I made some miner changes for nerf suggestion that posted quite a while ago.
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 its chance and duration of bleed 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 4/8/12 seconds (Not effective against blocking)
Upper Khat
Old: 25/25/50% to inflict STUN for 4/6/6 seconds on hit
New: 15/25/35% to inflict STUN for 6 seconds on hit
Weight of Anubis
Increase basic CT to 30 seconds
- I believe that Eliza is the strongest fighter of SGM due to some OP moves. To mitigate this, I suggest to nerf Chaos Vanish, which is really broken 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.
Bellows Blast
Old: 50/75/100% to transfer 1 debuff from self to an opponent (Effective against blocking)
New: 50/75/100% to transfer 1 debuff from self to an opponent (Not effective against blocking)
- Bellows Blast is a move that is work as a countermeasure for most of debuff controller. It is almost essential for Marie, and there is a big difference in performance with or without it.
The chance is acceptable since it has lower hits than Rotation Hazard, but the fact that it can be activated on block makes it OP I think. By removing that, it will give her more room to choose other moves in her build.
Chaos
Old: Critical hit when elemental advantage will inflict RANDOM DEBUFF for 15 sec
New: 50% chance on Critical hit and 15% chance on normal hit when elemental advantage will inflict RANDOM DEBUFF for 15 sec
- A big change from previous one. Chaos is incredibly effective in crit builds, applying a staggering number of 15 sec debuffs regardless of variant.
Although it depends on luck, you can inflict multiple powerful debuffs such as hex, curse, and BB disable, so in some cases you can neutralize your opponent and continue attacking unilaterally.
Nerfing the chance will make it less likely to dominate the game than before. However, to prevent from turning marquee choices into Volatility only, made a buff for builds that don't rely on crit.
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 its chance and duration of bleed 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 4/8/12 seconds (Not effective against blocking)
Upper Khat
Old: 25/25/50% to inflict STUN for 4/6/6 seconds on hit
New: 15/25/35% to inflict STUN for 6 seconds on hit
Weight of Anubis
Increase basic CT to 30 seconds
- I believe that Eliza is the strongest fighter of SGM due to some OP moves. To mitigate this, I suggest to nerf Chaos Vanish, which is really broken 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.
Bellows Blast
Old: 50/75/100% to transfer 1 debuff from self to an opponent (Effective against blocking)
New: 50/75/100% to transfer 1 debuff from self to an opponent (Not effective against blocking)
- Bellows Blast is a move that is work as a countermeasure for most of debuff controller. It is almost essential for Marie, and there is a big difference in performance with or without it.
The chance is acceptable since it has lower hits than Rotation Hazard, but the fact that it can be activated on block makes it OP I think. By removing that, it will give her more room to choose other moves in her build.
Chaos
Old: Critical hit when elemental advantage will inflict RANDOM DEBUFF for 15 sec
New: 50% chance on Critical hit and 15% chance on normal hit when elemental advantage will inflict RANDOM DEBUFF for 15 sec
- A big change from previous one. Chaos is incredibly effective in crit builds, applying a staggering number of 15 sec debuffs regardless of variant.
Although it depends on luck, you can inflict multiple powerful debuffs such as hex, curse, and BB disable, so in some cases you can neutralize your opponent and continue attacking unilaterally.
Nerfing the chance will make it less likely to dominate the game than before. However, to prevent from turning marquee choices into Volatility only, made a buff for builds that don't rely on crit.
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