So we now have another character that has a hyperarmor pin move whose hyperarmor doesn’t function properly, as the hyperarmor is instantly ended if the opponent is interrupted even by a teammate. That said, I think there’s a really easy fix here that doesn’t lead to ridiculous gank potential:
All moves that have the pin property should grant the opponent the same hyperarmor that you get during executions, where you can be interrupted by enemies but not by teammates.
This allows for moves like Arakure’s Dirty Tricks (back walk + chain bash) and Khatun’s Ultimate Authority (Pinning Heavy > Zone) to actually function in teamfight/antigank scenarios without confirming multiple hits from teammates. This change would also be applied to other pins for consistency sake, but it wouldn’t have a big impact on their viability as most other pins don’t feature any hyperarmor outside of revenge or feats.
I’m sure Arakure could use some numbers adjustments as well, the pin seems really strong damage-wise as of the early access build, but the move’s properties should be adjusted to at least fit its intended purpose and the damage numbers adjusted to compensate. Any thoughts on this change? I hope I’m not missing anything here.
Edit: for clarification, if one of AK’s or Khatun’s teammates hits the opponent during the pin, the pin still ends same as it does now. This would only affect an enemy who hits their own pinned teammate.