 9 from a throw/dodge into a block/dodge
T draws a card when the ability is used
Thoughts: Midori needs grappler level HP.
Midori can get some really funky hands, probably the funkiest in game. Giving him another block will help a lot in alleviating the funk.
I believe it was ntillerman that came up with the T draw idea and I like it quite a bit. It will allow Midori to both be offensive and scare offense when he needs to with out killing his hand. Will help him in mu where his preferred block/throw range doesn't work.
Thoughts: Imo Setsuki is in a good place.
3 works on jokers
3 and 5 now hit the opponent
Thoughts: Rook is too soft to gold burst. 3 and 5 hitting the opponent will help in two of his hardest mu
Innate no longer works on AA
Thoughts: Degrey has come full circle. He does a truck ton of damage and his dodge is better then ever in v2. He would still be good with out the extra damage to aces.
Add this ability to K - If this wins combat draw a card. Counts as a normal for straights.
Thoughts: Valerie probably gets the second funkiest hands in the game. Giving her more normals will help with that.
decrease J speed from 2.4 to 2.6
Lose TD if hit by Gold Burst
Thoughts: Mwahahaha. In addition, Geiger has a devastating late game. He doesn't need a crushing early game.
Losing TD on GB will help characters that struggle vs him.
Possibly too weak now? but there are several characters who get so crushed by both portions of his game that it feels justifyable.
Thoughts: I want to give him a change that mainly helps him vs Arg but doesn't increase his power in other mu too much. Not sure what to do. Making T uncounterable has been suggested before but don't know how much that will affect Grave and Perse.
Thoughts: Curse the fish. Arg is a solid character and has been shown to do really well when the top 4 characters are removed so nerfs to them would put Arg in a good place (maybe too good).
Add Draw a card to T
Thoughts: Even with all of Quince's current card draw he can still run out of gas fairly easy (at least this is what I've noticed when playing against Quince's). Giving him a little more draw by letting T auto replace itself should help with that.
Change 6 from a attack/block to a named throw/block
-6 throw Some Oni themed name
8+4+4 (any 2) damage speed 8.8
Thoughts: Oni is a really strong character if it weren't for the fish and lawyer giving him more throws would greatly help in these mu. This might make him too good and could require nerfs to other areas if testing showed him to be too strong.
Add to innate - Something that allows him consistent access to face cards (K most importantly)
Thoughts: So I don't know how it should work atm but BBB needs to have his face cards more consistently with K being by far the most important. This could be a power up for K or getting range lets you retrieve face cards from the discard or some other thing that lets him get K/face cards. I think it should be a discard retrieval so powering up for face cards can be a Menelker thing only.
T can only be used once per turn
J losses it's ability
decrease AA speed from 1.0 to 1.2
Decrease AAA damage from 45 to 40
Thoughts: These are some pretty common Troq change suggestions. Limiting War Stomp to once per turn stops him from having Menelker like discard.
J losing its ability helps in several mu.
The changes to his aces are common requests and just lowers the overall power level of a really strong character.
Change innate to: Whenever you hit an opponent with a face card attack (even multiple times in a combo) draw a card. If the attack is black the opponent discards a card. Powering up for black face cards remains the same.
DSD damage decreased from 55 to 45
Dragon Breath speed decreased from 1.2 to 1.4
Thoughts: Menelker is another tricky one because his power level shots up a lot if the top four characters aren't around. He might be a no change character. However, if he needs changes I like the idea of all his face cards drawing cards so he doesn't run out of steam and so his Red face cards don't feel so lame to draw.
His Aces are nerfed because of increased card flow.
Add to innate - At start of game draw 10 cards and discard 3.
Potentially increase HP from 75 to 80
Thoughts: I've heard the draw and discard innate before and I really like the sound of it. It helps with several of Perse's problems. It lessons the slowness of her start and the awkwardness of her opening plays and lets her due stuff more quickly. It helps with her lack of card draw a little bit as well.
75 health doesn't give her much time to get her game really going. 80 health could help with that. It's possible that the addition to her innate makes increased health not needed.
Thoughts: Gloria is a funky puzzle box that I don't even begin to know how to tweak without upsetting things drastically. Will leave this one to the Gloria pros.
Q damage increased from 6+4 to 8+4
Thoughts: Another one I just don't know about. I don't have a lot of experience with the Greyson girls.
Change Acrobatics to allow for any card to be discarded, not just dodges
increase speed on 3 from 3.2 to 2.2
Thoughts: Effectively giving Ven more dodges allows him to better deal with characters with lots of fast attacks.
Ven in a lot of mu is super reliant on 2. Just give him 100% more 2.
Change Slipstream Phase from damage 19 to 15 and from speed 1.2 to 1.0
Change Maximum Anarchy chip from 5 to 0 and it gains a self titled ability - If you play MA and it doesn't hit you lose the game.
HP from 85 to 83
Some change to make K less good (maybe Zane takes 10 when it's blocked)
Thoughts: Slipstream Phase is changed to make the mirror more playable. Its damage is reduced because of the increased speed and for potential (with innate) to only have to use one ace from hand.
MA is now a weirdo trickshot. Maybe still too good?
HP change because his HP should end in 3
K is supposed to be a bad reversal but it is a great reversal. There are very few attacks that K is sad about trading into. There should be a better way to punish K. Right now it is too free.
The scars of Zane make me worried that he would still be too good.
Well that is my current list of changes/ideas. What do you think and what does your v3 change wishlist look like?