Control effects (especially chaos, immobile, acupuncture, paralysis) are too powerful in this game for them to be so common and easy to apply. Kurenai's new breakthroughs, the Azure Fang's critical hit chaos passive and other ninja abilties that allow consistent application of control effects are damaging the game in the following ways:
-They are making initiative too important. One more point in initiative may allow one player to completely shut off another player when there is a minimal power difference between them otherwise.
-They are making luck too important. One lucky combo or critical hit can completely trivialize player choices. Luck is already too important in this game, and throwing crowd control around too much is just making it worse.
-They are making debuff immunity and debuff removal too important. There's this war between debuff application and debuff removal that is making the game one dimensional. Only a handful of effective strategies exist in this environment and the likelihood that any player will encounter a fair fight with another player is getting smaller by the day.
With how powerful control effects are in this game, you cant allow players to throw hundreds of them out in a single turn with random procs or chase skills. The same goes for debuff removal and immunity. If they're going to be so strong, they can't also be spammable. Both debuffs and debuff removal need to be seriously looked at.
roshi, bee sst, utakata, kushina 3 stars, itachi susano'o, naruto kcm, etc...
jokes apart, heavy depending cc teams, like the azure fang team you talked about, or kurenai skillbroken, *s really a lot against full immune teams that directly own them with no hope to win.
Log in in order to Post. LOGIN | Register