#The Problem With Izuku Midoriya OFA (And The Flaws of the Proposed Change)

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knotty cedar
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Izuku Midoriya OFA is an extremely well-rounded character who is able to dominate lobbies with his array of tools, which has been frustrating for most of the player-base. But what is it that separates Midoriya OFA from the rest of the high-tiers, and most importantly... why is he so fun?

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For a little bit of credibility, here's what I've been doing to people all season. This isn't for promo, the video is unlisted. If you've seen ZEN Kamko's videos, you've probably seen things like this before. I'm well aware of the horrors of this character.

https://www.youtube.com/watch?v=D2hVzXed488&feature=youtu.be

Why He's Broken

This is mostly because of how forgiving his kit is. I'll highlight a few of the aspects of his kit that stand out.

  • Armor On Melee
  • Armor On Grounded Alpha
  • Grounded Alpha 500 Down Power
  • Grounded Alpha Projectile Size
  • Alpha ammo amount
  • Impact Detroit Smash Tracking
  • Detroit Smash Quintuple Hitbox
  • Aerial Melee Tracking
  • Gearshift Overdrive Smash
  • Melee Loop Combos
  • Infinite Stun Combo

Now this isn't to say that all of these should be removed. Every character should threaten a certain amount of tools that should force everyone else to play around them. I'll send my proposed changes shortly.

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Why He's Fun

Fitting the Rapid archetype, these are the aspects that Midoriya OFA should excel at.

  • Combos
  • Movement
  • Escape and Re-Entry

Deku has extremely agile combos and routing, allowing him to do tons of damage when he's left un-interrupted. This is an aspect of him that I'd like to keep, as there are lots of anti-dive characters that can prevent him from doing this, as well as teammates on every team to help break out of his combos. Here's the tech that I like about him:

  • Air Melee Bounce Chaining (Dribbling)
  • Ledge Roll Air Melee
  • No GP Air Melee Combo Conversion
  • Air Dash Mix
  • Combo Variability on Different Terrain

Why He's Annoying

This characters kit appeals to people who want an easy way out. You'll see an endless amount of Midoriya OFA players that don't even utilize the loop combos, and only use Trance Blow melee and Overdrive, since they can still achieve results and a lot of the cast can't do very much about it. Players like this are completely untouched by the nerfs while top players are less effective in their lobbies. Everybody is still overwhelmingly annoyed by the Trance Blow Overdrive epidemic so... what will change in season 14?

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Character Tech Erasure

This game's developers have a habit of removing tech from characters with their changes, making them less fun overall. The last victim of this was Shinso, who can no longer hit double beta by hitting the first one backwards, which I thought was enjoyable to pull off. This could have been solved by simply changing damage values, but the character became less complex instead.

I think that Midoriya OFA has an incredible amount of melee tech and that nobody else in the game can do what he's doing. If I were to balance him, I would keep his melee combos so that he becomes a formidable dive opponent, but remove his options that allow him to completely control fights outside of diving. To remove Midoriya OFA's melees is to remove a large amount of what people have been building up over this season, and what people who appreciate the character actually enjoy about him.

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Finally, Proposed Character Balancing Fixes

Here are my overall proposed Midoriya balancing fixes. They aim to establish Midoriya OFA as a fast and agile dive character, who is no longer able to spew instant-knock down projectiles all over the battlefield and deal damage without even having to aim. They also aim to shorten Midoriya OFA's combos to allow opponents at least 2 interactions per fight when Midoriya is left un-interrupted.

  • All melee down power changes.
    Currently: grounded 100-1-1-1-500, air melee 50
    Now: grounded 100-50-25-25-500, air melee 75
  • Melee no longer has any armor at any point

v Grounded alpha projectile size decreased
v Grounded alpha takes 2 stocks of ammo to fire at all levels
v Grounded alpha no longer has armor on startup

v Beta (Quintuple) now consumes all remaining beta ammo

  • gamma (Detroit Smash) instantly drains Izuku Midoriya OFA's gamma ammo to zero and returns him to gear 0 if he does not have special action Fa-Jin active
    ^ gamma (Detroit Smash) damage increased by 20
    v gamma (Detroit Smash) can no longer track through smoke, bushes, or other visual obstacles
    v gamma (Detroit Smash) can no longer track opponents that are invulnerable
    v gamma (Detroit Smash) down power increased to 500
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would like to hear feedback on this i saw the proposed changes and saw that trance blow deku isnt going anywhere and a shudder ran down my spine

knotty cedar
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bot