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Aquila nerfs are flawed
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Hikaru
Is it not going to be the optimal choice to win team fight by aggressively using all resources, then die intentionally while your team cleans up the rest of them so you can respawn with full resources again?

Spend everything to win team fight, die decisively, rinse and repeat. It's not like aquila is an objective contesting mecha. Your entire value is to get kills from afar.

This is why downtime based nerfs are bad. The counterplay should have been buffing everyone else's EN so that it's realistic to contest Aquila in the sky. That's active counterplay rather than downtime based balance. You respawn with your entire kit fully fresh after all.

On top of this, this nerf ensures that the rest of the cast is not getting EN buffs.

The real problem with Aquila is that it costs nearly all a mecha's EN to even reach Aquila, so all they have to do is pay attention and boost away a little bit any time they are approached. If we didn't need to spend so much EN to approach Aquila and were able to actually chase them down in the sky, the counterplay would be keeping them on the run in the sky and making successive pushes to them that each deal a little bit of damage until they die. There are many cases where if I had a little bit more EN then I would be able to shut down an Aquila on my own. Aquila isn't OP because they can be airborne constantly, it's because pretty much nobody can touch them in the sky. They're still going to be the most powerful mecha in the game, they're just not going to be able to play as actively. Which is bad, you want to have your games feel engaging, not disengaging.
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