Characters Buff weaker fighters to make them more fun and useful

Discussion in 'Feedback & Suggestions' started by moisterrific, Aug 17, 2017.

  1. moisterrific

    moisterrific Well-Known Member

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    Fighter Name (Signature ability name)
    • Current signature ability part 1
    • Current signature ability part 2
    • Suggested change to current signature ability part 1
    • Suggested change to current signature ability part 2
    Bad Hair Day (Razor shears)
    • 5% chance on HIT to inflict BLEED for 7 seconds
    • 10% bonus to CRIT RATE if opponent has BLEED
    • 10% chance on HIT to inflict BLEED for 10 seconds
    • 20% chance on HIT to inflict a random negative COMBAT EFFECT for 5 seconds if opponent has BLEED
    Frayed Ends (Cut it out!)
    • 15% chance when HIT to inflict BLEED for 7 seconds
    • Inflict 50% bonus damage against an opponent with BLEED
    • 15% chance when HIT to inflict BLEED for 10 seconds (also applies while blocking)
    • 15% chance on HIT to gain ENRAGE for 10 seconds if opponent has BLEED
    Hair Apparent (Hair trigger)
    • COOLDOWN for TAG INS is reduced by 25% for all teammates
    • COOLDOWN for SPECIAL MOVES is reduced by 25% for all teammates
    • 25% chance to instantly reset COOLDOWN for TAG INS when any teammate uses a TAG IN
    • 25% chance to instantly reset COOLDOWN for SPECIAL MOVES when any teammate uses a SPECIAL MOVE
    Bad Ms Frosty (Ice to see you)
    • 50% chance on CRITICAL HIT to DISABLE opponent's TAG INS and SPECIAL MOVES for 6 seconds
    • Also DISABLES opponent's BLOCKBUSTER METER for 6 seconds
    • 50% chance on CRITICAL HIT to DISABLE opponent's TAG INS and SPECIAL MOVES for 8 seconds
    • Also DISABLES opponent's BLOCKBUSTER METER for 8 seconds
    Dread Locks (Lock Nest Monster)
    • When HIT, reflect 35% of the incoming damage
    • If the opponent lands a CRITICAL HIT, the opponent will receive HEAVY BLEED for 10 seconds
    • If the opponent lands a CRITICAL HIT, the opponent will receive HEAVY BLEED for 6 seconds
    • Reflect 100% of the incoming damage if the opponent has HEAVY BLEED
    Sketchy (Running gag)
    • On TAG IN, SLOW opponent's BLOCKBUSTERS for 10 seconds
    • On TAG IN, gain HASTE for all BLOCKBUSTERS for 7 seconds
    • On TAG IN, SLOW opponent's BLOCKBUSTERS for 15 seconds
    • On TAG IN, gain HASTE for all BLOCKBUSTERS for 15 seconds
    Inkling (Ganging up)
    • Inflict 15% bonus damage for each living teammate
    • All teammates TAG IN with ENRAGE for 6 seconds
    • Inflict 20% bonus damage for each living teammate
    • All teammates TAG IN with ENRAGE for 10 seconds
    That's All Folks! (Slapstick)
    • Getting HIT has a 10% chance to gain ENRAGE for 10 seconds
    • Also inflicts ARMOR BREAK on the opponent for 10 seconds
    • Getting HIT has a 10% chance to gain ENRAGE for 10 seconds (also applies while blocking)
    • Also inflicts ARMOR BREAK on the opponent for 10 seconds
    Gray Matter (Hat trick)
    • Start every match with 20% meter for all BLOCKBUSTERS
    • Teammates start every match with 20% meter for all BLOCKBUSTERS
    • Increase METER GAIN by 15% and start every match with 15% meter for all BLOCKBUSTERS
    • Increase teammates METER GAIN by 15% and start every match with 15% meter for all BLOCKBUSTERS
    Rusty (Bleed for me)
    • 10% chance on HIT to inflict BLEED for 3 seconds
    • Also converts 2 of the enemy's beneficial COMBAT EFFECT(S) into BLEED
    • 10% chance on HIT to inflict BLEED for 6 seconds
    • Also converts 3 of the enemy's beneficial COMBAT EFFECT(S) into BLEED
    Rage Appropriate (Thin skinned)
    • Gain ENRAGE for 10 seconds every time an opponent's attack inflicts more than 10% total HEALTH
    • Once per match, gain HEAVY REGEN for 5 seconds when HEALTH drops below 25%
    • Gain 2x ENRAGE for 10 seconds every time an opponent's attack inflicts more than 10% total HEALTH
    • Once per match, gain 2x REGEN and 2x ARMOR for 10 seconds when HEALTH drops below 25%
    Buzzkill (Haemorrhage)
    • 5% chance on HIT to inflict HEAVY BLEED for 10 seconds
    • Gain ENRAGE for 10 seconds when an opponent's HEALTH drops below 25%
    • 5% chance on HIT to inflict HEAVY BLEED for 15 seconds
    • 15% chance on HIT to gain ENRAGE for 10 seconds if the opponent has HEAVY BLEED
    Raw Nerv (Death's door)
    • Gain permanent ENRAGE when your HEALTH drops below 25%
    • Attacks quickly build BLOCKBUSTER meter whenever HEALTH is below 50%
    • Once per match when defeated, RESURRECT with 25% HEALTH and gain permanent ENRAGE
    • Also gain HASTE and FINAL STAND for 15 seconds
    Scrub (Outpatient)
    • Teammates in reserve regenerate SCRATCH DAMAGE 100% faster
    • Teammates in reserve gain BLOCKBUSTER meter 20% faster
    • Teammates in reserve regenerate SCRATCH DAMAGE 100% faster
    • Teammates in reserve gain BLOCKBUSTER meter 50% faster
    Icy Hot (First responder)
    • All teammates TAG IN with REGEN for 6 seconds
    • On TAG IN, all teammates gain 15% meter for ALL BLOCKBUSTERS
    • All teammates TAG IN with REGEN and IMMUNE for 10 seconds
    • On TAG IN, all teammates gain 20% meter for ALL BLOCKBUSTERS
    Graveyard Shift (Forensics)
    • Gain REGEN for 15 seconds after defeating an opponent
    • When any teammate is defeated, all remaining teammates gain REGEN for 15 seconds
    • When any teammate defeats an opponent, gain 2x REGEN for 15 seconds
    • When any teammate is defeated, all remaining teammates gain 2x REGEN for 15 seconds
    Oh Mai (Deadly fury)
    • Gain ENRAGE for 15 seconds after defeating an opponent
    • When any teammate is defeated, all remaining teammates gain ENRAGE for 15 seconds
    • When any teammate defeats an opponent, gain 2x ENRAGE for 15 seconds
    • When any teammate is defeated, all remaining teammates gain 2x ENRAGE for 15 seconds
    Silent Kill (Foggy memory)
    • 20% chance on HIT to REMOVE all negative COMBAT EFFECTS from self
    • 20% chance on HIT to REMOVE all beneficial COMBAT EFFECTS from opponent
    • 25% chance on HIT to REMOVE all negative COMBAT EFFECTS from self
    • 25% chance on HIT to REMOVE all beneficial COMBAT EFFECTS from opponent
    Last Hope (Urgent care)
    • Once per match while Valentine is alive, teammates gain HEAVY REGEN for 10 seconds when dropping below 25% HEALTH
    • Once per match when defeated, RESURRECT with 50% health
    • Once per match while Valentine is alive, teammates gain INVINCIBLE and 5x REGEN for 6 seconds when dropping below 25% HEALTH
    • Once per match when defeated, RESURRECT with 50% health and permanent HASTE
    Decrypted (Envy)
    • Inflict 50% bonus damage against an opponent with beneficial COMBAT EFFECTS
    • Convert 3 enemy BUFF(S) to BLEED when triggering Sekhmet.
    • 25% chance on HIT to gain ENRAGE for 15 seconds if the opponent has any beneficial COMBAT EFFECTS
    • Sekhmet Mode attacks have a 25% chance on HIT to convert enemy BUFF(S) to BLEED
    Bloody Valentine (Pyramid scheme)
    • Regain 10% HEALTH when either Fighter uses a SPECIAL MOVE
    • Regain 15% meter for all BLOCKBUSTERS when either Fighter uses a BLOCKBUSTER
    • Regain 20% HEALTH when either Fighter uses a SPECIAL MOVE
    • Regain 20% meter for all BLOCKBUSTERS when either Fighter uses a BLOCKBUSTER
    Scarlet Viper (Seeing red)
    • Inflict BLEED for 15 seconds on both fighters when triggering Sekhmet
    • 50% chance to convet all BLEED effects on self into ENRAGE
    • Sekhmet Mode attacks have a 25% chance on HIT to inflict BLEED on both fighters for 10 seconds
    • 100% chance to convet all BLEED effects on self into ENRAGE
    Bloodbath (Sanguine solo)
    • If either Fighter uses a BLOCKBUSTER, both fighters are afflicted with BLEED for 6 seconds
    • 100% chance to convert all BLEED effects on self into REGEN
    • If either Fighter uses a BLOCKBUSTER, both fighters are afflicted with BLEED for 10 seconds
    • 100% chance to convert all BLEED effects on self into REGEN and inflict 100% bonus damage against an opponent with BLEED
    Sheltered (Overly critical)
    • Increases CRIT RATE by 10%
    • Increases teammates CRIT RATE by 10%
    • Increases CRIT RATE and CRIT DAMAGE by 20%
    • Increases teammates CRIT RATE and CRIT DAMAGE by 20%
    Princess Pride (Tears of joy)
    • Gain REGEN for 6 seconds when spawning a TEAR
    • On TEAR DETONATION, immediately recover 6% HEALTH per active TEAR
    • Gain REGEN for 10 seconds when spawning a TEAR
    • On TEAR DETONATION, immediately recover 10% HEALTH per active TEAR
     
    #1 moisterrific, Aug 17, 2017
    Last edited: Aug 22, 2017
  2. missingno

    missingno Member

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    Fix the fact that bronze and silvers have worse stats even when evolved. That absolutely baffles me, making them underpowered on purpose.
     
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  3. moisterrific

    moisterrific Well-Known Member

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    I believe bronze and silvers should have signature abilities somewhat equally powerful as the natural gold fighters. This way it would be more fair once they're evolved, to make up for the inferior ATK and HP stats.
     
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  4. Psyche

    Psyche Member

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    Okay. A large amount of your suggestions I agree with, but for quite a few of them I think you've forgotten to take some fairly vital factors into account. One example is that you've thought quite thoroughly about how each signature stands up against an opponent on its own, but you've more or less completely overlooked synergies. Apart from Urgent Care elevating Resonant Evil and Armed Forces to godhood and making Big Top useless, having your versions of Hair Trigger, First Responder and Gray Matter would mean that the player would have a compounded 1/64 (1.5625%) chance to get up to 13 or so Blockbusters to 95% meter purely through mashing tag-ins from the word "Showtime!". Up to three Blockbusters can be BB3 unblockables. Now, for there to be the possibility for all three of those to be a light jab away from full (especially with a team-wide 15% meter gain boost) without either side actually having thrown a single meaningful attack is simply ridiculous.

    You also seem to have relied quite heavily on regeneration. This is situational. It's insanely overpowered in most cases, but if faced with a Primed Parasoul that can just drop one tear and wipe your whole stack of healing away, it's pathetic (unless Immunity is involved, of course). Also a note on the fact that your version of Pyramid Scheme means a player could equip five Bursts and use them to heal fully without interruption – I don't even want to imagine what Instant Replay would mean for this – and those Tears of Joy mean any combination of a Napalm Shower, Napalm Toss and Napalm Shot resulting in five Tears would provide 50% instant healing and another 50% over ten seconds.

    I think what you see as "fun" I see as "Dragon Ball levels of overpowered as heck".

    But please, don't get me wrong. I don't mean to insult you. Doubtless you had lots of fun coming up with that set and I sure had fun reading it.
     
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  5. moisterrific

    moisterrific Well-Known Member

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    Revision 2 (buffs and balancing changes)

    Last Hope (Urgent Care)
    • Once per match while Valentine is alive, teammates gain HEAVY REGEN for 10 seconds when dropping below 25% HEALTH
    • Once per match when defeated, RESURRECT with 50% health
    • Once per match while Valentine is alive, teammates gain 5x ARMOR and 5x REGEN for 5 seconds when dropping below 25% HEALTH
    • Once per match when defeated, RESURRECT with 50% health and permanent HASTE
    Oh Mai (Deadly Fury)
    • Gain ENRAGE for 15 seconds after defeating an opponent
    • When any teammate is defeated, all remaining teammates gain ENRAGE for 15 seconds
    • When any opponent is defeated, all teammates gain 2x ENRAGE for 15 seconds
    • When any teammate is defeated, all remaining teammates gain 2x ENRAGE 15 seconds
    Graveyard Shift (Forensics)
    • Gain REGEN for 15 seconds after defeating an opponent
    • When any teammate is defeated, all remaining teammates gain REGEN for 15 seconds
    • When any opponent is defeated, all teammates gain 2x REGEN for 15 seconds
    • When any teammate is defeated, all remaining teammates gain 2x REGEN for 15 seconds
    Icy Hot (First Responder)
    • All teammates TAG IN with REGEN for 6 seconds
    • On TAG IN, all teammates gain 15% meter for ALL BLOCKBUSTERS
    • On MATCH START and TAG IN, all teammates gain REGEN for 10 seconds
    • On MATCH START and TAG IN, all teammates gain HASTE for 10 seconds
    Harlequin (Special Attraction)
    • SPECIAL MOVE damage is increased by 20% for all teammates
    • COOLDOWN for SPECIAL MOVES is reduced by 35% for all teammates
    • While Cerebella is alive, SPECIAL MOVE damage is increased by 50% for all teammates
    • While Cerebella is alive, COOLDOWN for SPECIAL MOVES is reduced by 50% for all teammates
    Armed Forces (Diamond Defence)
    • Getting HIT has a 5% chance to grant ARMOR for 15 seconds.
    • Also gain UNFLINCHING for 15 seconds
    • Getting HIT has a 10% chance to grant 2x ARMOR for 5 seconds (also applies while blocking)
    • Also gain UNFLINCHING for 5 seconds
    Gray Matter (Hat Trick)
    • Start every match with 20% meter for all BLOCKBUSTERS
    • Teammates start every match with 20% meter for all BLOCKBUSTERS
    • Gain HASTE for 15 seconds after landing 3 consecutive CRITICAL HITS
    • While Cerebella is alive, all teammates gain HASTE for 15 seconds after landing 3 consecutive CRITICAL HITS
    Parasite Weave (Entanglement)
    • 50% chance on CRITICAL HIT to STUN opponent for 3 seconds
    • 15% chance on HIT to inflict BLEED if opponent is STUNNED
    • 25% chance on CRITICAL HIT to STUN opponent for 5 seconds
    • 25% chance on HIT to inflict BLEED and SLOW for 5 seconds if the opponent is STUNNED
    Bad Ms Frosty (Ice to see you)
    • 50% chance on CRITICAL HIT to DISABLE opponent's TAG INS and SPECIAL MOVES for 6 seconds
    • Also DISABLES opponent's BLOCKBUSTER METER for 6 seconds
    • 25% chance on CRITICAL HIT to DISABLE opponent's TAG INS, SPECIAL MOVES, and BLOCKBUSTER METER for 10 seconds
    • 25% chance on HIT to STUN opponent for 5 seconds if the opponent is suffering from any DISABLE effect
    Hair Apparent (Hair Trigger)
    • COOLDOWN for TAG INS is reduced by 25% for all teammates
    • COOLDOWN for SPECIAL MOVES is reduced by 25% for all teammates
    • While Filia is alive, 25% chance to instantly reset COOLDOWN for TAG INS for all teammates when any teammate uses a TAG IN
    • While Filia is alive, 25% chance to instantly reset COOLDOWN for SPECIAL MOVES for all teammates when any teammate uses a SPECIAL MOVE
    Dread Locks (Lock Nest Monster)
    • When HIT, reflect 35% of the incoming damage
    • If the opponent lands a CRITICAL HIT, the opponent will receive HEAVY BLEED for 10 seconds
    • If the opponent lands a CRITICAL HIT, the opponent will receive ARMOR BREAK and 5x BLEED for 10 seconds
    • If the opponent lands a CRITICAL HIT, gain INVINCIBLE and 5x REGEN for 5 seconds
    Bad Hair Day (Razor Shears)
    • 5% chance on HIT to inflict BLEED for 7 seconds
    • 10% bonus to CRIT RATE if opponent has BLEED.
    • 10% chance on HIT to inflict BLEED for 10 seconds
    • 20% chance on HIT to inflict a random NEGATIVE COMBAT effect for 10 seconds if the opponent has BLEED
    Frayed Ends (Cut it out!)
    • 15% chance when HIT to inflict BLEED for 7 seconds
    • Inflict 50% bonus damage against an opponent with BLEED
    • 10% chance when HIT to inflict BLEED for 10 seconds (also applies while blocking)
    • 20% chance on HIT to gain ENRAGE for 10 seconds if the opponent has BLEED
    Scarlet Viper (Seeing Red)
    • Inflict BLEED for 15 seconds on both fighters when triggering Sekhmet
    • 50% chance to convet all BLEED effects on self into ENRAGE
    • Sekhmet attacks have a 50% chance to inflict BLEED on both fighters for 10 seconds
    • 100% chance to convet all BLEED effects on self into ENRAGE
    Bloodbath (Sanguine Solo)
    • If either Fighter uses a BLOCKBUSTER, both fighters are afflicted with BLEED for 6 seconds
    • 100% chance to convert all BLEED effects on self into REGEN
    • If either Fighter uses a BLOCKBUSTER, both fighters are afflicted with BLEED for 10 seconds
    • 100% chance to convert all BLEED effects on self into ARMOR, ENRAGE, and REGEN
    Bloody Valentine (Pyramid Scheme)
    • Regain 10% HEALTH when either Fighter uses a SPECIAL MOVE
    • Regain 15% meter for all BLOCKBUSTERS when either Fighter uses a BLOCKBUSTER
    • Regain 10% HEALTH and gain REGEN for 10 seconds when either Fighter uses a SPECIAL MOVE
    • Regain 20% meter for all BLOCKBUSTERS when either Fighter uses a BLOCKBUSTER
    Decrypted (Envy)
    • Inflict 50% bonus damage against an opponent with beneficial COMBAT EFFECTS
    • Convert 3 enemy BUFF(S) to BLEED when triggering Sekhmet.
    • 50% chance on HIT to gain ENRAGE for 15 seconds against an opponent with beneficial COMBAT EFFECTS
    • Sekhmet attacks have a 50% chance on HIT to BLEED for 5 seconds and convert all enemy BUFF(S) to BLEED
    No Egrets (Martial Law)
    • On CRITICAL HIT, DISABLE opponent's BLOCKBUSTERS for 4 seconds
    • Also DISABLES opponent's SPECIAL MOVES and TAG INS for 4 seconds
    • On CRITICAL HIT, DISABLE opponent's BLOCKBUSTERS for 5 seconds
    • Also DISABLES opponent's SPECIAL MOVES and TAG INS for 5 seconds
    Princess Pride (Tears of Joy)
    • Gain REGEN for 6 seconds when spawning a TEAR
    • On TEAR DETONATION, immediately recover 6% HEALTH per active TEAR
    • Gain REGEN and HASTE for 10 seconds when spawning a TEAR
    • On TEAR DETONATION, regain 10% HEALTH and 10% meter for all BLOCKBUSTERS per active TEAR
    That's All Folks! (Slapstick)
    • Getting HIT has a 10% chance to gain ENRAGE for 10 seconds
    • Also inflicts ARMOR BREAK on the opponent for 10 seconds
    • Getting HIT has a 15% chance to gain ENRAGE for 10 seconds (also applies while blocking)
    • Also inflict ARMOR BREAK on the opponent for 10 seconds
    Inkling (Ganging Up)
    • Inflict 15% bonus damage for each living teammate
    • All teammates TAG IN with ENRAGE for 6 seconds
    • Inflict 25% bonus damage for each living teammate
    • On MATCH START and TAG IN, all teammates gain ENRAGE for 10 seconds
     
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  6. moisterrific

    moisterrific Well-Known Member

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    Revision 3 - Dread Locks (because the previous idea would be too OP)
    • When the opponent lands a CRITICAL HIT, inflict CRIPPLE and HEAVY BLEED for 15 seconds
    • Also regain 15% HEALTH and gain HEAVY REGEN for 15 seconds
    I think this would make Dread Locks better than she is right now. Her current damage reflect mechanic is, in my opinion - terrible design. Because it sets her up for a playstyle where she becomes a punching bag. She reflects 35% of the damage taken so if you build max defence for her, it would be detrimental to that part of SA since less damage taken equals less damage reflected.

    But if Dread Locks could heal a little bit whenever she takes a critical hit while also inflicting heavy bleed and cripple, it would improve her durability greatly. While at the same time this wouldn't make her obnoxious to play against in the sense that she'll kill you with reflected damage if you're using a high crit rate fighter. Instead, she becomes hard to kill herself if you build max defence and high HP while slowing draining away the enemy's HP. She can still be beaten with sufficient DPS and a lower crit rate.

    (special thanks to Keebs for his feedback)
     
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  7. bobtehnoob

    bobtehnoob Member

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    last hope needs immune, not haste, when she revives

    bloodbath should be armor, enrage, or regen, instead of all 3, otherwise she just becomes a better in denile

    cant see too many other glaring balance issues, i disagree with some of the archetypes being changed around but eh
     
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  8. Boboflesserdoom

    Boboflesserdoom New Member

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    Bad Hair Day (Razor shears)
    Really good suggestion, utility and thematically.

    Frayed Ends (Cut it out!)
    Isn't the 50% bonus against bleed better than enrage procs?
    Character is described as a Counter.

    Hair Apparent (Hair trigger)
    Really cool thematically. Instant Replay is 50% isn't it?

    Bad Ms Frosty (Ice to see you)
    I like V1. V2 seems like a Parasite weave alternate. Keeping them different would better I think.
    If you're keen about "freezing", why not Slow?

    Dread Locks (Lock Nest Monster)
    So far all of your iterations have been overpowered.
    Don't have one, what's her archetype?
    Maybe something fun would to be a buff if she evades.

    Sketchy (Running gag)
    Looks like this ablity can actually be used now. Useless in solo though.

    Inkling (Ganging up)
    Even version 1 seems too strong. In a full team, that's two Enrages.
    Useless in solo.

    That's All Folks! (Slapstick)
    Good, although V2's 15% proc might be a bit much.
    There aren't currently any abilities that proc on block are there?

    Gray Matter (Hat trick)
    Your 2nd version is too gimmicky. Version 1 seems the best upgrade.

    Rusty (Bleed for me)
    Seems good, though I don't have experience using the converting tools.
    Compare to Decrypted.

    Rage Appropriate (Thin skinned)
    I think gaining Unflinching would be better than Armor because reducing damage would play against her first ability, and Unflinching would be good for a Counter archetype.
    I don't think there's a functional difference between Heavy Regen and Regen x2.

    Buzzkill (Haemorrhage)
    15 seconds of Heavy Bleed should be 30% of your health, which is too much.
    Enrage proc is interesting, but I think the original is a more interesting way to secure a kill.
    I don't have one, what's the archetype?

    Raw Nerv (Death's door)
    I like the Haste and Final Stand idea, but I'm not sure about the Resurrect thematically.
    It would also outclass Rage Appropriate.

    Scrub (Outpatient)
    Is the recovery percent per second known for Scratch Damage? 100% still doesn't seem that much.
    50% reserve gain is too good compared to Hype Man, 20 - 25% seems more reasonable.

    Icy Hot (First Responder)
    You're making the Regen too good when compared to Bassline.
    I think it should remain as is, but apply to self as well.

    Graveyard Shift (Forensics)
    I like the idea that any teammate can take advantage of Forensics, but I think x2 stacks is too good.
    Maybe Heavy Regen for a teammate being defeated for 10 seconds (20%) ?

    Oh Mai (Deadly fury)
    Similar to Graveyard Shift: x2 Enrage is too good.
    Is there something more interesting that could be done? Feels like an offensive Graveyard Shift.

    Silent Kill (Foggy memory)
    Seems a little too good. How does it compare to other buff removal abilities?
    Otherwise solid.

    Last Hope (Urgent Care)
    I think giving team mates functional invincibility on top of a powerful heal is too much.
    Clearing all debuffs at 25% might be good though.
    I do like the idea of a limited Haste after a revive better. Compare to Big Top.

    Decrypted (Envy)
    V1 seems like a nerf, as its even more situational/RNG based.
    V2's second part is too good, compare to Rusty.

    Bloody Valentine (Pyramid scheme)
    OG seems much more sane. The 20% healing per special in either version is too good.
    A Heavy Regen for 10 seconds might be okay because that wouldn't be stackable.
    20% BB gain is also too much I feel, even though I don't have one.
    OG's 15% seems a little too good also. What's her archetype?

    Scarlet Viper (Seeing red)
    This actually seems more useful, but effectively becomes a better Blood Drive.
    100% conversion makes her immune to Bleed effects. Shouldn't be guaranteed conversion.

    Bloodbath (Sanguine Solo)
    You're effectively adding 10% damage to your BB, and when your opponent uses one. Too good.
    Somebody else mentioned the idea of converting Bleed to a Buff. I'd agree with that.

    Sheltered (Overly critical)
    I agree with Crit Damage, but not the increased percentage.

    No Egrets (Martial Law)
    Good. More usable.

    Princess Pride (Tears of Joy)
    Absurd self healing, even at V1. Haven't used her though, is OG not good enough if you spec for Tear generation?

    Harlequin (Special Attraction)
    Special Move damage is too high. Imagine if paired with Peashooter or Understudy.
    Honestly, OG stats seem fine. Abilities should modify your play style, not overtake it.
     
  9. bobtehnoob

    bobtehnoob Member

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    you have the potential for enrage procs to surpass permanant 50% damage bonus, as well as the fact that enrage affects you even when the enemy isn't beleding

    dread locks is in a weird spot and we're constantly putting out various ideas to give her a spot that feels both fun to play as and against

    buzzkill already has so much (potential) damage output that the bleed is really just a way to proc enrage, you aren't going to hit them with a bleed then block for 15 seconds

    natural golds tend to be more generalist than natural silvers and bronzes, its fine if raw nerv is better overall but rage appropriate is more niche, rage is better if you have 50% defense and dont need the raw offensive output, nerv is better for a less wealthy player

    scrub having 50% bonus gain is fine imo since passive gain when not active is so low anyways, and stalling isn't really rewarded outside of niche SAs like this

    bassline has other issues besides being outclassed by icy hot, buffing the heal makes swapping teammates in and out more viable, and the haste change makes it more interactive

    given the stats of oh mai and graveyard shift, they become more viable support characters, and oh mai has always been an offensive graveyard shift variant

    again, given the stats of silent kill, it makes her more reliable in her niche, you still aren't going to use her much though

    maybe 2/3 stacks of armor for last hope instead of invuln, but with 25/50% defense that's effective invuln anyways so its the same overall effect, haste doesnt help her too much because of the potential of stunlocking and the fact that most fighters can blow through her full hp bar and her revive in a single go anyways

    cant really compare scarlet viper and blood drive too much because painwheel is capable of much higher damage output than eliza, especially with how hard it is to land sekhmet hits beyond the first combo, the conversion proc rate should be a bit lower though

    buffing both crit rate and crit damage is a negligable damage buff unless you have heavy investment in both already

    princess pride is garbage not because she doesnt heal enough, but because she cant output damage fast enough
     
  10. moisterrific

    moisterrific Well-Known Member

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    Revision 3

    Bad Hair Day (Damage Over Time) - RAZOR SHEARS
    • After EVADING, inflict BLEED for 10 seconds
    • 20% chance on HIT to inflict a random negative COMBAT EFFECT for 10 seconds if opponent has BLEED

    Frayed Ends (Counter) - CUT IT OUT!
    • 25% chance when HIT to inflict BLEED and CRIPPLE for 10 seconds
    • 25% chance on HIT to gain ENRAGE for 10 seconds against an opponent with BLEED

    Hair Apparent (Team Assist) - HAIR TRIGGER
    • COOLDOWN for SPECIAL MOVES and TAG INS are reduced by 25% for all teammates
    • All teammates gain INVINCIBLE for 5 seconds when using a SPECIAL MOVE or TAG IN

    Dread Locks (Counter) - LOCK NEST MONSTER
    • After EVADING, gain ARMOR and IMMUNE for 15 seconds
    • If the opponent lands a CRITICAL HIT, inflict BLEED for 15 seconds. Also DISABLE the opponent's SPECIAL MOVES, BLOCKBUSTERS, and TAG INS for 15 seconds if you have ARMOR or IMMUNE

    Sketchy (Counter) - RUNNING GAG
    • On MATCH START, TAG IN, and after EVADING, SLOW opponent's BLOCKBUSTERS for 15 seconds
    • On MATCH START, TAG IN, and after EVADING, gain HASTE for all BLOCKBUSTERS for 15 seconds

    Inkling (Damage) - GANGING UP
    • Inflict 25% bonus damage for each living teammate
    • On MATCH START and TAG IN, all teammates gain ENRAGE for 10 seconds

    That's All Folks! (Counter) - SLAPSTICK
    • Getting HIT has a 20% to grant ARMOR and ENRAGE for 10 seconds
    • Also inflicts ARMOR BREAK and CRIPPLE on the opponent for 10 seconds

    Gray Matter (Team Assist) - HAT TRICK
    • While Cerebella is alive, all teammates gain HASTE for 15 seconds after landing 3 consecutive CRITICAL HITS
    • Also gain 15% meter for all BLOCKBUSTERS

    Icy Hot (Team Assist) - FIRST RESPONDER
    • On MATCH START and TAG IN, all teammates gain REGEN and IMMUNE for 10 seconds
    • Also gain 20% meter for all BLOCKBUSTERS

    Last Hope (Healing) - URGENT CARE
    • Once per match while Valentine is alive, teammates gain 5 stacks of REGEN for 15 seconds when dropping below 25% HEALTH
    • Once per match when defeated, RESURRECT with 50% health and permanent HEAVY REGEN

    Decrypted (Damage) - ENVY
    • 50% chance on HIT to gain ENRAGE for 10 seconds against an opponent with beneficial COMBAT EFFECTS
    • Convert 3 enemy beneficial COMBAT EFFECTS to permanent BLEED when triggering Sekhmet

    Bloodbath (Damage Over Time) - SANGUINE SOLO
    • If either Fighter uses a BLOCKBUSTER, both fighters are afflicted with BLEED for 15 seconds
    • 100% chance to convert all temporary BLEED and HEAVY BLEED on self into REGEN and HEAVY REGEN

    Sheltered (Damage) - OVERLY CRITICAL
    • Increases CRIT RATE by 10% and CRIT DAMAGE by 20% for each active TEAR
    • On TEAR DETONATION, gain a stack of ENRAGE for 10 seconds per active TEAR

    Princess Pride (Healing) - TEARS OF JOY
    • Reduces incoming DAMAGE by 15% for each active TEAR
    • On TEAR DETONATION, gain a stack of REGEN for 15 seconds per active TEAR
     
    Shawesome likes this.
  11. Boboflesserdoom

    Boboflesserdoom New Member

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    Bad Hair Day (Damage Over Time) - RAZOR SHEARS
    I see you like Windswept. Evasion, I feel is an advanced technique, probably better if it weren't on a bronze.
    Hinging the SA solely on Evasion would modify the playstyle too much for less skilled players with only Bronzes.
    I liked your version 2 best, butI don't think OG is bad considering Filia has a lot of ways to Bleed, definately underwhelming though.

    Frayed Ends (Counter) - CUT IT OUT!
    I like adding Cripple to the mix, but I think 25% is a bit high for the debuffs.
    Given a 10 hit combo, that's 2-3 tics average.
    Cripple reduces damage received, meaning the attacker might end up losing more health than Filia.
    I still think 50% straight bonus is stronger than stackable 25%, but 10 seconds sounds too strong
    considering Filia has a lot of multi-hitting attacks. 5 seconds sounds a bit more reasonable.
    Frayed Ends is a bit like Twisted Mettle; if you're suggesting Cripple here, I'd suggest Armor there.

    Hair Apparent (Team Assist) - HAIR TRIGGER
    The second ability is ridiculously strong, effectively protecting bad calls on Specials and Tag ins.
    Doesn't make sense to me from a naming perspective why Hair Trigger would protect you also.

    Dread Locks (Counter) - LOCK NEST MONSTER
    This doesn't seem well thought out.
    To make use of the second part you have to Evade, then get put back into a combo.
    Furthermore, Disables are indicitive of Control archetypes, not Counters.

    Sketchy (Counter) - RUNNING GAG
    Sketchy is Control, not Counter. I like adding cases for solo usage of the SA.
    I think the durations are longer than they should be though. 10 seconds sounds better.

    Inkling (Damage) - GANGING UP
    Up to two nigh permanent Enrages is absurd, especially with being able to take advantage of Enrage.
    I do like some capabilty of solo SA usage though.

    That's All Folks! (Counter) - SLAPSTICK
    I like this. 20% is probably too much though.

    Gray Matter (Team Assist) - HAT TRICK
    3 crits in a row is too much of a gimmick, abusable at high levels and useless at low levels.
    Would make her the ultimate support for crit characters.

    Icy Hot (Team Assist) - FIRST RESPONDER
    This is effectivaly a better Bassline. I think OG First Responder would be fine if the SA also effected herself.
    Some usabilty in solo is fine.

    Last Hope (Healing) - URGENT CARE
    This is a better G.I. Jazz. At lower levels this is hardly killable.

    Decrypted (Damage) - ENVY
    This is pretty absurd to use in fight with a lot of enemy buffs.
    How does converting enemy buffs work? Is converts (up to) 3? Or needs 3 to convert?
    I'd like to see stealing buffs worked in.
    Something like convert enemy buffs to a short bleed and get a random buff for a med duration.

    Bloodbath (Damage Over Time) - SANGUINE SOLO
    10 seconds seems more reasonable

    Sheltered (Damage) - OVERLY CRITICAL
    How many seconds do tears last? This SA seems like a choice for 25% crit rate & 50% crit dmg
    and 10 seconds of 75% dmg increase and building crit rate again soon after.
    This sounds like an avalanche for a Bronze character.
    I also don't like the crit assist removal which helps low level players.

    Princess Pride (Healing) - TEARS OF JOY
    This sounds more like a Survival archetype than Healing, not a bad thing, but different.
    This also quickly out classes Underdog.
    You could probably maintain regen through the majority of a fight, I think it's too strong.
    OG sounds really strong to me too, but I haven't got one to see.
     

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