- Joined
- Apr 10, 2024
- Messages
- 517
- Reaction score
- 313
- Points
- 63
Prestige - mechanic change
Old - CHARGE RATE: 2% per 1% STAR POWER METER spent. ACTIVATION EFFECT: Annie's STAR POWER STARS deal 50/120% bonus damage.
New - CHARGE RATE: 2% per 1% STAR POWER METER used. ACTIVATION EFFECT: Annie's STAR POWER STARS deal 50/120% bonus damage.
Notes - The way the Prestige works right now, means that variants like Timeless Hero can NEVER gain prestige while they're in Star Power mode. This is a huge oversight, that nerfs the Annie with the quickest access to Star Power mode. You either get it asap or waste time and opportunities, just to get Prestige triggered. Prestige should build up based on the amount used based on the action and not based on spent meter. This also means that hits and moves that consume more meter than what you have will help generate Prestige faster.
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Ability Changes - Reflection Nebula and BURST effect swaps
Reflection Nebula NEW
- TAUNT your opponent to inflict GUARD BREAK for 5/7/10 seconds. If used to counter an attack, inflict IMMOBILIZE for 5 seconds.
BURST NEW
- On HIT, gain AUTO-BLOCK for 10/12/15 seconds.
Notes
- Their current effects as they are don't make any sense. Both gameplay and theme wise. Reflection Nebula shows a handshake, thus letting the opponent's Guard Down. Also, what's the point of gaining Auto-Block when the opponent is Disabled, even more so since the ability pushes the opponent away. Reflection Nebula should be a setup tool.
- Annie has a lot of good ender options, and using Tount for a short duration Guard Break ain't one of them. Can it be used with some variants? Yes, but isn't the following better:
- Burst now provides further defense utility and is much more useful on defenders.
- Values can be further adjusted with some gameplay testing. Swapping out their durations may not be the best approach do to the way the abilities work.
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Star Child
Old SA 2 - BLOCKBUSTERS deal 25/35/50% bonus damage while in STAR POWER MODE.
NEW SA 2 - BLOCKBUSTERS deal 50/75/100% bonus damage while in STAR POWER MODE.
Notes - Overbuff maybe? I don't think so. Not only does Star Child have very pitiful base damage, her Bronze Counterpart has one of the best access to Enrage. Let's do the math, SC has approximately base damage of 7.4k. 50% of that is 3.7k. Alright, now let's look at Solar Flair, base damage of 9.3k. So essentially while in Starpower mode Star Child does 1800 more base damage more than Solar Flair, or rough 20% more. That may not sound bad on paper, but again, let's not forget Solar Flair's extremely easy access to Enrage, and overall more base damage without the need of going into star power mode or using it up for a super. If the current value is too big, then it should be buffed to at least 25/50/75%. And lastly, her mediocre SA1 does not compensate in any way for the mediocre boost of SA2.
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Materia Girl
Old SA 1 - 10% chance to gain 3/4/5% STAR POWER meter when either Fighter is HIT (includes Blocking).
NEW SA 1 - 10/15/20% chance to gain 3% STAR POWER meter when either Fighter is HIT (includes Blocking)
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Old SA 2 - While in STAR POWER MODE, gain permanent PRECISION, DEADEYE or HASTE, and 3/4/5% BLOCKBUSTER METER per second. The permanent BUFF is removed when exiting STAR POWER.
NEW SA 2 - While in STAR POWER mode gain permanent DEADEYE and 3/4/5% BLOCKBUSTER METER per second. Activating STAR POWER at full meter grants 3/4/5 stacks of PRECISION. DEADEYE is removed when exiting STAR POWER.
Notes - SA1 may grant less STAR POWER on proc, but given the proc rate, the overall amount will be significantly higher. SA2 is no longer an annoying RNG mess. It's always Deadeye and the passive BB gain. The BB gain made Haste redundant, so I really don't know why it was added. You also only gain Precision when using Star Power at full meter, and given SA1 is all about gaining SP meter, that is not going to be too difficult after the buff. Despite all of that was removed from SA2, I can 100% vouch that this will make playing Materia significantly smoother and more fun. Deadeye is already a damage boost, and you need reliable access to it, otherwise it's pointless.
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Model Leader
Old SA 2 - Gain permanent AUTO-BLOCK for each 25/20/15% HEALTH lost.
NEW SA 2 - Gain permanent AUTO-BLOCK for each 25/20/15% HEALTH lost. Well timed blocks grant 15% STAR POWER meter
Notes - AUTO-BLOCK is counted as a well timed block(should be, but please correct me if I'm wrong), so this synergizes with her kit. It's not an insane amount of meter, but it's enough to give her a slight edge on defense, and reach max SP much faster.
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Fire Branded
Old SA 2 - CHARGE ATTACKS consume all stacks of ENRAGE, inflicting STUN and HEAVY BLEED for 1/1.5/2 second(s) per stack consumed.
NEW SA 2 - CHARGE ATTACKS consume all stacks of ENRAGE, inflicting STUN for 1/1.5/2 second(s) and HEAVY BLEED for 2/2.5/3 second(s) per stack consumed.
Notes - Stun wise, SA2 is fine, but damage wise the Heavy Bleed trade off is not super optimal, unless you use a charge attack at the tail end of your Enrage stacks. Not a huge buff, 5 seconds overall more Bleed at 5 stacks of Enrage.
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Star Shine
Old SA 2 - Gain permanent PRECISION after facing the same opponent for 25/20/15 seconds. PRECISION is removed when defeating an opponent.
New SA 2 - Gain permanent PRECISION while in STAR POWER MODE. Annie gains 20/35/50% STAR POWER METER when defeating an opponent.
Notes - No more waiting around. When you gain Star Power mode, you go turbo. If the opponent dies, you're no longer bricked up. No, you gain Star Power meter so you can go unga bunga again. If you're bad at managing your Star Power meter, or your Annie has poor stats, this is a nerf. If you know how to utilize the character, this is a big buff. Possibly a nerf for Annie on defense, but Star Shine is a pretty mid choice for a defender anyway.
Old - CHARGE RATE: 2% per 1% STAR POWER METER spent. ACTIVATION EFFECT: Annie's STAR POWER STARS deal 50/120% bonus damage.
New - CHARGE RATE: 2% per 1% STAR POWER METER used. ACTIVATION EFFECT: Annie's STAR POWER STARS deal 50/120% bonus damage.
Notes - The way the Prestige works right now, means that variants like Timeless Hero can NEVER gain prestige while they're in Star Power mode. This is a huge oversight, that nerfs the Annie with the quickest access to Star Power mode. You either get it asap or waste time and opportunities, just to get Prestige triggered. Prestige should build up based on the amount used based on the action and not based on spent meter. This also means that hits and moves that consume more meter than what you have will help generate Prestige faster.
___________________________________________
Ability Changes - Reflection Nebula and BURST effect swaps
Reflection Nebula NEW
- TAUNT your opponent to inflict GUARD BREAK for 5/7/10 seconds. If used to counter an attack, inflict IMMOBILIZE for 5 seconds.
BURST NEW
- On HIT, gain AUTO-BLOCK for 10/12/15 seconds.
Notes
- Their current effects as they are don't make any sense. Both gameplay and theme wise. Reflection Nebula shows a handshake, thus letting the opponent's Guard Down. Also, what's the point of gaining Auto-Block when the opponent is Disabled, even more so since the ability pushes the opponent away. Reflection Nebula should be a setup tool.
- Annie has a lot of good ender options, and using Tount for a short duration Guard Break ain't one of them. Can it be used with some variants? Yes, but isn't the following better:
- Burst now provides further defense utility and is much more useful on defenders.
- Values can be further adjusted with some gameplay testing. Swapping out their durations may not be the best approach do to the way the abilities work.
___________________________________________
Star Child
Old SA 2 - BLOCKBUSTERS deal 25/35/50% bonus damage while in STAR POWER MODE.
NEW SA 2 - BLOCKBUSTERS deal 50/75/100% bonus damage while in STAR POWER MODE.
Notes - Overbuff maybe? I don't think so. Not only does Star Child have very pitiful base damage, her Bronze Counterpart has one of the best access to Enrage. Let's do the math, SC has approximately base damage of 7.4k. 50% of that is 3.7k. Alright, now let's look at Solar Flair, base damage of 9.3k. So essentially while in Starpower mode Star Child does 1800 more base damage more than Solar Flair, or rough 20% more. That may not sound bad on paper, but again, let's not forget Solar Flair's extremely easy access to Enrage, and overall more base damage without the need of going into star power mode or using it up for a super. If the current value is too big, then it should be buffed to at least 25/50/75%. And lastly, her mediocre SA1 does not compensate in any way for the mediocre boost of SA2.
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Materia Girl
Old SA 1 - 10% chance to gain 3/4/5% STAR POWER meter when either Fighter is HIT (includes Blocking).
NEW SA 1 - 10/15/20% chance to gain 3% STAR POWER meter when either Fighter is HIT (includes Blocking)
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Old SA 2 - While in STAR POWER MODE, gain permanent PRECISION, DEADEYE or HASTE, and 3/4/5% BLOCKBUSTER METER per second. The permanent BUFF is removed when exiting STAR POWER.
NEW SA 2 - While in STAR POWER mode gain permanent DEADEYE and 3/4/5% BLOCKBUSTER METER per second. Activating STAR POWER at full meter grants 3/4/5 stacks of PRECISION. DEADEYE is removed when exiting STAR POWER.
Notes - SA1 may grant less STAR POWER on proc, but given the proc rate, the overall amount will be significantly higher. SA2 is no longer an annoying RNG mess. It's always Deadeye and the passive BB gain. The BB gain made Haste redundant, so I really don't know why it was added. You also only gain Precision when using Star Power at full meter, and given SA1 is all about gaining SP meter, that is not going to be too difficult after the buff. Despite all of that was removed from SA2, I can 100% vouch that this will make playing Materia significantly smoother and more fun. Deadeye is already a damage boost, and you need reliable access to it, otherwise it's pointless.
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Model Leader
Old SA 2 - Gain permanent AUTO-BLOCK for each 25/20/15% HEALTH lost.
NEW SA 2 - Gain permanent AUTO-BLOCK for each 25/20/15% HEALTH lost. Well timed blocks grant 15% STAR POWER meter
Notes - AUTO-BLOCK is counted as a well timed block(should be, but please correct me if I'm wrong), so this synergizes with her kit. It's not an insane amount of meter, but it's enough to give her a slight edge on defense, and reach max SP much faster.
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Fire Branded
Old SA 2 - CHARGE ATTACKS consume all stacks of ENRAGE, inflicting STUN and HEAVY BLEED for 1/1.5/2 second(s) per stack consumed.
NEW SA 2 - CHARGE ATTACKS consume all stacks of ENRAGE, inflicting STUN for 1/1.5/2 second(s) and HEAVY BLEED for 2/2.5/3 second(s) per stack consumed.
Notes - Stun wise, SA2 is fine, but damage wise the Heavy Bleed trade off is not super optimal, unless you use a charge attack at the tail end of your Enrage stacks. Not a huge buff, 5 seconds overall more Bleed at 5 stacks of Enrage.
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Star Shine
Old SA 2 - Gain permanent PRECISION after facing the same opponent for 25/20/15 seconds. PRECISION is removed when defeating an opponent.
New SA 2 - Gain permanent PRECISION while in STAR POWER MODE. Annie gains 20/35/50% STAR POWER METER when defeating an opponent.
Notes - No more waiting around. When you gain Star Power mode, you go turbo. If the opponent dies, you're no longer bricked up. No, you gain Star Power meter so you can go unga bunga again. If you're bad at managing your Star Power meter, or your Annie has poor stats, this is a nerf. If you know how to utilize the character, this is a big buff. Possibly a nerf for Annie on defense, but Star Shine is a pretty mid choice for a defender anyway.
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