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Characters Annie Mega Mix - Suggestions Compilation

SvenZ

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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)
--------
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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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.
How come it is not this way yet is beyond me. Could it be that they think it is balancing those with really easy access to STAR POWER. It gotta be intentional, but times have changed and there is no need for that limitation anymore.

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.
Understandable due to her base ATK.

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)
--------
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.
Sounds really nice.

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
Decent addition but she doesn't really need it that much. She can already activate her STAR POWER here and there if you let her take a turn.

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.
Fire Branded is a lost cause in my eyes. She can do infinites already, so why does she counter herself with STUN? The enrage consumption is really mediocre for the thing it provides as well. I think she needs a rework.

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.
Sounds really fun to use. Kinda gives me Dragon Brawler vibes.
 
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Fire Branded is a lost cause in my eyes. She can do infinites already, so why does she counter herself with STUN? The enrage consumption is really mediocre for the thing it provides as well. I think she needs a rework.
Definitely. Thematically, it's a very cool homage to her original reference, Annie for League of Legends. But not really Fire Branded, which was a last minute switcharu. I'm all for a remake of her

Decent addition but she doesn't really need it that much. She can already activate her STAR POWER here and there if you let her take a turn.
Too many variants with Deadeye are being introduced, making Modal Leader weaker, and weaker with every new fighter being introduced. Sea Witch being the latest culprit of baffling game design, completely ignoring her SA2 with a simple Special Move use.

The more I think about it, the more I think it should grant even more Star Power meter.
 
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Definitely. Thematically, it's a very cool homage to her original reference, Annie for League of Legends. But not really Fire Branded, which was a last minute switcharu. I'm all for a remake of her
Here is what I thought,

Fire Branded rework:

SA1:
The first CHARGE ATTACK before TAGGING OUT inflicts STUN for 6 seconds and resets the COOLDOWNS for TAG INS. All teammates TAG IN with one ENRAGE per total TAG INS for 5/7/10 seconds.

SA2:
ANNIE's next CHARGE ATTACK gains bonus damage equal to 40/55/70% of the damage her teammates dealt while the opponent was STUNNED by her.
 
Here is what I thought,

Fire Branded rework:

SA1:
The first CHARGE ATTACK before TAGGING OUT inflicts STUN for 6 seconds and resets the COOLDOWNS for TAG INS. All teammates TAG IN with one ENRAGE per total TAG INS for 5/7/10 seconds.

SA2:
ANNIE's next CHARGE ATTACK gains bonus damage equal to 40/55/70% of the damage her teammates dealt while the opponent was STUNNED by her.
Very interesting concept. It's honestly a bit hard to judge on paper, but gameplay wise sounds quite unique. Annie's charge attack opens up the opponent nicely for juggles from your allies, so SA2 even without the inclusion of the stun would work out quite nicely.

I'm just not sold on the trigger mechanic for inflicting the Stun. This may sound quite costly, but what if it worked like this:
SA1 - "While in STAR POWER mode, CHARGE ATTACKS inflict stun for 3/4.5/6 seconds, reset all ally TAG INS COOLDOWNS, but DRAIN 50% STAR POWER METER.

SA2 - "While the enemy is stunned, teammate TAG INS inflict ARMOR BREAK and grant ENRAGE for 5/7/10 seconds. Annie's next TAG IN attack inflicts bonus damage equal to 25/35/50% of the damage done by her teammates while the opponent was STUNNED."

___________________
The SA1 change is so she can utilize the stun herself more often as a solo character. In a scenario where you're 1v3, having an additional opportunity to apply stun can be a life saver. Plus, it'll be easier for players to manage and track, and easier to develop.

Similar case for SA2. There may be some overlap bugs between SA1 and SA2, and having Annie's Tag-In be an Atom Bomb sounds pretty fun, and follows the whole Tag-In combo encouragement mechanic. Rerun + Val (3x Countervenom) + this version of Fire Branded is gonna be insane burst damage.

The more I think about it, the more I wish FB worked like this. We don't have enough variants that promote tag-in combos. Brilliant idea Kheul
 
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I'm just not sold on the trigger mechanic for inflicting the Stun. This may sound quite costly, but what if it worked like this:
SA1 - "While in STAR POWER mode, CHARGE ATTACKS inflict stun for 3/4.5/6 seconds, reset all ally TAG INS COOLDOWNS, but DRAIN 50% STAR POWER METER.

SA2 - "While the enemy is stunned, teammate TAG INS inflict ARMOR BREAK and grant ENRAGE for 5/7/10 seconds. Annie's next TAG IN attack inflicts bonus damage equal to 25/35/50% of the damage done by her teammates while the opponent was STUNNED."
I really like the idea of TAG-IN ATTACK getting the damage bonus instead, mine would be counterproductive if the charge attack itself killed the opponent then STUN and her damage accumulation mechanic would be wasted overall. This way you deal the accumulated damage and still can use her charge attack reliably. Considering how easy it is to land Annie's tag in attack, this sounds really fun.

It is more costly for sure, but even if our concepts are practically same they don't have the same gameplay style. Mine is more focused on constantly tagging out and tagging in while yours is more "do the correct thing at the right time". As our interpretations of her reflect on their respective SAs, it is fine. Btw as long as she is in STAR POWER MODE, STUN still works if she has less than 50% STAR METER right?
The SA1 change is so she can utilize the stun herself more often as a solo character. In a scenario where you're 1v3, having an additional opportunity to apply stun can be a life saver. Plus, it'll be easier for players to manage and track, and easier to develop.
I think it is fine for for certain archetypes to have weaknesses. I planned mine to be a Coordinator therefore she is weak without anyone to coordinate.
Rerun + Val (3x Countervenom) + this version of Fire Branded is gonna be insane burst damage.
Yeah... I would love to see the damage.
The more I think about it, the more I wish FB worked like this. We don't have enough variants that promote tag-in combos. Brilliant idea Kheul
I agree that we have too few tag-in-based characters in a game like this. Glad you liked it, I really liked your interpretation as well.

-----

As I planned my interpretation to have a more fast-paced coordinator gameplay style, I won't change much. Tag-in attack getting the bonus damage instead of charge attack makes so much sense. That will be my only change, damage could be too high but dealing damage has never been much of a problem in this game anyways.

SA1:
The first CHARGE ATTACK before TAGGING OUT inflicts STUN for 6 seconds and resets the COOLDOWNS for TAG INS. All teammates TAG IN with one ENRAGE per total TAG INS for 5/7/10 seconds.

SA2:
ANNIE's next TAG-IN ATTACK gains bonus damage equal to 40/55/70% of the damage her teammates dealt while the opponent was STUNNED by her.

-----

I just realized she will be utterly useless in PR even though she doesn't even use anything like bleed. Just because debuffs only last half as long she won't able to utilize her SAs correctly, what a shame.
 
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I really like the idea of TAG-IN ATTACK getting the damage bonus instead, mine would be counterproductive if the charge attack itself killed the opponent then STUN and her damage accumulation mechanic would be wasted overall. This way you deal the accumulated damage and still can use her charge attack reliably. Considering how easy it is to land Annie's tag in attack, this sounds really fun.

It is more costly for sure, but even if our concepts are practically same they don't have the same gameplay style. Mine is more focused on constantly tagging out and tagging in while yours is more "do the correct thing at the right time". As our interpretations of her reflect on their respective SAs, it is fine. Btw as long as she is in STAR POWER MODE, STUN still works if she has less than 50% STAR METER right?

I think it is fine for for certain archetypes to have weaknesses. I planned mine to be a Coordinator therefore she is weak without anyone to coordinate.

Yeah... I would love to see the damage.

I agree that we have too few tag-in-based characters in a game like this. Glad you liked it, I really liked your interpretation as well.

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As I planned my interpretation to have a more fast-paced coordinator gameplay style, I won't change much. Tag-in attack getting the bonus damage instead of charge attack makes so much sense. That will be my only change, damage could be too high but dealing damage has never been much of a problem in this game anyways.

SA1:
The first CHARGE ATTACK before TAGGING OUT inflicts STUN for 6 seconds and resets the COOLDOWNS for TAG INS. All teammates TAG IN with one ENRAGE per total TAG INS for 5/7/10 seconds.

SA2:
ANNIE's next TAG-IN ATTACK gains bonus damage equal to 40/55/70% of the damage her teammates dealt while the opponent was STUNNED by her.

-----

I just realized she will be utterly useless in PR even though she doesn't even use anything like bleed. Just because debuffs only last half as long she won't able to utilize her SAs correctly, what a shame.
My issues with SA1 is that it becomes unusable in solo or solo node situations. And on the other side, it's too easily accessible, allowing you to pretty much do it at round start, which I guess was your intention. It's also not very clear if she can do it again after tagging back in. Can she?

Also good catch on the PR interaction, I didn't think about that. You could utilize Sundae and Octo tho, which should give enough time to at least open up the opponent for a combo.

Maybe remove the Stun aspect and rely on a Buff instead? I'm down for custom variant buffs/debuffs tbh. It doesn't need to be anything that already exists as a modifier. Should be easier to balance too. This will probably only be appreciated by 5% of the community, but what if it worked the following way.
 
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My issues with SA1 is that it becomes unusable in solo or solo node situations. And on the other side, it's too easily accessible, allowing you to pretty much do it at round start, which I guess was your intention.
90% of the time fights feel like either 1v3 or 1v1 1v1 1v1. This is the way because there is no actual need to use everyone on your team. I wanted an unit that incentivizes your team to work like an one whole unit by constantly tagging in and out without losing much dps while doing so. I wanted her to be easy to use or people will just continue to stick to the mainstream playing style.

It's also not very clear if she can do it again after tagging back in. Can she?
Yeah, her CHARGE ATTACK STUN works again after she tags in. She can only do it once before tagging out, so she needs to constantly tag in and out.

Also good catch on the PR interaction, I didn't think about that. You could utilize Sundae and Octo tho, which should give enough time to at least open up the opponent for a combo.
I don't think those units extend the duration of stuns unfortunately :(

Maybe remove the Stun aspect and rely on a Buff instead? I'm down for custom variant buffs tbh. It doesn't need to be anything that already exists as a modifier. Should be easier to balance too
I mean yeah in other games they do this all the time, they release an unique buff/debuff for the character which works perfectly with their kit. But I think it is just unnecessary for certain debuffs to work like that in PR in the first place. STUN is already not that strong and has naturally short duration, it could easily be excluded.
 
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90% of the time fights feel like either 1v3 or 1v1 1v1 1v1. This is the way because there is no actual need to use everyone on your team. I wanted an unit that incentivizes your team to work like an one whole unit by constantly tagging in and out without losing much dps while doing so. I wanted her to be easy to use or people will just continue to stick to the mainstream playing style.
Fair argument.

Yeah, her CHARGE ATTACK STUN works again after she tags in. She can only do it once before tagging out, so she needs to constantly tag in and out.
That's good to hear. In fact, what if we use a custom BUFF to track it? You won't believe how many people can't understand how a lot of the SAs work, even the simpler ones. Without an indicator, this may confuse players. Activating Star Power at full meter could for example regain the buff if you already used it. That way she'll also have more of that solo utility, but will cost quite a bit of meter and take time to gain access to. We can give it a fun flavourful name like FIRE MARK or EMBLEM OF STRENGTH 🙃

I don't think those units extend the duration of stuns unfortunately :(
You're right, my bad there. Forgot they didn't interact with Stun and Doom

I mean yeah in other games they do this all the time, they release an unique buff/debuff for the character which works perfectly with their kit. But I think it is just unnecessary for certain debuffs to work like that in PR in the first place. STUN is already not that strong and has naturally short duration, it could easily be excluded.
That's an option to
 
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That's good to hear. In fact, what if we use a custom BUFF to track it? You won't believe how many people can't understand how a lot of the SAs work, even the simpler ones. Without an indicator, this may confuse players. Activating Star Power at full meter could for example regain the buff if you already used it. That way she'll also have more of that solo utility, but will cost quite a bit of meter and take time to gain access to. We can give it a fun flavourful name like FIRE MARK or EMBLEM OF STRENGTH 🙃
Yeah that would be the perfect middle ground. This buff however should be one of those that isn't affected by CURSE like Squigly's Dragon Charges.

annieStun2.png


FIRE MARK: CHARGE ATTACKS inflict STUN for 6 seconds and and resets the COOLDOWNS for TAG INS. Consumed after use and cannot stack.

I came up with this icon, integrated both Enrage and Stun and made its color similar to those type of buffs that isn't affected by CURSE and etc.

----
SA1:
Gain FIRE MARK at the start of the battle and after TAGGING IN. Using STAR POWER at full meter also grants FIRE MARK but consumes an extra 50% STAR POWER. All teammates TAG IN with one ENRAGE per total TAG INS for 5/7/10 seconds.

SA2:
ANNIE's next TAG-IN ATTACK gains bonus damage equal to 40/55/70% of the damage her teammates dealt while the opponent was STUNNED by her.
----

What do you think?
 
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Yeah that would be the perfect middle ground. This buff however should be one of those that isn't affected by CURSE like Squigly's Dragon Charges.

View attachment 27734


FIRE MARK: CHARGE ATTACKS inflict STUN for 6 seconds and and resets the COOLDOWNS for TAG INS. Consumed after use and cannot stack.

I came up with this icon, integrated both Enrage and Stun and made its color similar to those type of buffs that isn't affected by CURSE and etc.

----
SA1:
Gain FIRE MARK at the start of the battle and after TAGGING IN. Using STAR POWER at full meter also grants FIRE MARK but consumes an extra 50% STAR POWER. All teammates TAG IN with one ENRAGE per total TAG INS for 5/7/10 seconds.

SA2:
ANNIE's next TAG-IN ATTACK gains bonus damage equal to 40/55/70% of the damage her teammates dealt while the opponent was STUNNED by her.
----

What do you think?
Very cool! What do you mean by this part "All teammates TAG IN with one ENRAGE per total TAG INS?"

Also the Stun component seems to be missing from SA1.
 
Also the Stun component seems to be missing from SA1.
I didn't want to make the SAs so crowded with words, I put the description of the modifier FIRE MARK just below its icon. She works basically the same, but the properties of her charge attack is now on the new buff itself.

It is considerably stronger this way, HEX won't really affect her unless she attempts to get it via STAR POWER.

What do you mean by this part "All teammates TAG IN with one ENRAGE per total TAG INS?"
Let's think of a team of 3; Fire Branded, sub1, sub2. We start the fight with Fire Branded, when she tags out and sub1 tags in, total tag in counter becomes 1, thus teammate gets 1 enrage. Then when sub1 tags out and Fire Branded tags in she gains 2 enrages instead and it ramps up like that.

Very cool!
Glad you liked it.
 
Let's think of a team of 3; Fire Branded, sub1, sub2. We start the fight with Fire Branded, when she tags out and sub1 tags in, total tag in counter becomes 1, thus teammate gets 1 enrage. Then when sub1 tags out and Fire Branded tags in she gains 2 enrages instead and it ramps up like that.
That's also going to need something for visual tracking. Most players won't really understand this, or properly utilize it, as it requires doing tags in, before Fire Branded's tag-in support.

You've really inspired me with this design. Here's another take on your idea.

SA1:
Gain a stack of FIRE MARK after TAGGING IN, on STAR POWER activation and every 10 seconds. CHARGE ATTACKS consume all FIRE MARKS, dealing 3/4/5% of the opponent's MAX HEALTH as damage and granting teammates ENRAGE for 10/12/15 seconds per consumed FIRE MARK.

SA2:
While Annie has no FIRE MARKS teammates TAG-INS are unblockable. Annie's TAG-IN ATTACKS inflict QUIETUS for 10 seconds and deal 20/35/50% of the damage dealt by allies while she didn't have FIRE MARK. (Bonus damage cannot exceed more than 50% of the opponent's MAX HEALTH).


Here's my reasoning.

- I strayed away a bit further from the old Fire Branded design. I think the stun is unnecessary and as you mentioned, can be troublesome in PRs
- The mechanic is all now based whether FB has Fire Marks or not. While she doesn't have any, ally damage will accumulate for her next tag-in attack
- She no longer gains FIRE MARK at the start of the match, so she can be used in the support role, instead of needing to always be the point character. This also gives her some defender utility. If the point defender did some decent damage, her next tag-in will be quite scary if not blocked.
- Fire Emblems stack, giving you a reason to stay with Annie as your main fighter and Charge Attacks no longer clear tag-in duration. In the older version, you want her to charge attack, go away, ally does damage while opponent is stunned, Annie tags-in, charge attack and immediately go away again again. There should be incentive to keep each fighter longer on the field.
- SA2's bonus damage is capped at 50% of the opponent's max health, to prevent insta kill moments vs full HP opponents.
- SA2 also applies QUIETUS, so her tag-in attack can finish off low HP opponents, giving her further support utility.
- Her Charge Attack is not just an opener but also a potential ender. If she's left as a support for at least 40 seconds, on tag in she'll have 5 stacks. Making it so her Charge attacks deals 25% of the opponent's Max Health as damage. This also gives her some solo fighter utility and further encourages utilizing other fighters before tagging her in.


My main concern is the following: Annie benefits A LOT from her Charge attack, opening up the opponent for a combo herself. By design, I'm not sure if the effect will be properly utilized to its fullest in either of our versions. Charge attacks into several Destruction Pillars is less effort and already deal pretty solid damage.

I think we're missing a piece of the Puzzle. Maybe Charge Attack is not the best way to trigger the effects
 
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That's also going to need something for visual tracking. Most players won't really understand this, or properly utilize it, as it requires doing tags in, before Fire Branded's tag-in support.
I thought "per total TAG INS" was quite clear honestly.

You've really inspired me with this design. Here's another take on your idea.

SA1:
Gain a stack of FIRE MARK after TAGGING IN, on STAR POWER activation and every 10 seconds. CHARGE ATTACKS consume all FIRE MARKS, dealing 3/4/5% of the opponent's MAX HEALTH as damage and granting teammates ENRAGE for 10/12/15 seconds per consumed FIRE MARK.

SA2:
While Annie has no FIRE MARKS teammates TAG-INS are unblockable. Annie's TAG-IN ATTACKS inflict QUIETUS for 10 seconds and deal 20/35/50% of the damage dealt by allies while she didn't have FIRE MARK. (Bonus damage cannot exceed more than 50% of the opponent's MAX HEALTH).
It is nice to hear that the idea intrigued you.

This is a bit too far from my own ideal gameplay style that I envisioned for her. While I don't want to change my iteration of her in this way, I can still comment on your iteration.
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Questions:

Does she gain FIRE MARK while she is on the bench? If not how the timer would work, like does the 10 seconds start the second she got it in like if she got in at 2:44 she will gain FIRE MARK at 2:34 or is it fixed like 2:50, 2:40. Because it could get messy when you plan to tag out but don't want to get FIRE MARK the last second.

Are the UNBLOCKABLE attacks for "her" teammates or "all"?

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I think unblockable TAG INS are quite weaker than STUN. You can still get hit and most units can't start combos off TAG-INS therefore gameplay flow will be quite generic. The 10 seconds timer can be somewhat risky if you were to gain the FIRE MARK last moment before tagging out which would require constant timer checking as well.

I feel like she is a bit bloated, so many things going for her at the same time.

- I strayed away a bit further from the old Fire Branded design. I think the stun is unnecessary and as you mentioned, can be troublesome in PRs
This would be such a long stretch if we were to think about every unit's viablity in PR beforehand. PR is really poorly thought and not even maintained in terms of core gameplay. It isn't much of a challenge that you would need a gimmicky unit like FB anyways.

Annie tags-in, charge attack and immediately go away again again. There should be incentive to keep each fighter longer on the field.
This is just what you think though. There is no actual reason for needing an incentive to keep each fighter longer as an active fighter. Your incentive is your best interest, whatever works the best with the team composition you have and against the opponent team. You may want to work her better when her teammates stay longer, and I may want to do the exact opposite, and both are fine.

- SA2 also applies QUIETUS, so her tag-in attack can finish off low HP opponents, giving her further support utility.
- Her Charge Attack is not just an opener but also a potential ender. If she's left as a support for at least 40 seconds, on tag in she'll have 5 stacks. Making it so her Charge attacks deals 25% of the opponent's Max Health as damage. This also gives her some solo fighter utility and further encourages utilizing other fighters before tagging her in.
This is just a bit too much for a single unit to have for me. I originally didn't plan to give her any solo potential, but this is your idea anyways.

My main concern is the following: Annie benefits A LOT from her Charge attack, opening up the opponent for a combo herself. By design, I'm not sure if the effect will be properly utilized to its fullest in either of our versions. Charge attacks into several Destruction Pillars is less effort and already deal pretty solid damage.

I think we're missing a piece of the Puzzle. Maybe Charge Attack is not the best way to trigger the effects
From my point of view it was never about making the perfect unit or an Annie that doesn't even need d.pillars. I just like giving people different gameplay options, not that it would be strictly better than something else or not.
 
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I thought "per total TAG INS" was quite clear honestly.


It is nice to hear that the idea intrigued you.

This is a bit too far from my own ideal gameplay style that I envisioned for her. While I don't want to change my iteration of her in this way, I can still comment on your iteration.
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Questions:

Does she gain FIRE MARK while she is on the bench? If not how the timer would work, like does the 10 seconds start the second she got it in like if she got in at 2:44 she will gain FIRE MARK at 2:34 or is it fixed like 2:50, 2:40. Because it could get messy when you plan to tag out but don't want to get FIRE MARK the last second.

Are the UNBLOCKABLE attacks for "her" teammates or "all"?

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I think unblockable TAG INS are quite weaker than STUN. You can still get hit and most units can't start combos off TAG-INS therefore gameplay flow will be quite generic. The 10 seconds timer can be somewhat risky if you were to gain the FIRE MARK last moment before tagging out which would require constant timer checking as well.

I feel like she is a bit bloated, so many things going for her at the same time.


This would be such a long stretch if we were to think about every unit's viablity in PR beforehand. PR is really poorly thought and not even maintained in terms of core gameplay. It isn't much of a challenge that you would need a gimmicky unit like FB anyways.


This is just what you think though. There is no actual reason for needing an incentive to keep each fighter longer as an active fighter. Your incentive is your best interest, whatever works the best with the team composition you have and against the opponent team. You may want to work her better when her teammates stay longer, and I may want to do the exact opposite, and both are fine.


This is just a bit too much for a single unit to have for me. I originally didn't plan to give her any solo potential, but this is your idea anyways.


From my point of view it was never about making the perfect unit or an Annie that doesn't even need d.pillars. I just like giving people different gameplay options, not that it would be strictly better than something else or not.
She gains the Fire Mark every 10 in-game seconds, so 2:50, 2:40. And the unblockable tag-ins are for allies.

Not insisting on my version or anything. The discussion led to a variant promoting tag-ins and custom buffs/debuffs, and I wanted to play around with that. The variant I shared has its flaws and may have too much going on for its own good
 
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She gains the Fire Mark every 10 in-game seconds, so 2:50, 2:40. And the unblockable tag-ins are for allies.
I see, that would make it easier to check.

Not insisting on my version or anything. The discussion led to a variant promoting tag-ins and custom buffs/debuffs, and I wanted to play around with that. The variant I shared has its flaws and may have too much going on for its own good
Of course man, we are just having fun brainstorming, no worries.
 
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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.
Would love this, although currently her haste is cool too as it makees her meter 10% per second which is very fun to mess around with.

SA1:
Gain a stack of FIRE MARK after TAGGING IN, on STAR POWER activation and every 10 seconds. CHARGE ATTACKS consume all FIRE MARKS, dealing 3/4/5% of the opponent's MAX HEALTH as damage and granting teammates ENRAGE for 10/12/15 seconds per consumed FIRE MARK.

SA2:
While Annie has no FIRE MARKS teammates TAG-INS are unblockable. Annie's TAG-IN ATTACKS inflict QUIETUS for 10 seconds and deal 20/35/50% of the damage dealt by allies while she didn't have FIRE MARK. (Bonus damage cannot exceed more than 50% of the opponent's MAX HEALTH).
silly, but I like it. of course, adding firemarks is very wishful thinking. (perma death does fit her imo too)
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.
Still has to wait for immunity each time though :c



honestly reading all the comments about fire branded brainstorming was really interesting!
 
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Ability Changes - Reflection Nebula and BURST effect swaps

Reflection Nebula NEW
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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
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On HIT, gain AUTO-BLOCK for 10/12/15 seconds.
Added some changes to Reflection Nebula and Burst