- Joined
- Apr 10, 2024
- Messages
- 526
- Reaction score
- 324
- Points
- 63
Salty
OLD SA 1 - Once per match, gain BLESSING and 3 stacks of ENRAGE for 5/7/10 seconds when falling below 35% HEALTH.
NEW SA 1 - Once per match, gain BLESSING when falling below 35% HEALTH. Each time Umbrella gains BLESSING she also gains Enrage for 5/7/10 seconds.
Notes - The number of Enrages gained is reduced when her health drops low. That's perfectly fine, as it was never the strength of this variant. It's the fact that SA2 makes throws have a 50% chance to apply bleed while benefiting from Enrage. Salty will now be able to more consistently gain Enrage by also equipping a Taunt. At max level, taunt grants 3 stacks of BLESSING, meaning also 3 stacks of Enrage for Salty. Persona Assistant will now also be a great addition to Salty, providing her with Blessing(and in our case also Enrage) every 20 seconds.
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Puddle Pirate
OLD SA 1 - Opponents lose 1 BUFF every 4/3/2 seconds while near a PUDDLE.
NEW SA 1 - Opponent BUFF DURATION is reduced by 2/3/4 seconds each time they splash in a PUDDLE.
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OLD SA 2 - While not RAVENOUS, Umbrella gains 3/4/5% HEALTH whenever an opponent loses a BUFF.
NEW SA 2 - While RAVENOUS, Umbrella gains 2/3/4% HEALTH whenever a BUFF expires or is removed from the opponent.
Notes - Current trigger mechanic requires you to waste your bobblin bubbles on blocking opponents or rely too much on under the weather. Unlike tears, puddles rarely stay for long on the screen and the effect is too slow. This may sound like a nerf, but it's more of a blurf. If the opponent has multiple buffs on, then they'll all disappear much faster. There are easy ways to chain multiple puddle splashes. Thanks also to @Kheul for bringing up her SA2, which works against SA1's set-up requirements. That being Umbrella must NOT be in Ravenous form. That's a total oversight, making this variant very awkward to play and fully benefit from. The change will make it so Umbrella ALWAYS gains health whenever a buff expires on the opponent, allowing her to recharge quite a bit of health. Values have been slightly reduced as a result
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Space Case
OLD SA 1 - While RAVENOUS, inflict DOOM for 15 seconds when an opponent's HEALTH drops below 25/35/50%. DOOM is removed if Umbrella TAGS OUT or is defeated.
NEW SA 1 - While RAVENOUS, Umbrella's THROW HITS have a 10% chance to inflict DOOM for 30/25/20 seconds. DOOM is removed if Umbrella TAGS OUT or is defeated.
Notes - This may also appear as a nerf on first glance since the Doom duration is longer, and in some edge cases it is. HOWEVER, right now it's quite easy to miss the Doom timing due to the Ravenous requirement. Not to mention that opponents can also just resist the debuff, making her SA1 practically none existent. Even when using an optimal build for gaining Ravenous asap, you may still end up missing the timing. The opponent Health requirement has been completely removed. Doom is valuable while the opponent has high HP and decreases with value for each % lost. You can't apply Doom at match start, but you'll still have the same timing window as now when facing the Point(1st) opponent and have significantly better opportunities to apply it vs the 2nd and 3rd opponent. Since Throws grant Hungurn meter, you can't stay permanently in Ravenous form to apply Doom without a thought, you'd still have to do some meter management and utilize moves that remove Hungurn meter.
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Wunderkind
OLD SA 1 - When reaching 3 or more stacks of POWER SURGE, the opponent loses 50% BLOCKBUSTER METER and suffers damage equal to 50/75/100% of Umbrella's ATTACK.
NEW SA 1 - When reaching 3 or more stacks of POWER SURGE, the opponent loses 20% BLOCKBUSTER METER and suffers damage equal to 30/40/50% of Umbrella's ATTACK.
Notes - What the hell is this nerf??? Well, it's actually a buff and fix for her. Right now, SA2 trigger explicitly when reaching 3 stacks of Power Surge, no more, no less. This means that you don't want Power Surge to last too long, so you can trigger the effect again. That entirely invalidates SA1's later ranks. With this change, each time you reach 3,4 or 5 stacks, you will proc the effect. Thus making you actually want the longer duration on Power Surge, so you can maximize the amount of times you proc SA2.
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- Umbrella starts the match with UNFLINCHING for 5/7/10 seconds and 2 stacks of permanent ARMOR. ARMOR is removed if Umbrella has no living teammates.
NEW SA 2
- Umbrella has 2 stacks of permanent ARMOR while she has living teammates. On match start and on tag-in, gain UNFLINCHING for 5/7/10 seconds.
Notes - People stick Raining Champ in the front just because of the Unflinching, and never get to benefit from the Final Stand. Having a Val is 9 times out of 10 always better, but Raining Champ's consistent application is still appreciated while at low HP and has niche synergies. With this change, Umby will also gain UNFLINCHING on tag-ins, thus removing the need to stick her on the front. This is both useful while as the point fighter, and as a backrow support. Considering she's a diamond, I think this buff is more than reasonable.
NEW SA 1 - Every 11th COMBO HIT landed on Umbrella or the opponent TRANSFERS up to 1/2/3 enemy BUFF(S) to herself and inflicts HEX for 10/12/15 seconds.
Notes - What a dumb variant. Without a doubt, the strongest variant in the entire game. The low combo count requirement is what makes her strong, making Precision variants like Hex Caliber and Vintage V unable to do anything. They may as well start with Hex applied on them at match start. I think 11 hits is perfectly reasonable, considering how combo heavy umbrella is, and how overloaded DW's kit is. Since people will cry about the change, the HEX duration is buffed. This nerf is needed as to also introduce more defense variety, instead of relying on DW spam
OLD SA 1 - Once per match, gain BLESSING and 3 stacks of ENRAGE for 5/7/10 seconds when falling below 35% HEALTH.
NEW SA 1 - Once per match, gain BLESSING when falling below 35% HEALTH. Each time Umbrella gains BLESSING she also gains Enrage for 5/7/10 seconds.
Notes - The number of Enrages gained is reduced when her health drops low. That's perfectly fine, as it was never the strength of this variant. It's the fact that SA2 makes throws have a 50% chance to apply bleed while benefiting from Enrage. Salty will now be able to more consistently gain Enrage by also equipping a Taunt. At max level, taunt grants 3 stacks of BLESSING, meaning also 3 stacks of Enrage for Salty. Persona Assistant will now also be a great addition to Salty, providing her with Blessing(and in our case also Enrage) every 20 seconds.
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Puddle Pirate
OLD SA 1 - Opponents lose 1 BUFF every 4/3/2 seconds while near a PUDDLE.
NEW SA 1 - Opponent BUFF DURATION is reduced by 2/3/4 seconds each time they splash in a PUDDLE.
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OLD SA 2 - While not RAVENOUS, Umbrella gains 3/4/5% HEALTH whenever an opponent loses a BUFF.
NEW SA 2 - While RAVENOUS, Umbrella gains 2/3/4% HEALTH whenever a BUFF expires or is removed from the opponent.
Notes - Current trigger mechanic requires you to waste your bobblin bubbles on blocking opponents or rely too much on under the weather. Unlike tears, puddles rarely stay for long on the screen and the effect is too slow. This may sound like a nerf, but it's more of a blurf. If the opponent has multiple buffs on, then they'll all disappear much faster. There are easy ways to chain multiple puddle splashes. Thanks also to @Kheul for bringing up her SA2, which works against SA1's set-up requirements. That being Umbrella must NOT be in Ravenous form. That's a total oversight, making this variant very awkward to play and fully benefit from. The change will make it so Umbrella ALWAYS gains health whenever a buff expires on the opponent, allowing her to recharge quite a bit of health. Values have been slightly reduced as a result
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Space Case
OLD SA 1 - While RAVENOUS, inflict DOOM for 15 seconds when an opponent's HEALTH drops below 25/35/50%. DOOM is removed if Umbrella TAGS OUT or is defeated.
NEW SA 1 - While RAVENOUS, Umbrella's THROW HITS have a 10% chance to inflict DOOM for 30/25/20 seconds. DOOM is removed if Umbrella TAGS OUT or is defeated.
Notes - This may also appear as a nerf on first glance since the Doom duration is longer, and in some edge cases it is. HOWEVER, right now it's quite easy to miss the Doom timing due to the Ravenous requirement. Not to mention that opponents can also just resist the debuff, making her SA1 practically none existent. Even when using an optimal build for gaining Ravenous asap, you may still end up missing the timing. The opponent Health requirement has been completely removed. Doom is valuable while the opponent has high HP and decreases with value for each % lost. You can't apply Doom at match start, but you'll still have the same timing window as now when facing the Point(1st) opponent and have significantly better opportunities to apply it vs the 2nd and 3rd opponent. Since Throws grant Hungurn meter, you can't stay permanently in Ravenous form to apply Doom without a thought, you'd still have to do some meter management and utilize moves that remove Hungurn meter.
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Wunderkind
OLD SA 1 - When reaching 3 or more stacks of POWER SURGE, the opponent loses 50% BLOCKBUSTER METER and suffers damage equal to 50/75/100% of Umbrella's ATTACK.
NEW SA 1 - When reaching 3 or more stacks of POWER SURGE, the opponent loses 20% BLOCKBUSTER METER and suffers damage equal to 30/40/50% of Umbrella's ATTACK.
Notes - What the hell is this nerf??? Well, it's actually a buff and fix for her. Right now, SA2 trigger explicitly when reaching 3 stacks of Power Surge, no more, no less. This means that you don't want Power Surge to last too long, so you can trigger the effect again. That entirely invalidates SA1's later ranks. With this change, each time you reach 3,4 or 5 stacks, you will proc the effect. Thus making you actually want the longer duration on Power Surge, so you can maximize the amount of times you proc SA2.
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Raining Champ
OLD SA 1- Umbrella starts the match with UNFLINCHING for 5/7/10 seconds and 2 stacks of permanent ARMOR. ARMOR is removed if Umbrella has no living teammates.
NEW SA 2
- Umbrella has 2 stacks of permanent ARMOR while she has living teammates. On match start and on tag-in, gain UNFLINCHING for 5/7/10 seconds.
Notes - People stick Raining Champ in the front just because of the Unflinching, and never get to benefit from the Final Stand. Having a Val is 9 times out of 10 always better, but Raining Champ's consistent application is still appreciated while at low HP and has niche synergies. With this change, Umby will also gain UNFLINCHING on tag-ins, thus removing the need to stick her on the front. This is both useful while as the point fighter, and as a backrow support. Considering she's a diamond, I think this buff is more than reasonable.
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Death Wish
OLD SA 1 - Every 7th COMBO HIT landed on Umbrella or the opponent TRANSFERS up to 1/2/3 enemy BUFF(S) to herself and inflicts HEX for 10 seconds.NEW SA 1 - Every 11th COMBO HIT landed on Umbrella or the opponent TRANSFERS up to 1/2/3 enemy BUFF(S) to herself and inflicts HEX for 10/12/15 seconds.
Notes - What a dumb variant. Without a doubt, the strongest variant in the entire game. The low combo count requirement is what makes her strong, making Precision variants like Hex Caliber and Vintage V unable to do anything. They may as well start with Hex applied on them at match start. I think 11 hits is perfectly reasonable, considering how combo heavy umbrella is, and how overloaded DW's kit is. Since people will cry about the change, the HEX duration is buffed. This nerf is needed as to also introduce more defense variety, instead of relying on DW spam
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