I'd like to see something in this direction.Alright, so .... just my 2 cents here. I honestly feel like having more variety in fighting styles is great and like the idea that ball attacks still allow the attacker to move (balancing it is the key). It is something completely different from beam attacks and makes it more viable. Beam attacks as it is in 1.2.3 never have much impact in a match and unless they were hugely buffed in Final I dont see them being all that great with how big the maps are. I think having Ball attacks can offer a lot of variety in fighting styles and to balance them I would say why not allow the Beam users able to cancel their beams early. Say a beam struggles with a ball, the beam user noticed the other attacker approaching him and he can stop the beam and defend himself (stopping the beam on an uncontrolled Ball attack would result in both exploding and causing radius damage, this could very well hit the person approaching him from the said Ball attack, good balancing/counters right there)
Another thing is, why not give the option to both players? Allow Ball attack users and Beam users both the ability to maintain teh struggle and push it back, But at any point they can cancel their beam and go on the approach. This can be done in a very appropriate way. Whoever disengages teh beam struggle, has the other beam/ball traveling at them at super speeds (it would be the punishment for not continuing to engage). What would the benefit be for ball users to keep engaging you say, well the benefit would be that the radius of explosion gets much bigger and does more damage the longer you channel its travel .... and you have the option of triggering it early as well. I like the aspects of using ball attacks, but I would say its damage/radius should depend on how long you channel during its travel duration.
Honestly, I like the idea in the first one a lot better. Letting Beam users able to detonate a struggle in which a ball user is not controlling it still is very viable and can offer some great Gameplay mechanics. Allowing ball users the ability to use a ball as a distraction is still a great gameplay mechanic as well. I'm unsure how the beams/balls will be powering up in Final but if its like 1.2.3 the way it can be achieved is that while the ball user is cahrging up, when it gets to the yellow bar (the min required) it throws the ball off, but the remainder of its power is built up by continuing to channel it and stay in control. You see this happen a lot in DBZ, The spirit bomb and deathball can be let go by themselves .... but they always do more when the primary attacker stays channeling and pushes it forward. The ball attacks that stay unchanneled have always fallen flat.