I have made many suggestions for buffing so far, but nerfing is sometimes necessary to maintain balance of the match environment. Therefore, I’ll post suggestions for nerf some of the destructive elements.
Ringlet Spike
Old: Inflict BLEED for 4/8/12 second on hit
New: 25/35/50% to inflict BLEED for 5/7/10 seconds on hit
- Since Ringlet can unconditionally inflict 12-second bleed, makes it very powerful offensively and make other moves less valuable. Because of this, there is no Filia with an offense rating below A on the tier list (even the defensive Dread and Curl Scout have A)
I've nerfed the chance and duration to bring it in line with other moves.
Chaos Vanish
Old: Remove buff and inflict HEAL BLOCK for 4/8/12 seconds (Effective against blocking)
New:Remove buff and inflict HEAL BLOCK for 5/7/10 seconds (Not effective against blocking)
Upper Khat
Old: 25/25/50% to inflict STUN for 4/6/6 seconds on hit
New: 25/30/35% to inflict STUN for 4 seconds on hit
Weight of Anubis
Increase basic CT to 30 seconds
Blood Oath
Old: Whenever a teammate has defeated, heal 30/50% health.
New: When defeating an opponent, heal 20/30% health.
- As I mentioned in a previous thread, Eliza has some of the strongest base abilities of all fighters. To mitigate this, I have nerfed her Chaos Vanish, which is really OP among all moves, Upper Khat, which can very easily inflict a 6 sec stun, and Anubis, which can force opponents to get closer and engage in close-range combat.
- However, these changes would be a big blow to her, adjusted Blood Oath to make it easier to use.
Bellows Blast
Old: 50/75/100% to transfer 1 debuff from self to an opponent (Effective against blocking)
New: 25/35/50% to transfer 1 debuff from self to an opponent (Not effective against blocking)
- Bellows Blast is a move that is almost essential for Marie, and there is a big difference in performance with or without it. It is so useful that it seems to have diminished the diversity of her move set.
- The fact that it can be activated on block is a big plus. By removing that and also reducing the activation chance, giving her more room to choose other moves in her build.
No time to die
Old: When suffering a critical hit, gain REGEN and HASTE for 5/15 seconds.
New: While above 50% health, suffering a critical hit grants REGEN and HASTE for 5/15 seconds.
- No Time to Die is one of the marquee that currently wreaking on defense. PW's Tainted Blood has the same condition, but it's not as much of a problem since it can be easily countered with Beo or Cerebella.
- Dahlia has high HP, so throwing alone is not enough to deal with her, and even if you try to use Inverse Polarity, you will have a hard time depending on the enemy's team build or catalysts (max resistance, Model leader, Autoimmune etc.). By adding a condition for it to activate, reduce its current strength and give many fighters more room to counter it.
Chaos
Old:When at an elemental advantage, inflict a random debuff for 5/15 seconds when landing critical hit
New: When at an elemental advantage, inflict a random debuff for 5/10 seconds when landing critical hit or every 7th hit combo.
- I saw a rework suggestion for Chaos on another thread, and it seems to make a lot of sense. However, I personally feel it's still a bit too strong, so I'd like to tweak it just a little, turn a 3 combo into a 7 combo.
Ringlet Spike
Old: Inflict BLEED for 4/8/12 second on hit
New: 25/35/50% to inflict BLEED for 5/7/10 seconds on hit
- Since Ringlet can unconditionally inflict 12-second bleed, makes it very powerful offensively and make other moves less valuable. Because of this, there is no Filia with an offense rating below A on the tier list (even the defensive Dread and Curl Scout have A)
I've nerfed the chance and duration to bring it in line with other moves.
Chaos Vanish
Old: Remove buff and inflict HEAL BLOCK for 4/8/12 seconds (Effective against blocking)
New:Remove buff and inflict HEAL BLOCK for 5/7/10 seconds (Not effective against blocking)
Upper Khat
Old: 25/25/50% to inflict STUN for 4/6/6 seconds on hit
New: 25/30/35% to inflict STUN for 4 seconds on hit
Weight of Anubis
Increase basic CT to 30 seconds
Blood Oath
Old: Whenever a teammate has defeated, heal 30/50% health.
New: When defeating an opponent, heal 20/30% health.
- As I mentioned in a previous thread, Eliza has some of the strongest base abilities of all fighters. To mitigate this, I have nerfed her Chaos Vanish, which is really OP among all moves, Upper Khat, which can very easily inflict a 6 sec stun, and Anubis, which can force opponents to get closer and engage in close-range combat.
- However, these changes would be a big blow to her, adjusted Blood Oath to make it easier to use.
Bellows Blast
Old: 50/75/100% to transfer 1 debuff from self to an opponent (Effective against blocking)
New: 25/35/50% to transfer 1 debuff from self to an opponent (Not effective against blocking)
- Bellows Blast is a move that is almost essential for Marie, and there is a big difference in performance with or without it. It is so useful that it seems to have diminished the diversity of her move set.
- The fact that it can be activated on block is a big plus. By removing that and also reducing the activation chance, giving her more room to choose other moves in her build.
No time to die
Old: When suffering a critical hit, gain REGEN and HASTE for 5/15 seconds.
New: While above 50% health, suffering a critical hit grants REGEN and HASTE for 5/15 seconds.
- No Time to Die is one of the marquee that currently wreaking on defense. PW's Tainted Blood has the same condition, but it's not as much of a problem since it can be easily countered with Beo or Cerebella.
- Dahlia has high HP, so throwing alone is not enough to deal with her, and even if you try to use Inverse Polarity, you will have a hard time depending on the enemy's team build or catalysts (max resistance, Model leader, Autoimmune etc.). By adding a condition for it to activate, reduce its current strength and give many fighters more room to counter it.
Chaos
Old:When at an elemental advantage, inflict a random debuff for 5/15 seconds when landing critical hit
New: When at an elemental advantage, inflict a random debuff for 5/10 seconds when landing critical hit or every 7th hit combo.
- I saw a rework suggestion for Chaos on another thread, and it seems to make a lot of sense. However, I personally feel it's still a bit too strong, so I'd like to tweak it just a little, turn a 3 combo into a 7 combo.
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