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- Apr 10, 2024
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Any old suggestion that I've made or thought about Parasoul, but never posted is getting placed here:
Old SA 2 - On CRITICAL HIT, disable the opponent's BLOCKBUSTERS for 2/3/4 seconds.
NEW SA 2 - On CRITICAL HIT, disable the opponent's BLOCKBUSTERS for 2/3/4 seconds. CRITICAL HITS refresh the duration.
Notes - For a Silver, I honestly think she's fine. The issue is the duration, where even if you go full crit, your ending attack may overlap with the debuff's duration at 1-2 seconds. This means that on wake-up the opponent will have all debuffs gone, thus making them useless. The only debuff that's useful during a combo is Disable BB, since the opponent gains no BB meter, but the rest end up being wasted as a result. Making sure the enemy always has 4 seconds left of the debuffs on combo end, makes sure you can utilize those Debuffs better on offense, and not get hit by a surprise BB3 instead.
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Old SA 2 - Gain THORNS every 3/2/1 seconds while near a TEAR.
NEW SA 2 - Spawning a TEAR grants a stack of THORNS for 5/7/10 seconds. On TEAR DETONATION, THORNS duration is refreshed.
Notes - You don't stand in Tears. The only time you do is in the corner pretty much. This variant has some good early game usefulness thanks to her SA1's Curse, which is perfectly fine, but she falls very short due to SA2. This change will make her a decent early game Defender. The point here is not to overtune her, as she has viability. Her SA2 was simply unusable on defense and pointless on offense.
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Old SA 2 - On TEAR DETONATION, inflicts WITHER for 5/7/10 seconds per active TEAR.
NEW SA 2 - On TEAR DETONATION, inflict WITHER for 5/7/10 seconds per active TEAR. Inflict also HEAL BLOCK when detonating at least 3 TEARS
Notes - No Egrets and Ivy League have a similar niche. Disable BB is superior to SLOW in every way. However, SA2 is where the variants go their separate ways. No Egret disables more utility options, like Tag Ins and Special Moves, while Ivy makes sure all of the opponent's BB Meter is depleted. Of course, both achieve it in different ways, and that helps create diverse builds for them, but ultimately if the change I proposed for No Egrets is applied, Ivy League will offer significantly less as a result. As such, I think adding 1 more debuff to her arsenal would be good. Heal Block is the early game version of Reverse Polarity, perfect for a Silver fighter. It fits Ivy thematically, and offers her a new niche. There aren't enough early game variants that offer Heal Block, so this can help her shine more.
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Old SA 2 - On TEAR DETONATION, immediately recover 2/4/6% HEALTH per active TEAR.
NEW SA 2 - On TEAR DETONATION, immediately recover 2/5/8% HEALTH per active TEAR. Excess HEALING this way grants 1 stack of BARRIER.
Notes - I don't think this variant should be buffed offensively. Instead, her defensive niche should be made better. I first of all think that SA2 should provide a much bigger burst of healing, forcing her opponent to utilize Disable Special Moves so she doesn't get the heal. Of course she can also use her Charge Attack, but that opens her up for a counter. I think players should also be rewarded for maintaining a high health pool, and the most logical buff I think is Barrier. Why?
First of all, Barrier offers even more defense, making her a better defender option.
Second of all, it grants her great synergy with Barrier supports like Starlight Rose and Noble Mogul. Is that an optimal defense team? Not really, but it's an interesting option to explore, and can be fun to play around on offense. 1/2x Mogul + Princess Pride will be a solid Critless variant. Decent damage and good sustain.
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Star-Crossed
Old SA 1 - A well-timed BLOCK against standard attacks has a 50% chance to STUN the opponent for 1/2/3 second(s).
NEW SA 1 - A well-timed BLOCK against standard attacks clears all DEBUFFS from herself and has a 50% chance to STUN the opponent for 1/2/3 second(s).
Notes - The stun can be a game change on both offense and defense, however since it's chance based it may not always provide you with the reward you want, both on offense and defense. I think it should remain chance based due to its game altering strength on defense, but I also think it should provide a bit more reward, so you can properly counter back. It's nice that you deal bonus damage with BBs while opponents are stunned, but what do you do while you have Disable Blockbuster, Wither or Hex? As such, SA2 becomes an even bigger Edge case scenario where you can utilize it. The Debuff clear will make her more consistent at accessing her SA2 and provide a consistent reward for well timed blocks. Perfectly reasonable for a Gold fighter of her rarity.
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Regally Blonde
Old SA 2 - While near an opponent, DISABLE their SPECIAL MOVES and gain AUTO-BLOCK every 4/3/2 seconds. Both effects are removed when no longer near an opponent.
NEW SA 2 - While near a TEAR or opponent, DISABLE opponent's SPECIAL MOVES and gain AUTO-BLOCK every 4/3/2 seconds. Both effects are removed when knocked down.
Notes - SA2 really falls flat due to its requirements. I've seen people say that she's the best Para defender, and I couldn't disagree more. Her entire SA2 becomes worthless, the moment you move back a bit after a combo. SA1 can be annoying, but it's a coin flip, so it's not all that problematic to deal with, considering you can just go for a Special Move focused build. A build she's supposed to counter, but doesn't really do so. Right now, after a knockdown, you already go back a bit to remove her Auto-Block stacks, so the knockdown requirement fits the bill. The interesting part is, what happens while she has Tears around her? She starts gaining that Auto-Block much faster, and even if the opponent backed away, their Special Moves will be disabled. An edge case for sure, but given how easy to counter her current SA2 is, I think it's justified. Too strong? Good, she'll finally be viable and can compete for best Para defender.
No Egrets
Old SA 2 - On CRITICAL HIT, disable the opponent's BLOCKBUSTERS for 2/3/4 seconds.
NEW SA 2 - On CRITICAL HIT, disable the opponent's BLOCKBUSTERS for 2/3/4 seconds. CRITICAL HITS refresh the duration.
Notes - For a Silver, I honestly think she's fine. The issue is the duration, where even if you go full crit, your ending attack may overlap with the debuff's duration at 1-2 seconds. This means that on wake-up the opponent will have all debuffs gone, thus making them useless. The only debuff that's useful during a combo is Disable BB, since the opponent gains no BB meter, but the rest end up being wasted as a result. Making sure the enemy always has 4 seconds left of the debuffs on combo end, makes sure you can utilize those Debuffs better on offense, and not get hit by a surprise BB3 instead.
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Shadow Ops
Old SA 2 - Gain THORNS every 3/2/1 seconds while near a TEAR.
NEW SA 2 - Spawning a TEAR grants a stack of THORNS for 5/7/10 seconds. On TEAR DETONATION, THORNS duration is refreshed.
Notes - You don't stand in Tears. The only time you do is in the corner pretty much. This variant has some good early game usefulness thanks to her SA1's Curse, which is perfectly fine, but she falls very short due to SA2. This change will make her a decent early game Defender. The point here is not to overtune her, as she has viability. Her SA2 was simply unusable on defense and pointless on offense.
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Ivy League
Old SA 2 - On TEAR DETONATION, inflicts WITHER for 5/7/10 seconds per active TEAR.
NEW SA 2 - On TEAR DETONATION, inflict WITHER for 5/7/10 seconds per active TEAR. Inflict also HEAL BLOCK when detonating at least 3 TEARS
Notes - No Egrets and Ivy League have a similar niche. Disable BB is superior to SLOW in every way. However, SA2 is where the variants go their separate ways. No Egret disables more utility options, like Tag Ins and Special Moves, while Ivy makes sure all of the opponent's BB Meter is depleted. Of course, both achieve it in different ways, and that helps create diverse builds for them, but ultimately if the change I proposed for No Egrets is applied, Ivy League will offer significantly less as a result. As such, I think adding 1 more debuff to her arsenal would be good. Heal Block is the early game version of Reverse Polarity, perfect for a Silver fighter. It fits Ivy thematically, and offers her a new niche. There aren't enough early game variants that offer Heal Block, so this can help her shine more.
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Princess Pride
Old SA 2 - On TEAR DETONATION, immediately recover 2/4/6% HEALTH per active TEAR.
NEW SA 2 - On TEAR DETONATION, immediately recover 2/5/8% HEALTH per active TEAR. Excess HEALING this way grants 1 stack of BARRIER.
Notes - I don't think this variant should be buffed offensively. Instead, her defensive niche should be made better. I first of all think that SA2 should provide a much bigger burst of healing, forcing her opponent to utilize Disable Special Moves so she doesn't get the heal. Of course she can also use her Charge Attack, but that opens her up for a counter. I think players should also be rewarded for maintaining a high health pool, and the most logical buff I think is Barrier. Why?
First of all, Barrier offers even more defense, making her a better defender option.
Second of all, it grants her great synergy with Barrier supports like Starlight Rose and Noble Mogul. Is that an optimal defense team? Not really, but it's an interesting option to explore, and can be fun to play around on offense. 1/2x Mogul + Princess Pride will be a solid Critless variant. Decent damage and good sustain.
_______________________________
Star-Crossed
Old SA 1 - A well-timed BLOCK against standard attacks has a 50% chance to STUN the opponent for 1/2/3 second(s).
NEW SA 1 - A well-timed BLOCK against standard attacks clears all DEBUFFS from herself and has a 50% chance to STUN the opponent for 1/2/3 second(s).
Notes - The stun can be a game change on both offense and defense, however since it's chance based it may not always provide you with the reward you want, both on offense and defense. I think it should remain chance based due to its game altering strength on defense, but I also think it should provide a bit more reward, so you can properly counter back. It's nice that you deal bonus damage with BBs while opponents are stunned, but what do you do while you have Disable Blockbuster, Wither or Hex? As such, SA2 becomes an even bigger Edge case scenario where you can utilize it. The Debuff clear will make her more consistent at accessing her SA2 and provide a consistent reward for well timed blocks. Perfectly reasonable for a Gold fighter of her rarity.
_______________________________
Regally Blonde
Old SA 2 - While near an opponent, DISABLE their SPECIAL MOVES and gain AUTO-BLOCK every 4/3/2 seconds. Both effects are removed when no longer near an opponent.
NEW SA 2 - While near a TEAR or opponent, DISABLE opponent's SPECIAL MOVES and gain AUTO-BLOCK every 4/3/2 seconds. Both effects are removed when knocked down.
Notes - SA2 really falls flat due to its requirements. I've seen people say that she's the best Para defender, and I couldn't disagree more. Her entire SA2 becomes worthless, the moment you move back a bit after a combo. SA1 can be annoying, but it's a coin flip, so it's not all that problematic to deal with, considering you can just go for a Special Move focused build. A build she's supposed to counter, but doesn't really do so. Right now, after a knockdown, you already go back a bit to remove her Auto-Block stacks, so the knockdown requirement fits the bill. The interesting part is, what happens while she has Tears around her? She starts gaining that Auto-Block much faster, and even if the opponent backed away, their Special Moves will be disabled. An edge case for sure, but given how easy to counter her current SA2 is, I think it's justified. Too strong? Good, she'll finally be viable and can compete for best Para defender.
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