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- Apr 15, 2021
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Hey, I've been thinking for some time that some PAs have some flaws or could be improved somehow. I don't mean to buff every PA to be about the same strength, SAs and MAs are not designed that way and I'm ok with that; this post is just a proposal to make some PAs more consistent or fix some flaws. I don't intend to make more defense oriented PAs better for offense, or viceversa.
I'll be adding an explanation in case you feel like reading my rambling, but really feel free to just say whatever just by reading the changes. Also, it's pretty obvious but the color coding is green for buffs, red for nerfs and blue for just changes and values with "/" represent min/max numbers.
Double: Double Jeopardy
NEW ACTIVATION EFFECT: Double transmutes to the current most advantageous element and the effects of Double's ELEMENTAL ADVANTAGE are increased by 40/80%.
Double's most defining trait is RNG, and I do like that; but we all know RNG can make the most crazy stuff (like a 100% ATK bonus!) unrealiable and so, not that desirable. The idea with this change is immediately make the character more consistent with a single duplicate, putting a cap to how many rolls you must do to get the desired ELEMENT, which is key for many of Double's SAs, and then not have the PA be an immediate double damage. I even think 30/60% bonus could be fair, given the new consistent way to actually get the bonus.
OTHER IDEAS:
NEW CHARGE RATE: 17% per TRANSMUTATION
This would further improve the consistency of Double, reducing the time needed to get to the desired element. Again, this buff implies the need to nerf the bonus ATK. But Double's ATK was never a problem, right?
NEW ACTIVATION EFFECT: Double transmutes to the current most advantageous element and gains 5 stacks of REGEN and 2 RANDOM BUFFS for 4/10 seconds.
A new, crazier PA, although my main point is Double's PA could be a way to fix the character's flaw so this is just an alternative. The idea behind the regen stacks is to make up for the time and HP spent to get the desired element, while the bonus buffs are there to emphasize on Double's RNG trait. Could also be 3 REGEN + ENRAGE stacks for a longer period.
Eliza: Feast and Famine
NEW CHARGE RATE: 20% per ENTRY.
NEW ACTIVATION EFFECT: Eliza gains a a 5/15% chance on each NON-BLOCKBUSTER HIT in SEKHMET MODE (not including blocked hits) to CLEANSE the opponent's BUFFS and gain 10% HEALTH.
Does Eliza need a buff? No. But we still want MAs and PAs to not feel pointless, don't we? I've come up with this PA because I think it's pretty much the same idea the devs have which is not buffing Eliza with it, but rather present an alternate playstyle for her with Sekhmet on, which I think is really clever. And I think the flaw with the current PA is it's just not as good as having Chaos Banish and the rest of Eliza's kit, so maybe a cleanse with lower chance and higher regen could be more viable. The nerfs are to not make it busted, and a 20% charge rate means using a 3-chain of Sekhmet BBs twice means getting the prestige for the last use.
OTHER IDEAS:
NEW ACTIVATION EFFECT: Each NON-BLOCKBUSTER HIT in SEKHMET MODE (including blocked hits) regains 10/30% of the damage inflicted as HEALTH and has a 15/30% to REMOVE 1 opponent BUFF.
Takes inspiration from Diva's SA and maybe a Kevin Pepino video? Credits to him, maybe, I don't remember. But again, the idea is to present an alternate playstyle that is not straight up inferior to the normal. Also, 5% chance on the first duplicate is too low in my opinion.
Filia: Bob and Weave
NEW ACTIVATION EFFECT: Filia gains PERMANENT EVASION for 2 seconds when EVADING an attack and has a 50/100% chance to inflict DEATH MARK for 5 seconds when HITTING an attacking opponent.
I think Filia's PA is fine as is, except for the projectile evasion thing. We mostly agree it's quite pointless, so I came up with this new little addition that could emphasize and improve the hit and run nature of Filia's gameplan and PA.
Peacock: Manic Munitions
NEW CHARGE RATE: 8% per SPECIAL MOVE
Of course Peacock's defining trait is spamming projectiles, so the current charge rate, which depends on it, makes sense. But I think it's very flawed in that if you wanna make use of it, you get it very quick by using Argus Agony, and very slow if you don't. Peacock's MA relies on special moves anyway, so I don't think this disrupts the character's design at all.
OTHER IDEAS:
NEW ACTIVATION EFFECT: Peacock has a 25/50% chance to gain 1 stack of ENRAGE for 5 seconds, HASTE for 5 seconds, or PRECISION when using a SPECIAL MOVE or BLOCKBUSTER.
I don't think Peacock's PA needs a buff on top of the above mentioned, but this is just a small change that's more symbolic, just to not make Peacock so special-centric and incenstivize BB spam as well.
Umbrella: Gut Reaction
NEW ACTIVATION EFFECT (Hunger gauge will lower by one bar): Umbrella gains 5/10% HEALTH and inflicts SLIME for 10/15 seconds when HITTING an attacking opponent.
I think 5% is far too low a reward for intercepting if the point is gaining health back, so here's a simple change. Not much more to say.
OTHER IDEAS:
NEW ACTIVATION EFFECT (Hunger gauge will lower by one bar): Umbrella gains 5/15% HEALTH and inflicts 2 stacks of SLIME for 5 seconds when HITTING an attacking opponent.
A similar, but I'd say stronger version of the PA that emphasizes more on the regeneration aspect of it, while the shorter, but doubled SLIME can come in handy for the combo that comes with the intercept. Let's remember a single stack of SLIME has half the effect as the previous update.
IN CONCLUSION
As you can see, the general intention with these changes is solving particular flaws or pointless benefits that some PA have while maintaining, or even emphasizing on the character's own traits, which I consider really important. I tried to be creative while being realistic and not brainstorming stuff that's far too complex or does not fit in the game's design.
Hope you had fun reading this, and do leave whatever critique you have about any of it!
P.D.: shoutout to ZeoW's idea for a new charge rate for Big Band's PA in this post: https://forum.skullgirlsmobile.com/threads/buff-to-big-bands-kit.18950/ . I like the activation effect as it is now, although maybe with a guaranteed enrage and a 50% unblockable chance, but I sure think the current charge method makes it useless for defense. On the character that's supposed to be the tank. Yeah.
I'll be adding an explanation in case you feel like reading my rambling, but really feel free to just say whatever just by reading the changes. Also, it's pretty obvious but the color coding is green for buffs, red for nerfs and blue for just changes and values with "/" represent min/max numbers.
Double: Double Jeopardy
NEW ACTIVATION EFFECT: Double transmutes to the current most advantageous element and the effects of Double's ELEMENTAL ADVANTAGE are increased by 40/80%.
Double's most defining trait is RNG, and I do like that; but we all know RNG can make the most crazy stuff (like a 100% ATK bonus!) unrealiable and so, not that desirable. The idea with this change is immediately make the character more consistent with a single duplicate, putting a cap to how many rolls you must do to get the desired ELEMENT, which is key for many of Double's SAs, and then not have the PA be an immediate double damage. I even think 30/60% bonus could be fair, given the new consistent way to actually get the bonus.
OTHER IDEAS:
NEW CHARGE RATE: 17% per TRANSMUTATION
This would further improve the consistency of Double, reducing the time needed to get to the desired element. Again, this buff implies the need to nerf the bonus ATK. But Double's ATK was never a problem, right?
NEW ACTIVATION EFFECT: Double transmutes to the current most advantageous element and gains 5 stacks of REGEN and 2 RANDOM BUFFS for 4/10 seconds.
A new, crazier PA, although my main point is Double's PA could be a way to fix the character's flaw so this is just an alternative. The idea behind the regen stacks is to make up for the time and HP spent to get the desired element, while the bonus buffs are there to emphasize on Double's RNG trait. Could also be 3 REGEN + ENRAGE stacks for a longer period.
Eliza: Feast and Famine
NEW CHARGE RATE: 20% per ENTRY.
NEW ACTIVATION EFFECT: Eliza gains a a 5/15% chance on each NON-BLOCKBUSTER HIT in SEKHMET MODE (not including blocked hits) to CLEANSE the opponent's BUFFS and gain 10% HEALTH.
Does Eliza need a buff? No. But we still want MAs and PAs to not feel pointless, don't we? I've come up with this PA because I think it's pretty much the same idea the devs have which is not buffing Eliza with it, but rather present an alternate playstyle for her with Sekhmet on, which I think is really clever. And I think the flaw with the current PA is it's just not as good as having Chaos Banish and the rest of Eliza's kit, so maybe a cleanse with lower chance and higher regen could be more viable. The nerfs are to not make it busted, and a 20% charge rate means using a 3-chain of Sekhmet BBs twice means getting the prestige for the last use.
OTHER IDEAS:
NEW ACTIVATION EFFECT: Each NON-BLOCKBUSTER HIT in SEKHMET MODE (including blocked hits) regains 10/30% of the damage inflicted as HEALTH and has a 15/30% to REMOVE 1 opponent BUFF.
Takes inspiration from Diva's SA and maybe a Kevin Pepino video? Credits to him, maybe, I don't remember. But again, the idea is to present an alternate playstyle that is not straight up inferior to the normal. Also, 5% chance on the first duplicate is too low in my opinion.
Filia: Bob and Weave
NEW ACTIVATION EFFECT: Filia gains PERMANENT EVASION for 2 seconds when EVADING an attack and has a 50/100% chance to inflict DEATH MARK for 5 seconds when HITTING an attacking opponent.
I think Filia's PA is fine as is, except for the projectile evasion thing. We mostly agree it's quite pointless, so I came up with this new little addition that could emphasize and improve the hit and run nature of Filia's gameplan and PA.
Peacock: Manic Munitions
NEW CHARGE RATE: 8% per SPECIAL MOVE
Of course Peacock's defining trait is spamming projectiles, so the current charge rate, which depends on it, makes sense. But I think it's very flawed in that if you wanna make use of it, you get it very quick by using Argus Agony, and very slow if you don't. Peacock's MA relies on special moves anyway, so I don't think this disrupts the character's design at all.
OTHER IDEAS:
NEW ACTIVATION EFFECT: Peacock has a 25/50% chance to gain 1 stack of ENRAGE for 5 seconds, HASTE for 5 seconds, or PRECISION when using a SPECIAL MOVE or BLOCKBUSTER.
I don't think Peacock's PA needs a buff on top of the above mentioned, but this is just a small change that's more symbolic, just to not make Peacock so special-centric and incenstivize BB spam as well.
Umbrella: Gut Reaction
NEW ACTIVATION EFFECT (Hunger gauge will lower by one bar): Umbrella gains 5/10% HEALTH and inflicts SLIME for 10/15 seconds when HITTING an attacking opponent.
I think 5% is far too low a reward for intercepting if the point is gaining health back, so here's a simple change. Not much more to say.
OTHER IDEAS:
NEW ACTIVATION EFFECT (Hunger gauge will lower by one bar): Umbrella gains 5/15% HEALTH and inflicts 2 stacks of SLIME for 5 seconds when HITTING an attacking opponent.
A similar, but I'd say stronger version of the PA that emphasizes more on the regeneration aspect of it, while the shorter, but doubled SLIME can come in handy for the combo that comes with the intercept. Let's remember a single stack of SLIME has half the effect as the previous update.
IN CONCLUSION
As you can see, the general intention with these changes is solving particular flaws or pointless benefits that some PA have while maintaining, or even emphasizing on the character's own traits, which I consider really important. I tried to be creative while being realistic and not brainstorming stuff that's far too complex or does not fit in the game's design.
Hope you had fun reading this, and do leave whatever critique you have about any of it!
P.D.: shoutout to ZeoW's idea for a new charge rate for Big Band's PA in this post: https://forum.skullgirlsmobile.com/threads/buff-to-big-bands-kit.18950/ . I like the activation effect as it is now, although maybe with a guaranteed enrage and a 50% unblockable chance, but I sure think the current charge method makes it useless for defense. On the character that's supposed to be the tank. Yeah.
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