Good points, especially about how weakening Zane’s Plan A pushes him towards Anarchy.
Removing normal draw from Zane altogether is a huge nerf! He relies on his normals in neutral a lot more than most characters since he doesn’t have fast face cards (except Crash Bomb of course, but that’s his reversal). I could see removing normal draw exclusively from meaties being a good balance change, but it feels inelegant to me at first pass. At least the Meaty Attacks part of his innate already specifically mentions and modifies his normal attacks, so it would feel less like an afterthought.
Balance-wise, removing normal draw from Meaty Attacks makes less of a difference vs. grapplers since Defense Mastery nullifies normal draw sometimes anyway, so that’s good for the Troq and Rook mus (and maybe for a reworked/buffed Midori mu too). More generally, this nerfs Zane the most vs. characters with the fewest answers to meaties which are usually his best mus. All of this sounds good to me, so my only reservations relate to elegance.
A lot of people are suggesting a major MA nerf, but none have described what exactly that would look like. Are they talking about making it 1.0 speed? 3.0? 5.0? With MA at super slow speeds for a 4-ace super, the EV of a Zane combo starting off a high normal is so much greater that you basically never play MA in combat. In practice, Zane would just use it as a dodge followup 99% of the time, which is still very lame gameplay imo.
I think if we’re making MA slower than 0.3, we’d be better off reworking it altogether. I know several people have proposed ideas to merge MA with C&D. Here’s a version I think works well:
AA, Maximum Anarchy, 1.0 speed, 15 damage, Can’t Combo
Ability [During Combat] - If you won combat and Maximum Anarchy deals damage, all players remake their hands (each player reveals their hand, shuffles it, puts it on the bottom of their deck, then draws that many cards).
EDIT: Changed it to “all players” because Hobusu noted it would be more fun in 2v2!
C&D would be removed from his 4. C&D isn’t broken right now, just a bit feel-bad. Zane can get a Full Combo trigger from every combat option, meaning he doesn’t have to go out of his way at all to use C&D. With this change, Zane would have to deliberately dodge into or manage to land a move that is subpar compared to his other options, so he has to evaluate whether remaking the opponent’s hand (and his own) is worth the trouble.
I chose 1.0 speed specifically to make the Zane mirror less dumb. Oddly enough (pun intended), Zane bodies himself really hard because his only realistic answer to odd meaties is Crash Bomb. Having one more option to trade with meaties makes the matchup much less ridiculous. I worded the ability so that it will not trigger when MA trades with 1.0 attacks.
I could see the following changes working well together:
-Opponent sees Shen flips, then decides whether to facedown
-Crash Bomb can’t be interrupted except by knockdowns
-2-Ace, 1.0 speed MA with C&D effect to all players when you win combat and it deals damage (C&D removed from 4)
-Jack 11 dmg 2 CP Ender
Ignoring balance, I still like Jack as a 2 CP Ender because it makes evaluating how to combo less obvious in certain cases, which is interesting and skill-testing (read: fun!). And since MA isn’t a viable Plan B, we don’t have to worry about it pushing Zane towards degenerate play. Could maybe add the “meaty attacks don’t get normal draw” change too, but I think it would be mostly unnecessary and somewhat inelegant.
Note that without 0.X 50 dmg MA and the nerf to combo damage, we have to watch the Troq mu closely. But I think with Troq nerfs like 1.2 AA, removing J ability, and 2.4 Fast J, the mu could be “okay”. Would need testing.