This time, I will post about adjustments to character abilities that are not as blessed with performance as others. If you have better idea, feel free to comment here!
The hole idea (Peacock)
• The hit will ignore opponent's UNFLINCHING, THORNS, EVASION and AUTO BLOCK. On hit, inflict ARMOR BREAK for 10 seconds.
- The hole idea is useful for starting combos, but if it's blocked or avoided, it will definitely result in a counterattack, making it less practical. By adding the same effect as Deadeye to hits, it will be useful as a counter against opponents with troublesome buffs. Also, by adding Armor Break, it will be able to slightly boost your firepower during combos.
Flight risk (Painwheel)
• Violet Grudge and Buer Thresher can now be activated while flying
• Increased opponent’s stiffness of tap attacks and forward swipe attacks on hit
• Tap attack and forward swipe attack can now be canceled by Violet Grudge and Buer Thresher
- Flight Risk is almost completely useless except for throwing attacks, so it needs to be significantly buffed. First, you will be able to activate Violet Grudge and Buer Thresher while flying (these are originally aerial moves).This will allow you to attack while avoiding enemy ground attacks.
- Also, the weak Tap Attack and Forward Swipe Attack can now be canceled by Buer Thresher and Violet Grudge. In addition, the opponent's stiffness when both attack hits will increase to allowing more combos. This adjustment will make both attacks really versatile than ever before.
Transmuting (Double)
• First activation interval is reduced from 1 second to 0.5 seconds
• Each time you fail to change into an Elemental Advantage, your next chance of gaining Elemental Advantage will increase. (The chance will reset after you changed to an elemental advantage)
- Transmuting is an ability that really depends on your luck. The activation is also slow, it takes considerable technique to make the most of this ability.
- By reducing the time it takes to first transmutation by half, subsequent transmuting will become smoother.This will give Rainbow, Jawbreaker, and Chaos Theory a massive buff (that's why I only applied it to the first transmuting). This also allow for the "little guard" tactic to be used for transmuting when you are in a pinch.
- Also, it would be good to add bad luck protection imo. This makes her element management easier and greatly increases the usefulness of elemental advantage variants or Chaos.
Headrone (Robo Fortune)
• Slightly reduced the activation time of headrone ejection
- The ability itself is not so weak, but it starts up slowly and is a little hard to stack. By making the Headlone ejection activation time a bit sooner, it should be easier to stack than before, purely increasing its usefulness. It's even easier to stack during Circuit Breaker!
The hole idea (Peacock)
• The hit will ignore opponent's UNFLINCHING, THORNS, EVASION and AUTO BLOCK. On hit, inflict ARMOR BREAK for 10 seconds.
- The hole idea is useful for starting combos, but if it's blocked or avoided, it will definitely result in a counterattack, making it less practical. By adding the same effect as Deadeye to hits, it will be useful as a counter against opponents with troublesome buffs. Also, by adding Armor Break, it will be able to slightly boost your firepower during combos.
Flight risk (Painwheel)
• Violet Grudge and Buer Thresher can now be activated while flying
• Increased opponent’s stiffness of tap attacks and forward swipe attacks on hit
• Tap attack and forward swipe attack can now be canceled by Violet Grudge and Buer Thresher
- Flight Risk is almost completely useless except for throwing attacks, so it needs to be significantly buffed. First, you will be able to activate Violet Grudge and Buer Thresher while flying (these are originally aerial moves).This will allow you to attack while avoiding enemy ground attacks.
- Also, the weak Tap Attack and Forward Swipe Attack can now be canceled by Buer Thresher and Violet Grudge. In addition, the opponent's stiffness when both attack hits will increase to allowing more combos. This adjustment will make both attacks really versatile than ever before.
Transmuting (Double)
• First activation interval is reduced from 1 second to 0.5 seconds
• Each time you fail to change into an Elemental Advantage, your next chance of gaining Elemental Advantage will increase. (The chance will reset after you changed to an elemental advantage)
- Transmuting is an ability that really depends on your luck. The activation is also slow, it takes considerable technique to make the most of this ability.
- By reducing the time it takes to first transmutation by half, subsequent transmuting will become smoother.This will give Rainbow, Jawbreaker, and Chaos Theory a massive buff (that's why I only applied it to the first transmuting). This also allow for the "little guard" tactic to be used for transmuting when you are in a pinch.
- Also, it would be good to add bad luck protection imo. This makes her element management easier and greatly increases the usefulness of elemental advantage variants or Chaos.
Headrone (Robo Fortune)
• Slightly reduced the activation time of headrone ejection
- The ability itself is not so weak, but it starts up slowly and is a little hard to stack. By making the Headlone ejection activation time a bit sooner, it should be easier to stack than before, purely increasing its usefulness. It's even easier to stack during Circuit Breaker!