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Socko

Please consider changing his groin kick to a percentage chance to deal bleed, rather than guaranteed. It is currently too overpowered when he can remove 100k health every round, practically guaranteed(because of his purple move that makes yellow gems recharging it), and possibly even stack it more than once(AI usually doesn't manage to, but players can get up to 4 stacks going easily).
Comments
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4 stacks wouldn't be realistically possible since it's a 2 turn bleed and you pin every turn and 100k is on the low end 150k without perks/fill bonuses is typical from the bleed alone and medals will make the purple do 50k per use pushing damage higher on top of that. At 5ss it's not unusual for socko to win on turn 2 or 3 against other socko's even. With current showdown perks it will exceed that. The team rarely makes changes once a character is live because some people spend a lot of money to obtain a character and changing them after the fact isn't fair to those. A more reasonable approach would be to provide more anti bleed straps. The bleed strap suggestion has been passed to the team recently so hopefully we will see them be more available.
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The issue with Socko's purple moves is the one that fills in the beginning doesn't fill at the beginning if you're facing him, so purple steal moves are useless. This allows Socko to cycle 2 or 3 turns.
I would suggest that if someone uses a purple steal, that Socko's move NOT fill immediately on his turn but instead require a gem match. If Socko were allowed to go turn 1 first, that move would be charged. But it's not if he's the opponent. Therefore, operating on this premise, there should be a penalty against his charged move if a purple steal is used, in the same way his other purple move is affected unless it starts empty.
And to keep it consistent, I would also make this suggestion against easily charged blue moves if someone uses a blue steal move. Or whatever color for that matter.
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