Advertisement
Guest User

Untitled

a guest
Nov 17th, 2019
124
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.22 KB | None | 0 0
  1.  
  2. GodnaToday at 5:09 PM
  3. Honestly I don't feel that the CC is as much the issue as the nature of Beam when it comes to Ki attacks.
  4. Control effects literally only majorly effect Melee users meaningfully
  5. I had a more nuianced thing planned but well it was Deleted by Kael for not fitting your formatting
  6. I'll break it down like this
  7. In most fights you've got either. Melee versus Melee, Melee vs Ki, and Ki Versus Ki. (Explosions, TK, and other weirdness make up the stuff that isn't the MOST catergory)
  8. So let us cover each inteaction and how most CC effects work against them
  9. CC breakdowns in the three catergories of fights
  10.  
  11.  
  12. Melee Vs Melee. :white_check_mark:
  13. 1v1: The goal is to close the distance and attack from melee. Most physical skills require you to be adjacent. So with a few exceptions. The fight still continues except a dodgey opponent attemptign to use fancy footwork to minimize their own damage is restricted. Honestly a Fair use of Control effect. There is still counter play options such as Round house kick or Cleave while having a clear benefitial effect. :green_circle:
  14.  
  15. Group: It locks down a target and puts them in a situation where they may be surrounded by multiple targets. In the case of Area of effect CC it might allow other fighters to disengage and focus fire without worry of retailiation (Zanzo can be used to counter act this). :green_circle:
  16. .
  17. Ki Versus Ki :green_circle:
  18. 1v1: Ki has quite a few more options regarding approaching Combat. There are Ranged options. There are Melee Options and there a few inbetween options. But the point is they can engage more or less at whatever distance they prefer. With CC they can chose their prefered form of Engagement. Although I've seen in far too many cases it just results in CC -> Beam or CC -> Charge Spam. CC can win a fight but doesn't shut down the entire fight completely. :green_circle:
  19.  
  20. Groups: Honestly I'm just kind of tempted to post that moment from the boondocks where those two guys shoot at each other for several minutes and manage to hit absolutely nothing. It's basically just the same as 1v1 but applied to groups. but less effective because if you freeze a Ki user at range they can still use various techniques to participate. :yellow_square:
  21. .
  22. Melee Vs Ki :x:
  23. 1v1 : This is where it gets fucky. From the start one has no option of engagement distance. If they want to inflict damage they've got to be right up adjacent. The other one can already fly about and kite. They've already got the knock back from blasts. They've got the threat of big charged attacks that make it to where they have to get distant or suffer massive damage. (Charge, Beams, Megaburst) And if they get rooted or snared? They're as good as Dead. Because now they can't fight back and they're in a state the are taking damage :x:
  24. .
  25. Group fights : putting aside that Ki already has many more ways to influence groups of people than Physical. the fact of 1v1 is amplified in mixed groups with all the fun of a chance you'll get hit by an AoE stun and someone will decide to swing a 20x beam your way and erase you :x:
  26. .
  27. .
  28. In summary I don't neccessarily think that the issue is CC effects but an escalation of certain factors.
  29. To wit. Melee and Ki have some PRETTY different factors between them. It's not just the Ranged and Melee aspects of them but that certainly escalates it
  30.  
  31. Beams. No other single attack has the damage potential of a charged Beam. Not other attack changes the tempo of a battle like a beam. Group fights or 1v1. It changes the so much. Melee attackers have to be EXTREMELY careful because they either have to wait for it to stop or get into the damage beam. It can not miss. Watch as melee fighters suddenly focus on getting distance and fragile ranged attacks close the distance. Beams are a BIG thing.
  32.  
  33. Big damage high risk attacks. Megaburst, Sokidan, and others. Ki users often times have very highdamage spike attacks that can change everything in an instant. Often times a Ki user has many more tools than control effects to dictate the pace of combat. Being ignored in a group fight? Charge up a Big attack and dive in. You may well just take an entire threat out of combat just like that.
  34.  
  35. Frankly CC just futher escalates the gulf that exists between Ki and Melee Combat.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement