I haven't the time to make that post before but I guess we could have enough time to test (if we have the character obviously) that variant already.
With the latest update, we could have the chance to see a great change to some signature abilities (SA for future references) of forgotten or unused variants (or not popular to resume).
I didn't have a good opinion about this honestly, but I have to accept that characters like temple tyrant (I had the chance to do a 80% longshot thanks to it), sketchy, sheltered, graveyard shift, and hype man (now he could accomplish the name he has) to make an example, received a great buff, even I think it's an excess but anyways, it isn't the main topic, the reason of this post is a particular change.....
Decrypted's second SA change
- Old maxed second SA could transform 3 buffs into bleed if I'm not wrong (But if I'm, let me know).
- Now the new maxed SA could "deal" 25% bonus damage against for each of the opponent's living teammates...
So now if you add the first SA (50% bonus damage against an enemy with buffs), some ATK and Element Bonus, you can have a character that could pulverize enemies..... Nope, it's worst now (at least from my perspective), why? Because they give a carry ability to a character that wasn't intended to be that from the beginning, she's a tricky character, with low stats but a "strong" ability (and I said "strong" with comma because you can easily counter that ability). I haven't seen a benefit with that, to be honest.
Seeing how many variants would give you buffs, you need some to steal them or punish the use, even excess of them, and yeah, I know we have rusty (that I hope they don't nerf), doublicious and silent kill already (maybe I'm forgetting another, so you can comment below) but I don't think it's enough. You have improved some characters that gives you more buffs but you reduce the small amount of characters that could make a counter (something unbalanced from my perspective).
Yeah, we have BBs and special moves that could inflict curse or take away buffs, but curse duration is really low or poor and BBs or moves that could take away buffs aren't effective (or I guess you will have to max lvl them, an easy quest I guess).
Also Decrypted's old SA could be countered so easily, yeah your buffs will disappear but with a bleed resistance you didn't have something to worry (adding her low stats, defeat her isn't a great task).
I've seen the preview of normal diamond Eliza, and it seems she could prevent from getting buffs, but you can't say to me that it will fix or compensate that situation because she has a lock.... her own tier (also rarity, but anyways), she can't fight on bronze and silver tier (something that Decrypted could do, even for gold, but the good thing is that it has a cost, she becomes weaker than natural silvers and golds)
I know I haven't ordered my ideas, but if you have caught the point or message, I want to know your opinion or comment, thanks.
With the latest update, we could have the chance to see a great change to some signature abilities (SA for future references) of forgotten or unused variants (or not popular to resume).
I didn't have a good opinion about this honestly, but I have to accept that characters like temple tyrant (I had the chance to do a 80% longshot thanks to it), sketchy, sheltered, graveyard shift, and hype man (now he could accomplish the name he has) to make an example, received a great buff, even I think it's an excess but anyways, it isn't the main topic, the reason of this post is a particular change.....
Decrypted's second SA change
- Old maxed second SA could transform 3 buffs into bleed if I'm not wrong (But if I'm, let me know).
- Now the new maxed SA could "deal" 25% bonus damage against for each of the opponent's living teammates...
So now if you add the first SA (50% bonus damage against an enemy with buffs), some ATK and Element Bonus, you can have a character that could pulverize enemies..... Nope, it's worst now (at least from my perspective), why? Because they give a carry ability to a character that wasn't intended to be that from the beginning, she's a tricky character, with low stats but a "strong" ability (and I said "strong" with comma because you can easily counter that ability). I haven't seen a benefit with that, to be honest.
Seeing how many variants would give you buffs, you need some to steal them or punish the use, even excess of them, and yeah, I know we have rusty (that I hope they don't nerf), doublicious and silent kill already (maybe I'm forgetting another, so you can comment below) but I don't think it's enough. You have improved some characters that gives you more buffs but you reduce the small amount of characters that could make a counter (something unbalanced from my perspective).
Yeah, we have BBs and special moves that could inflict curse or take away buffs, but curse duration is really low or poor and BBs or moves that could take away buffs aren't effective (or I guess you will have to max lvl them, an easy quest I guess).
Also Decrypted's old SA could be countered so easily, yeah your buffs will disappear but with a bleed resistance you didn't have something to worry (adding her low stats, defeat her isn't a great task).
I've seen the preview of normal diamond Eliza, and it seems she could prevent from getting buffs, but you can't say to me that it will fix or compensate that situation because she has a lock.... her own tier (also rarity, but anyways), she can't fight on bronze and silver tier (something that Decrypted could do, even for gold, but the good thing is that it has a cost, she becomes weaker than natural silvers and golds)
I know I haven't ordered my ideas, but if you have caught the point or message, I want to know your opinion or comment, thanks.