• [2018/06/22]
    By using our forums, and our in-game services, you agree to be bound by our Privacy Policy found here:
    skullgirlsmobile.com/privacy

Characters Buffing Weaker Kits: Double

Kheul

Active Member
Joined
Feb 5, 2021
Messages
93
Reaction score
85
Points
33
Age
23
First of all,I would like to thank everyone again for their contributions on previous "Buffing Weaker Kits" topics. thank you!

Buffing Weaker Kits: Ms.Fortune and Painwheel

Buffing Weaker Kits: Cerebella


Double
She is not particularly weak, can even be the strongest pick when the situation is right, it is just that her power distribution is severely unbalanced. All the work is being done by her CHAOS Marquee. I will attempt to give her moves an actual usage instead of just being a tool to apply CHAOS. I'll also adjust CHAOS a bit, increasing its practicality while decreasing its functionality. This unit can easily be one of the most broken units in the game, so I will try my best not to go overboard.

ICON​
NAME​
OLD​
NEW​
Double_Icon.png
MARQUEE ABILITY: CHAOS
When at an ELEMENTAL ADVANTAGE, inflict a random DEBUFF for 5/15 seconds when landing a CRITICAL HIT.When at an ELEMENTAL ADVANTAGE, inflict a random DEBUFF for 5/10 seconds upon landing every 3rd COMBO HIT, or on every HIT if it’s CRITICAL.
Flesh_Step.png
FLESH STEP
Double teleports forward a certain distance.Double teleports forward a certain distance. When used at max distance DOUBLE TRANSMUTES to advantageous element.
Cilia_Slide.png
CILIA SLIDE
On HIT, inflict SLOW for 4/8/12 seconds.HEALS for 25/35/50% of your missing HEALTH on HIT. On CRITICAL HIT, HEALING is DOUBLED.
Bogus_Buzzard.png
BOGUS BUZZARD
On HIT, inflict HEAL BLOCK for 4/8/12 seconds.On HIT, has a 25/50% chance to extend DEBUFF durations by 1/2 second(s).
Hornet_Bomber.png
HORNET BOMBER
Has a 25/50/100% increased chance to land a CRITICAL HIT.Deals an additional 5/7/10% damage for each DEBUFF stack on the opponent. (Up to 200%)
Luger_Replica.png
LUGER REPLICA
On HIT, inflict a random DEBUFF for 4/8/12 seconds.Removes 1/2/3 BUFF(S) if opponent has no DEBUFFS (also applies on BLOCK).
False_Intentions.png
FALSE INTENTIONS
TAUNT your opponent to gain a random BUFF for 10/12/15 seconds.TAUNT your opponent to gain a random BUFF for 10/12/15 seconds. When at an ELEMENTAL ADVANTAGE buff gain is DOUBLED.
Beast_Of_Gehenna.png
BEAST OF GEHENNA
25/35/50% chance to set opponent's SPECIAL MOVE and TAG INs on COOLDOWN.25/35/50% chance to set opponent's SPECIAL MOVE and TAG INs on COOLDOWN. When at an ELEMENTAL ADVANTAGE effect chance is DOUBLED.
Gun_Blades.png
GUN BLADES
25/35/50% chance on HIT to inflict BLEED and HEAL BLOCK for 10 seconds.25/35/50% chance on HIT to increase DEBUFF stacks by one.* When at an ELEMENTAL ADVANTAGE effect chance is DOUBLED.
Nightmare_Legion.png
NIGHTMARE LEGION
If used to defeat an opponent, gain 3 random BUFFS for 10/12/15 seconds.If used to defeat an opponent, gain 5 random BUFFS for 10/12/15 seconds.

Gun Blades*: It only affects already existing STACKABLE debuffs. For example, 2 power surges -> 3-4 power surges, 0 bleed -> 0 bleed)

Summary:
- Adjusted CHAOS a bit so it can be used without needing crit rate at a decreased effectiveness. Also lowered its functionality a bit so it can balance out other improvements.
- A more surefire way to transmute to the advantageous element.
- Can be very fragile against opponents on higher streaks or very high ATK. Added a decent way to regain health. (Cilia Slide -> Filia -> Leech Marquee. So it works out xd)
- She will perform better against DEBUFF clears and IMMUNITY.
- Wanted to emphasize her TRANSMUTATION mechanic more and added some effects that is only applied when she is at advantageous element.
- As MEGALITH ARRAY outperforms NIGHTMARE LEGION in most cases, improved NIGHTMARE LEGION's niche a bit.


Initially I also included BANDWAGON RUSHDOWN and CATELLITE LIVES then deemed them unnecessary to change. Increasing Bandwagon's chances would only make it guaranteed to inflict HEX at this point. As for Catellite, it already does so much stuff as an opener, extender, debuffer and dispeller. There is no need to increase its chances to dispel.


These concludes my suggestions for DOUBLE. I'm very open to feedbacks, please comment down below your opinions and ideas. Let's brainstorm!
 
First of all,I would like to thank everyone again for their contributions on previous "Buffing Weaker Kits" topics. thank you!

Buffing Weaker Kits: Ms.Fortune and Painwheel

Buffing Weaker Kits: Cerebella


Double
She is not particularly weak, can even be the strongest pick when the situation is right, it is just that her power distribution is severely unbalanced. All the work is being done by her CHAOS Marquee. I will attempt to give her moves an actual usage instead of just being a tool to apply CHAOS. I'll also adjust CHAOS a bit, increasing its practicality while decreasing its functionality. This unit can easily be one of the most broken units in the game, so I will try my best not to go overboard.

ICON​
NAME​
OLD​
NEW​
MARQUEE ABILITY: CHAOS
When at an ELEMENTAL ADVANTAGE, inflict a random DEBUFF for 5/15 seconds when landing a CRITICAL HIT.When at an ELEMENTAL ADVANTAGE, inflict a random DEBUFF for 5/10 seconds upon landing every 3rd COMBO HIT, or on every HIT if it’s CRITICAL.
FLESH STEP
Double teleports forward a certain distance.Double teleports forward a certain distance. When used at max distance DOUBLE TRANSMUTES to advantageous element.
CILIA SLIDE
On HIT, inflict SLOW for 4/8/12 seconds.HEALS for 25/35/50% of your missing HEALTH on HIT. On CRITICAL HIT, HEALING is DOUBLED.
BOGUS BUZZARD
On HIT, inflict HEAL BLOCK for 4/8/12 seconds.On HIT, has a 25/50% chance to extend DEBUFF durations by 1/2 second(s).
HORNET BOMBER
Has a 25/50/100% increased chance to land a CRITICAL HIT.Deals an additional 5/7/10% damage for each DEBUFF stack on the opponent. (Up to 200%)
LUGER REPLICA
On HIT, inflict a random DEBUFF for 4/8/12 seconds.Removes 1/2/3 BUFF(S) if opponent has no DEBUFFS (also applies on BLOCK).
FALSE INTENTIONS
TAUNT your opponent to gain a random BUFF for 10/12/15 seconds.TAUNT your opponent to gain a random BUFF for 10/12/15 seconds. When at an ELEMENTAL ADVANTAGE buff gain is DOUBLED.
BEAST OF GEHENNA
25/35/50% chance to set opponent's SPECIAL MOVE and TAG INs on COOLDOWN.25/35/50% chance to set opponent's SPECIAL MOVE and TAG INs on COOLDOWN. When at an ELEMENTAL ADVANTAGE effect chance is DOUBLED.
GUN BLADES
25/35/50% chance on HIT to inflict BLEED and HEAL BLOCK for 10 seconds.25/35/50% chance on HIT to increase DEBUFF stacks by one.* When at an ELEMENTAL ADVANTAGE effect chance is DOUBLED.
NIGHTMARE LEGION
If used to defeat an opponent, gain 3 random BUFFS for 10/12/15 seconds.If used to defeat an opponent, gain 5 random BUFFS for 10/12/15 seconds.

Gun Blades*: It only affects already existing STACKABLE debuffs. For example, 2 power surges -> 3-4 power surges, 0 bleed -> 0 bleed)

Summary:
- Adjusted CHAOS a bit so it can be used without needing crit rate at a decreased effectiveness. Also lowered its functionality a bit so it can balance out other improvements.
- A more surefire way to transmute to the advantageous element.
- Can be very fragile against opponents on higher streaks or very high ATK. Added a decent way to regain health. (Cilia Slide -> Filia -> Leech Marquee. So it works out xd)
- She will perform better against DEBUFF clears and IMMUNITY.
- Wanted to emphasize her TRANSMUTATION mechanic more and added some effects that is only applied when she is at advantageous element.
- As MEGALITH ARRAY outperforms NIGHTMARE LEGION in most cases, improved NIGHTMARE LEGION's niche a bit.


Initially I also included BANDWAGON RUSHDOWN and CATELLITE LIVES then deemed them unnecessary to change. Increasing Bandwagon's chances would only make it guaranteed to inflict HEX at this point. As for Catellite, it already does so much stuff as an opener, extender, debuffer and dispeller. There is no need to increase its chances to dispel.


These concludes my suggestions for DOUBLE. I'm very open to feedbacks, please comment down below your opinions and ideas. Let's brainstorm!
Again, nice suggestion you got there! Here’s my feedbacks.

- “Effect chance is doubled when at an elemental advantage” seems to be good. nice job, man!

- Chaos seems to be nice but Idk if it needs to reduce the duration.

- Previously I posted Flesh Step reworking suggestion and It was quite well received!✨ just adjusted the duration 10 sec to 5 sec.
Flesh Step
Gain 1/2/3 stacks of EVASION for 5 seconds.

- Bogus Buzzard is really useful for countering some variants, so I don't think it needs to be changed that much. Like my previous suggestion of Eliza’s nerf, how about making it the same performance as Chaos Vanish after adjustment?
Bogus Buzzard
ON HIT,
remove buff and inflict HEAL BLOCK for 4/8/12 seconds.

- Cilia Slide seems to be OP, changing slow to wither would be good. But 100% would be too strong, so maybe 50% is enough to balance it out.

- After that change, the Luger Replica may have stricter activation conditions depending on the variant, and may actually weaken it. I personally like the random debuff, so how about making it apply even if it is blocked?

- Instead of Cilia Slide, How about making Gehenna a healing effect? It would be better imo.

Beast of Gehenna
20/25/30% of inflicted damage is regained as health.
 
Last edited:
Again, nice suggestion you got there! Here’s my feedbacks.
Hey thanks man, I appreciate the feedbacks!
- “Effect chance is doubled when at an elemental advantage” seems to be good. nice job, man!
Thank you, I'm glad you liked it.
- Chaos seems to be nice but Idk if it needs to reduce the duration.
It is really easy to reach almost max debuffs with a crit build, would be a bit overkill wtih the buffs I proposed. And maybe DEBUFF extension characters can see more usage this way.
- Previously I posted Flesh Step reworking suggestion and It was quite well received!✨ just adjusted the duration 10 sec to 5 sec.
Flesh Step
Gain 1/2/3 stacks of EVASION for 5 seconds.
Easily acquirable EVASION sounds really cheesy. I can imagine you would never give your opponent any breather with those EVASIONS by constantly intercepting opponents with them.
- Bogus Buzzard is really useful for countering some variants, so I don't think it needs to be changed that much. Like my previous suggestion of Eliza’s nerf, how about making it the same performance as Chaos Vanish after adjustment?
Bogus Buzzard
ON HIT,
remove buff and inflict HEAL BLOCK for 4/8/12 seconds.
I personally don't like making moves too similar to other characters' moves. This would be a very easy way to remove buffs, I wouldn't want a character like Double to have that easy of a way to remove DEBUFFS considering her potential. Also limiting such a wild character as a HEAL BLOCK user sounds weird to me considering her overall potential of already inflicting many debuffs including INVERSE POLARITY.

That said there are some wildcards like Jawbreaker who wants to use Volatility instead of Chaos for a better synergy. This would be an indirect nerf to units like those, but let's be real, Jawbreaker is a really outdated unit. She feels like the direct opposite of the current offensive Doubles. You would normally bomb enemies with debuffs, but with Jawbreaker you gain tons of buffs for yourself, so it is normal for most of the moves not be synergistic with her. I had some ideas for her as well but this post didn't feel like the place for it.
- Cilia Slide seems to be OP, changing slow to wither would be good. But 100% would be too strong, so maybe 50% is enough to balance it out.
Hmm... Most of the time one mistake is enough for enemies to one tap you, considering her low base HP and her having no natural openers. Even just blocking can kill you in high streaks. I think of her HP bar as a broken battery which can be both instantly refilled and instantly depleted. This is why this didn't feel like OP. It is really useful but I wouldn't call it OP. As Max Heal is only achieveable by a CRIT HIT, this won't be broken on DEFENDER units if they can ever land you a hit with this move.

As it scales of MISSING HP instead of a direct heal it has its advantages and disadvantages, I can imagine some really tanky critless Doubles taking advantage of this against some reflect damage enemies. But they won't realistically refill their HP completely due to crit hit req.
- After that change, the Luger Replica may have stricter activation conditions depending on the variant, and may actually weaken it. I personally like the random debuff, so how about making it apply even if it is blocked?
Considering how she can barrage enemies with tons of DEBUFFS, it inflicting one random DEBUFF feels like a drop in a pond.

I wanted this to be an alternative to CATELLITE LIVES if you need a faster BUFF removal, not a directly better way to remove BUFFS. This could also be really useful in defense too.
- Instead of Cilia Slide, How about making Gehenna a healing effect? It would be better imo.
Beast of Gehenna
20/25/30% of inflicted damage is regained as health.
I actually like the current Beast of Gehenna, as it is not a DEBUFF but a direct effect to the cooldowns itself. It synergises well with DISABLE SPECIALS and DISABLE TAG-INS as they do not only stop the usage of the said actions but also stop their cooldown recoveries.
 
Oh Double… I used her so much in Rift 1.0 days and level at least four to lv60 way back when it was a grind fest to max level. While I’m not some combo master I’d claim to be a very experienced Double user - just to establish credibility to my opinions.

First, the Chaos rework you propose seems fine. I don’t think shorter duration is too big of a nerf, and it’s nice to have a non-crit build option so nice touch there.

Overall also like the changes to % as that makes Accuracy an important stat for her, which goes hand-in-hand with the non-crit chaos option.

For the rest, I’m just going to comment from a thematic perspective without offering specifics to numbers. Not my strong suit and you guys/devs can fill the gap.

Flesh Step is overturned in my opinion. While the random nature of transmutation is frustrating, that random chaotic nature defines her character identity! Guaranteed to elemental advantage completely redefines her identity so even on a currently useless move is not something I’d support. Maybe one way to balance it is to transmute to ele advantage for 5s so she can cash in on activating chaos for a few seconds from a combo? It’d be great for Mystique Match too since her SA needs her to match opponent element, Jawbreaker and Chaos Theory to keep changing elements. AoSkull’s suggestion to add evasion would be too OP as well. I do think you made a good point about her lack of ability to heal, so that’s another option. Maybe consider extending the CD for flesh step so it’s not spam-able at lv15.

It’ll be a lot of work for Devs but I’d love to see Flesh Step integrate or can be comboed with Beast of Ghenna, so she actually sneak up behind the opponent and eat them! From the story she is sneaky and eats others, right? Combine that with Beast of Ghenna to “eat”, wouldn’t it be cool for that to be the move to inflict Hex instead of bandwagon? Eating also should regain health so that could work, too.

I’d make Bandwagon be her debuff cleanser move, or even transfer debuff to opponent. It’s not as OP as Marie because you’d need meter and can’t spam it.

As for her special moves, just keep in mind her bread and butter combo of slide >buzzard >bomber sequence. Ground combo is 9 hits and air combo is 15 hits. Having heal block (current buzzard) is helpful against Val and NTTD black Dhalia.

Nightmare Legion just takes too much time and by the time it’s done you’ve activated many reactive buffs or can’t kill the opponent… I suggest making it either inflict curse or quietus long enough for the entire animation sequence (at least 10s).

Lastly, the two moves that aren’t used as much are Gun Blade and Luger Replica. Giving her access to Deadeye through the bullet she shoots out would make me want to use these moves.
 
  • Like
Reactions: Kheul
Hi! I think i fall into the same catagory as Dusty on Double usage as she was my favourite character for a long while! (which healhily declined after the global grab nerf x) ) So I hope my feedback is likewise appreciated =)

Big note: you removed most if not all actual debuffs from moves itself which creates a hole. I think atleast one special should still inflict a debuff without needing chaos for this.

ICONNAMENEWFEEDBACK

Double_Icon.png
MARQUEE ABILITY: CHAOSWhen at an ELEMENTAL ADVANTAGE, inflict a random DEBUFF for 5/10 seconds upon landing every 3rd COMBO HIT, or on every HIT if it’s CRITICAL.The topic you informed me off. having it every 3rd combo hit actually does make not building crit a feasible direction, so I think this does suit better.
Flesh_Step.png
FLESH STEPDouble teleports forward a certain distance. When used at max distance DOUBLE TRANSMUTES to advantageous element.contrary to dusty I believe this should be added. Yes, randomness is her whole persona but some method to the madness is welcome too! Some doubles do like to be transmuting more but so what? let them!
Cilia_Slide.png
CILIA SLIDEHEALS for 25/35/50% of your missing HEALTH on HIT. On CRITICAL HIT, HEALING is DOUBLED.Might be a little too good, dont forget you can use multiple intances of the same special. Ive read your reasoning and while I like battery anecdote, odnt forget she also hits hard so even 35% leech from a single hit would often just be 100% health back, let alone 100%
Bogus_Buzzard.png
BOGUS BUZZARDOn HIT, has a 25/50% chance to extend DEBUFF durations by 1/2 second(s).very gimmicky! def would want to see something alike in the future, but this is def a lower priority (the move works well currently too)
Hornet_Bomber.png
HORNET BOMBERDeals an additional 5/7/10% damage for each DEBUFF stack on the opponent. (Up to 200%)I like this.
Luger_Replica.png
LUGER REPLICARemoves 1/2/3 BUFF(S) if opponent has no DEBUFFS (also applies on BLOCK).Gimmicky buff removal how lovely. Still, it currenetly is the only move that can inflict 12 second stuns which I find funny. only working on no debuffs just to remove immunity, but which defenders actually gain immunity that can be removed? autoimmune is the only thing and that is such a short immunity regardless. it sounds good in theory but in actuality im scared it basically doesnt help much
False_Intentions.png
FALSE INTENTIONSTAUNT your opponent to gain a random BUFF for 10/12/15 seconds. When at an ELEMENTAL ADVANTAGE buff gain is DOUBLED.I like =)
Beast_Of_Gehenna.png
BEAST OF GEHENNA25/35/50% chance to set opponent's SPECIAL MOVE and TAG INs on COOLDOWN. When at an ELEMENTAL ADVANTAGE effect chance is DOUBLED.was never a fan of this move, just used it for funny tag in combos. no opinion
Gun_Blades.png
GUN BLADES25/35/50% chance on HIT to increase DEBUFF stacks by one.* When at an ELEMENTAL ADVANTAGE effect chance is DOUBLED.also actually fix the hitbox. very interesting idea but dont know how feasible it is.
Nightmare_Legion.png
NIGHTMARE LEGIONIf used to defeat an opponent, gain 5 random BUFFS for 10/12/15 seconds.I think a 10+ sec bb will rarely be any good if it doesnt do anything during the bb itelf.
 
  • Like
Reactions: Kheul
Thank you for your feedbacks @Dusty00 and @Stone, I will surely revise it and try to suggest more feasible changes.

I'd like to answer some of the remarks that I have an answer for.

I’d make Bandwagon be her debuff cleanser move, or even transfer debuff to opponent. It’s not as OP as Marie because you’d need meter and can’t spam it.
This idea is pretty cool, at first I wanted to increase chances on the Bandwagon, as it is actually nice currently. But when considering it would inflict guaranteed HEX sounded a bit too good. Changing it into a completely different move didn't come to my mind. I actually didn't want to give her any way to deal with DEBUFFS on self, but considering this is a BB2 I think this is feasible.
Big note: you removed most if not all actual debuffs from moves itself which creates a hole. I think atleast one special should still inflict a debuff without needing chaos for this.
I think I went overboard making it way too dependant on CHAOS. I personally use her with multi-hit moves just to abuse CHAOS. I don't really use any move specifically for its effect currently, maybe CATELLITE, BANDWAGON, MEGALITH can be considered an exception. As using her just for the damage felt like waste considering how good CHAOS currently is I only thought about making most moves being complementary to CHAOS. I will surely revise it.
Might be a little too good, dont forget you can use multiple intances of the same special. Ive read your reasoning and while I like battery anecdote, odnt forget she also hits hard so even 35% leech from a single hit would often just be 100% health back, let alone 100%
I meant it to heal for a fixed amount, not work like lifesteal. For example if the move is +15 and you have no CRIT RATE, when you would use this move at 50% HP it would heal you for 50% of your missing HP, so you get back to 75% HP. That changes when you CRIT tho, it would DOUBLE the amount and make it 100% of your MISSING HP. I think some numbers can be lowered so it can never max your HP but keep you alive.
 
Buffing Weaker Kits: Double (Revised)
I've thought about the feedbacks I recieved and did some revision. I included alternative effects for some of them. I hope these changes are made in the right direction.


Flesh Step
We are split on the Flesh Step, so I tried to find the middle way.
FLESH STEP​
INITIAL CHANGE​
REVISION​
Flesh_Step.png
Double teleports forward a certain distance. When used at max distance DOUBLE TRANSMUTES to advantageous element.
Double teleports forward a certain distance and continuously TRANSMUTES ELEMENTS for 2/3/4 seconds. TRANSMUTATION stops if DOUBLE is at ADVANTAGEOUS element.

-This doesn't only improve CHAOS but also TRANSMUTATION DOUBLES especially against NEUTRAL opponents where CHAOS Doubles are totally useless.
-Still preserves its chaotic randomness.
-Each TRANSMUTATION takes 0.5 seconds, so 4 TRANSMUTATIONS at first level and 8 at max.
-This might improve effectiveness of TRANSMUTATION Doubles a bit too much. But it is still totally RNG dependent and CHAOS Doubles are so much superior to begin with.

I feel like giving up a move slot to enhance how Character Ability works is acceptable, it is similar to Parasoul's Tear moves.


Cilia Slide
CILIA SLIDE​
INITIAL CHANGE​
REVISION​
Cilia_Slide.png
HEALS for 25/35/50% of your missing HEALTH on HIT. On CRITICAL HIT, HEALING is DOUBLED.​
Recovers 15/25/35% of your missing HEALTH on HIT. On CRITICAL HIT, HEALING is DOUBLED.

This way healing will never be enough to refill your HP completely, at best it will HEAL you for 70% of your current missing HP.


Bogus Buzzard

BOGUS BUZZARD​
INITIAL CHANGE​
REVISION (1)​
REVISION (2)​
Bogus_Buzzard.png
On HIT, has a 25/50% chance to extend DEBUFF durations by 1/2 second(s).On HIT, inflicts HEAL BLOCK for 10 seconds. When at ELEMENTAL ADVANTAGE also has a 20/40% chance to increase DEBUFF durations by 1/2 second(s).On HIT, inflicts HEAL BLOCK for 4/8/12 seconds. When at ELEMENTAL ADVANTAGE inflicts INVERSE POLARITY instead.

Revision 1: I integrated my iteration with the current one. I heard the same remark from everyone who contributed so I understand I made a mistake by removing HEAL BLOCK completely.

Revision 2: This can be a decent way for newer players to deal with heavy sustain units as there is no dedicated Inverse Polarity user accessible for early game. And it is not so straightforward either.


Luger Replica
LUGER REPLICA​
INITIAL CHANGE​
REVISION​
Luger_Replica.png
Removes 1/2/3 BUFF(S) if opponent has no DEBUFFS (also applies on BLOCK).Removes 1/2 BUFF(S) on a BLOCKED HIT or grants DEADEYE for 4/7 seconds on HIT.

As @Stone said, I realized I made it a bit too gimmicky for the thing it provides. I made it way too situational instead of an actually usable BUFF REMOVAL, I didn't want it to be better than CATELLITE but CATELLITE provides more than just dispel anyways.

I took both of your inputs and made it a two way move, this one feels more thematically fitting. It is as if move itself TRANSMUTES depending on the situation, but not as strong either way because move is called a "replica".


Beast of Gehenna

Some kind of execution mechanic and corpse deletion would be really fitting, but Altar Ego pretty much does the same thing so I'm not going with that. Eating could mean healing as Aoskull and Dusty00 said, but I feel like Cilia Slide will do the job well enough. Flesh Step + Beast of Gehenna sounds like a really fun combination as well.
BEAST OF GEHENNA​
INITIAL CHANGE​
REVISION (1)​
REV. (2) DUSTY00's IDEA​
REVISION (3)​
Beast_Of_Gehenna.png
25/35/50% chance to set opponent's SPECIAL MOVE and TAG INs on COOLDOWN. When at an ELEMENTAL ADVANTAGE effect chance is DOUBLED.Eats the opponent and forces the opponent TEAMMATE to TAG-IN with STUN for 2/3/4 seconds.Eats the opponent's SIGNATURE ABILITY disabling it for 2/4/6 seconds.Inflicts FATIGUE for 15/13/10 seconds. When at an ELEMENTAL ADVANTAGE sets opponent's SPECIAL MOVE and TAG INs on COOLDOWN.

Revision (1):
-An enhanced tag-out move which can deal damage and preserve the tempo or let you TRANSMUTE for a while.
-Includes STUN, one of the few DEBUFFS CHAOS can't apply.
-Doesn't do anything special when opponent is alone

Revision (2) @Dusty00 's idea:
-It is not a direct DEBUFF like HEX, so it ignores Immunity.
-It covers what Altar Ego sucks at, when she taunts she also consumes HEX thus activating on DEATH effects.
-I wanted to implement @Dusty00 's idea in my own way to see how it would look like.

Revision (3):
-Loyal to the original concept but stronger.
-Includes FATIGUE, one of the few DEBUFFS CHAOS can't apply and it synergizes well with its ELEMENTAL ADVANTAGE effect.


GUN BLADES

My initial change made it so it only works if there are already stackable debuffs on the opponent, however that limits its general usability with TRANSMUTATION Doubles. I will attempt to make GUN BLADES more generally usable, so it won't be useless on TRANSMUTATION DOUBLES. I also agree with Stone with his hitbox increase suggestion.
GUN BLADES​
INITIAL CHANGE​
REVISION​
Gun_Blades.png
25/35/50% chance on HIT to increase DEBUFF stacks by one.* When at an ELEMENTAL ADVANTAGE effect chance is DOUBLED.First hit inflicts SLIME and BLEED for 4/8/12 seconds and last hit increases all STACKABLE DEBUFFS on the opponent by one.



BANDWAGON RUSHDOWN (DUSTY00'S IDEA)

This move is already usable, but most of the time it is not worth taking the gamble with this move. Any favorable increase to its values would make the move really strong due to HEX. @Dusty00 proposed something interesting instead. I'll try to interpret his idea as much as I can.

BANDWAGON RUSHDOWN​
CURRENT ONE​
REVISION (DUSTY00'S IDEA)​
Bandwagon_Rushdown.png
25/35/50% chance on HIT to inflict HEX for 10 seconds.Each hit removes 1/2/3 DEBUFF(S) from self. When at an ELEMENTAL ADVANTAGE transfers DEBUFF(S) instead.

A not so easily usable self-cleanse move which I am totally fine with. There are many dedicated HEX/PRECISION users anyways.


NIGHTMARE LEGION

I agree with your remarks about Nightmare Legion. I liked what @Dusty00 proposed for it so I included it in revisions.

NIGHTMARE LEGION​
INITIAL CHANGE​
REVISION (1)​
REVISION (2)​
REVISION (3)​
Nightmare_Legion.png
If used to defeat an opponent, gain 5 random BUFFS for 10/12/15 seconds.First hit inflicts QUIETUS for 10 seconds. Following hits have 25/35/50% chance to TRANSMUTE DOUBLE to a random ELEMENT.First hit inflicts QUIETUS for 10/15 seconds. Following hits grant a random BUFF for 4/7 seconds and resets BUFF TIMERS.First hit inflicts QUIETUS and CURSE for 10/12/15 seconds. If used to defeat an opponent, gain 5 random BUFFS for 10/12/15 seconds.

Revision 1:
-Realistically speaking CHAOS users will always choose MEGALITH ARRAY over this. As it has more multi-hit and really nice METER REDUCTION effect. This can incentivize TRANSMUTATION Doubles to take this instead. Except Chaos Theory as she will kill herself instead xd.

Revision 2 and 3:
-These two are pretty similar, wanted to share them as different options too and they are a bit more loyal to the original concept.


What do you guys think? I'll update the first post if you guys think any of these are more feasible than the initial changes. Thank you for your time!
 
Last edited:
  • Like
Reactions: Dusty00
You'll all probably hate me for this. But... I think Chaos needs to be completely remade. The devs are balancing way too cautiously around it, as to not make Double too good. So much so that most variants just fall flat on their face. Next thing is how Transmute is actually accessed. On a fundamental level it's radically outdated. You access it by blocking in neutral? Something you usually do? Unwillingly transmuting hurts a lot of variants yet again, while benefiting almost none. It also slows you down and is not enjoyable to use, period.

Once those 2 core issues are addressed, everything else should be looked at as well.
 
You'll all probably hate me for this. But... I think Chaos needs to be completely remade. The devs are balancing way too cautiously around it, as to not make Double too good. So much so that most variants just fall flat on their face.
Hmm. That's an interesting take on Double. But I personally like how she destroys the standards with Chaos. It sounds really op, but currently she isn't so proficient that she can utilize this power everywhere. In a sense she is already in a decent spot considering how crazy Chaos is.

I do not think they are balancing way too cautiously around it to be honest. They are just having fun with her. As she is already a really capable character (with Chaos alone) they are getting creative with her to open up new playstyles. This game feels waaay more chill than other games that prioritizes standardization of characters so they can balance them as easily by changing some numbers and call it a day. And I love this easygoing and unique nature of this game.
Next thing is how Transmute is actually accessed. On a fundamental level it's radically outdated. You access it by blocking in neutral? Something you usually do? Unwillingly transmuting hurts a lot of variants yet again, while benefiting almost none. It also slows you down and is not enjoyable to use, period.
This alone is an unique feature. It is not like you do natural blocking against everyone with every character, it is just a Double thing. And there are tools like Beast of Gehenna and Catellite Lives that allows you to constantly transmute so you can try to get the element you want. It can sometimes be tough to get the element you want, but that is only because the reward is so high (Chaos) to begin with. With TRANSMUTATION Doubles you don't care much about the element you get so it balances out. If this mechanic is found boring by majority or by developers it can be improved really easily by just adding a special button for it just like Umbrella has.

With the changes proposed above, we changed CHAOS a bit and added many fluffs that can make DOUBLE fun using. Maybe you can at least give it a chance and theorize these changes in your mind to see if these improvements could offer a better experience overall. We can always discuss what we can change about her anytime here.