This time, I will talk about No Time to Die, one of the several nerf suggestions I have made previously.
- Since my last post, I've been thinking seriously about this. This ability is currently really wrecking in defense, and troubling many players, especially newcomers.
- In the first place, this ability is insane since the only effective countermeasure is inverse polarity.
This can be very disappointing for newcomers and may even be the reason they never play the game again. You can counter this with Heal Block or Curse, but Dahlia's HP and basic defensive capabilities are high, if you fight normally you may run out of time, and even that measures are really difficult to use especially against Unholy or Corrosive.
- And even if you try to use inverse polarity to counter, you will have a hard time depending on the enemy's team build or catalysts (max resistance, Model leader, Autoimmune etc.) especially in higher ranks. So, I came up with some ideas for nerf it. If you have better ideas, feel free to comment here!
Option 1: Make an activation condition
Above 50% health, suffering critical hit grants REGEN and HASTE for 5/15 seconds.
- Same as the previous suggestion. This will give more room for more fighters to counter, but Inverse Polarity will no longer be effective when her HP is below 50%, and there’s a concern that it will actually increase her defensive strength. This is probably a no-go.
Option 2: Adding a CT
Suffering critical hit grants REGEN and HASTE for 5/15 seconds. This effect has a 1 second of cool time.
- Adding a CT is also a good idea imo. This will reduce the frequency at which she heals, especially large amounts of heal from consecutive hits. This also makes it easier to take measures, and allows more fighters a room to break through with their firepower. Bleed is now more effective than before.
Option 3: changing a healing effect
Suffering critical hit immediately heals 5% health and grant HASTE for 5/15 seconds.
- Separating the regen to normal heal is also a good idea imo. This may make multi-hit moves less effective, but it will make single-hit moves more useful. It also makes bleed completely effective, giving newcomers more room to counter with Bad Hair Day, Rusty etc.
Option 4: Adding buff removal effect
Suffering critical hit grants REGEN and HASTE for 5/15 seconds. These buff will removed when knocked down.
- It is hoped that this adjustment will put a stop to an almost never-ending recovery, allowing you to get back on your feet. However, since the basic abilities have not changed, it is questionable whether this will have a significant impact on the match environment.
Option 5: Reduce regen duration
Suffering critical hit grants REGEN for 5 seconds and HASTE for 5/15 seconds.
- This gives more room for fighters especially who aren't crit-focused to counter her. The amount of healing per activation will be reduced, making it less of a threat than before. Additionally, the buff activation interval will be significantly shorter, making Slime much more useful. This will buff Corrosive, Wrangler, and Umbrellas in general on offense.
- Since my last post, I've been thinking seriously about this. This ability is currently really wrecking in defense, and troubling many players, especially newcomers.
- In the first place, this ability is insane since the only effective countermeasure is inverse polarity.
This can be very disappointing for newcomers and may even be the reason they never play the game again. You can counter this with Heal Block or Curse, but Dahlia's HP and basic defensive capabilities are high, if you fight normally you may run out of time, and even that measures are really difficult to use especially against Unholy or Corrosive.
- And even if you try to use inverse polarity to counter, you will have a hard time depending on the enemy's team build or catalysts (max resistance, Model leader, Autoimmune etc.) especially in higher ranks. So, I came up with some ideas for nerf it. If you have better ideas, feel free to comment here!
Option 1: Make an activation condition
Above 50% health, suffering critical hit grants REGEN and HASTE for 5/15 seconds.
- Same as the previous suggestion. This will give more room for more fighters to counter, but Inverse Polarity will no longer be effective when her HP is below 50%, and there’s a concern that it will actually increase her defensive strength. This is probably a no-go.
Option 2: Adding a CT
Suffering critical hit grants REGEN and HASTE for 5/15 seconds. This effect has a 1 second of cool time.
- Adding a CT is also a good idea imo. This will reduce the frequency at which she heals, especially large amounts of heal from consecutive hits. This also makes it easier to take measures, and allows more fighters a room to break through with their firepower. Bleed is now more effective than before.
Option 3: changing a healing effect
Suffering critical hit immediately heals 5% health and grant HASTE for 5/15 seconds.
- Separating the regen to normal heal is also a good idea imo. This may make multi-hit moves less effective, but it will make single-hit moves more useful. It also makes bleed completely effective, giving newcomers more room to counter with Bad Hair Day, Rusty etc.
Option 4: Adding buff removal effect
Suffering critical hit grants REGEN and HASTE for 5/15 seconds. These buff will removed when knocked down.
- It is hoped that this adjustment will put a stop to an almost never-ending recovery, allowing you to get back on your feet. However, since the basic abilities have not changed, it is questionable whether this will have a significant impact on the match environment.
Option 5: Reduce regen duration
Suffering critical hit grants REGEN for 5 seconds and HASTE for 5/15 seconds.
- This gives more room for fighters especially who aren't crit-focused to counter her. The amount of healing per activation will be reduced, making it less of a threat than before. Additionally, the buff activation interval will be significantly shorter, making Slime much more useful. This will buff Corrosive, Wrangler, and Umbrellas in general on offense.
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