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Lenshu (and Lenshuf)
Recently, I temporarily replaced lenshu3ng with lenshuf in both tourney13 and public7.

lenshuf differs from lenshu3ng in four aspects:
  1. +10 engagedistance
  2. -50 dojosize
  3. +5 dqtimer (25 total)
  4. wrist dm thresh is 600

Overall the response to this change was mixed. I discussed this for hours with a lot of different people. Thoughts I got on each setting change:

+10 engagedistance:
This change was pointless. It's intention was the make rush openers more of a commitment with less recovery options, but failed in this regard when tested. However, perhaps a different (higher?) ED would have other effects.

-50 dojosize:
Very mixed reaction to this change. Some players believe it rewards forward/aggressive play by reducing the amount of space your opponent can back into. Whether a reduced dojo has an effect on running is a separate discussion which is still unresolved. An issue other had with the reduced size was pushing becomes a more pronounced win condition.

+5dqtimer (25 total):
Nobody I talked to had an issue with this change.

wrist dm => 600:
Overall positive response to this. Wrist dms are a frustrating and limiting mechanic which 95% of the time happen from pressure - they are almost NEVER planned to happen and take the focus away from pvp to player vs floor. This would be acceptable, except the bruising mechanic is very iffy and hard to judge - sometimes a move will dm your wrist and sometimes it won't depending on how hard you were hit and how long ago. All in all, weak wrists are a confusing and opaque mechanic and this aims to tackle that and allow for faster comebacks and sharper movement. So far I haven't had a good argument against this, but I'm open to discussion.


To discuss:
  1. lenshuf mechanics - good or need tweaking?
  2. should 3ng be phased out for the new mod, or should they be run parallel?
  3. is 3ng superior and the only version that should be considered?
Last edited by Fear; Oct 4, 2016 at 09:28 PM.