• [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 Nerf suggestion for No Time to Die

Aoskull

Well-Known Member
Joined
Mar 31, 2023
Messages
129
Reaction score
188
Points
63
Age
23
Location
Japan
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.
 
Last edited:
I like Option 1, its adds a fair challenge with dealing with that ability.
Option 4 seems very good as well, I makes it more bearable to deal with.
And you point on new players struggling with it is very true.
 
The more I play the game, the less I see No Time to Die as a worrisome Ability. In fact, it often helps me take down the Dahlia faster

I proposed adding a CD between triggers as well, and imo it's the safest option. That way the ability is still good, but not too good vs weak multi-hit attacks
 
  • Like
Reactions: Kheul
Current ways to deal with No Time To Die:
-Inverse Polarity
-Heal Block
-Buff Dispel
-Throws
-Curse
-High DPS
-Bleed
-Miasma
-Slime

There shouldn't be an issue playing against her in mid to late game as SvenZ said. You would have so many tools against her at that point.

I would just add an easy way for new players to apply Inverse Polarity. Best Inverse Polarity users are mostly Gold. I would do it preferably through a reworked bronze variant, Special Move or a Guest Star Move so it can work against Corrosive too.
 
Last edited:
  • Like
Reactions: MDude
Another option I suggested before is changing it to Heavy Regen.
 
I would just add an easy way for new players to apply Inverse Polarity. Best Inverse Polarity users are mostly Gold.
Indeed, the only silver that can inflict it (randomly) is Wildcard so new players are very unprepared to deal with NTTD, hopefully one silver gets a rework
 
  • Like
Reactions: Kheul
Indeed, the only silver that can inflict it (randomly) is Wildcard so new players are very unprepared to deal with NTTD, hopefully one silver gets a rework
- Certainly, the characters with inverse polarity are at least Gold, and the move is only Marie's BB3. This is not a good thing for newcomers. But the situation is even worse since no new silver have been added in a while because of BS pass.
Let's hope the devs add a silver with inverse polarity or rework an existing silver to have it!
 
  • Like
Reactions: TrixWulfie
Reverse Polarity is a strong debuff, and I think it should stay reserved for Golds, unless the prerequisites to access it for the Silver aren't as straightforward. Heal Block on the other hand should either be accessible by more Silver variants, or be present in more special moves/blockbusters
 
Last edited:
  • Like
Reactions: Kheul
Reverse Polarity is a strong buff, and I think it should stay reserved for Golds, unless the prerequisites to access it for the Silver aren't as straightforward. Heal Block on the other hand should either be accessible by more Silver variants, or be present in more special moves/blockbusters
Yeah that is true. It should be implemented in a way like how they implemented HEX on Stage Fright. For example Inverse Polarity should only be applied when opponent is over 50% HP. This will be enough to soften them up so it can be easily finished by throws etc.
 
  • Like
Reactions: SvenZ
I think changing it to heavy regen is a better change since it doesn't stack on itself

But NTTD while being strong has some counterplay that doesn't make it overpower, a simple curse or heal block do the trick and there are boat load of character that does that

Corrosive's debuff cleanse alone make it op
 
  • Like
Reactions: SvenZ
I think changing it to heavy regen is a better change since it doesn't stack on itself

But NTTD while being strong has some counterplay that doesn't make it overpower, a simple curse or heal block do the trick and there are boat load of character that does that

Corrosive's debuff cleanse alone make it op
I agree. It's only ever problematic with her due to the cleanse. Not using BBs and BB Disable of course also do the trick. Old Robocopy was an easy way to deal with that. You did have to rely on tag-ins which was slow, but the 20sec BB Disable was pretty good. More so considering Corrosive doesn't usually rock a lot of Special Moves