- Joined
- Jun 2, 2017
- Messages
- 88
- Reaction score
- 74
- Points
- 18
- Age
- 39
Vial Hazard is pretty weak in the scheme of Special Moves. It does 0 damage and the effects are not amazing. Compared to something like Cymbal Clash which has a base rate of 87.5% stun and good damage, Vial C seems pretty weak – especially when the consideration of prep time is a thing. Now, I don’t believe that all SMs should be equal in power because that’s boring. However, I do think that there should be a certain power level expectation to be met by moves; especially ones that require extra work.
As such, I have tried to make what I think is a pretty fair Special Move change for Vial Hazard, taking into consideration the prep time and the type of character Valentine is. I still think it’s important to connect with attacks for effects so it doesn’t feel “cheap” but also add a damage type component for rewarding the hit.
Vial Hazard: Type A Cost: 2 Move Points
On HIT, inflict BLEED for 5 seconds
On HIT, reduce the meter of opponent BLOCKBUSTERS by 35%
1: CD 20s
3: CD reduced to 18s
6: CD reduced to 16s, On HIT, reduce the meter of opponent BLOCKBUSTERS by 55%
9: CD reduced to 14s
12: CD reduced to 12s
15: CD reduced to 10s, On HIT, reduce the meter of opponent BLOCKBUSTERS by 75%
Valentine, in the SGM universe, is not a high damage dealer. Instead, I picture her being more of a strategist controlling the fight to go her way. One of these ways is through meter denial.
Destroying meter every 10s looks very strong on paper. However, prep times consumes 1-2 seconds and you must actually get a genuine hit with the move for it to take effect. This effectively means that the REAL CD does not start until you’ve thrown the vial and the CD is much longer in combat than the 10s displayed on the tool tip.
Vial Hazard: Type B Cost: 2 Move Points
On HIT, inflict BLEED for 5 seconds
On HIT, inflict ARMOR BREAK, CRIPPLE, and SLOW for 7 seconds
1: CD 20s
3: CD reduced to 18s
6: CD reduced to 16s, On HIT, inflict ARMOR BREAK, CRIPPLE, and SLOW for 10 seconds
9: CD reduced to 14s
12: CD reduced to 12s
15: CD reduced to 10s, On HIT, inflict ARMOR BREAK, CRIPPLE, and SLOW for 15 seconds
This vial was created with the idea of weakness. By landing this vial your opponent is in a weakened state that allows you to seize Valentine’s opportunistic nature and deal more damage while being less afraid of taking damage herself.
Once again, having such a short CD on this move makes it look very strong. There are a few points to be noted, though. First, these statuses should not stack so you can’t continually pepper your enemy with vials. Second, if your enemy has a way to gain IMMUNE it nullifies these effects. Lastly, the enemy can switch out with a partner to immediately cancel the effects. And, like all the other vials, there is prep time and you have to actually land the hit.
Vial Hazard: Type C Cost: 2 Move Points
On HIT, inflict BLEED for 5 seconds
On HIT, inflict BLEED for 5 seconds
1: CD 20s
3: CD reduced to 18s
6: CD reduced to 16s, On HIT, inflict BLEED for 10 seconds
9: CD reduced to 14s
12: CD reduced to 12s
15: CD reduced to 10s, On HIT, inflict BLEED for 15 seconds
This vial is for damage, pure and simple. So, like all vials it applies a BLEED effect for 5 seconds. It also applies a second BLEED effect for 5 seconds. As you level up the move the second bleed lasts longer.
Yes, this effect is pretty strong. At the end you’re looking at 20% damage. On an opponent with 40k HP you’d be dealing 8k HP damage over time. Less than a Harlequin MGR, to be sure, but they can also tag out to not receive the whole amount of damage. And it deals less damage the less max HP characters have. So it’s more or less of an equalizer effect since everyone bleeds at the same rate 1%hp /sec.
I’m a fan of this one because it specifically complements EKG Flatliner so well. A long bleed state to really take advantage of a specific BB. Thus leading to people trying to make actual builds instead of just slapping on whatever.
I am also a strong proponent for a damage vial as currently the only damage SM Valentine has is Dead Cross.
Thoughts, anyone?
As such, I have tried to make what I think is a pretty fair Special Move change for Vial Hazard, taking into consideration the prep time and the type of character Valentine is. I still think it’s important to connect with attacks for effects so it doesn’t feel “cheap” but also add a damage type component for rewarding the hit.
Vial Hazard: Type A Cost: 2 Move Points
On HIT, inflict BLEED for 5 seconds
On HIT, reduce the meter of opponent BLOCKBUSTERS by 35%
1: CD 20s
3: CD reduced to 18s
6: CD reduced to 16s, On HIT, reduce the meter of opponent BLOCKBUSTERS by 55%
9: CD reduced to 14s
12: CD reduced to 12s
15: CD reduced to 10s, On HIT, reduce the meter of opponent BLOCKBUSTERS by 75%
Valentine, in the SGM universe, is not a high damage dealer. Instead, I picture her being more of a strategist controlling the fight to go her way. One of these ways is through meter denial.
Destroying meter every 10s looks very strong on paper. However, prep times consumes 1-2 seconds and you must actually get a genuine hit with the move for it to take effect. This effectively means that the REAL CD does not start until you’ve thrown the vial and the CD is much longer in combat than the 10s displayed on the tool tip.
Vial Hazard: Type B Cost: 2 Move Points
On HIT, inflict BLEED for 5 seconds
On HIT, inflict ARMOR BREAK, CRIPPLE, and SLOW for 7 seconds
1: CD 20s
3: CD reduced to 18s
6: CD reduced to 16s, On HIT, inflict ARMOR BREAK, CRIPPLE, and SLOW for 10 seconds
9: CD reduced to 14s
12: CD reduced to 12s
15: CD reduced to 10s, On HIT, inflict ARMOR BREAK, CRIPPLE, and SLOW for 15 seconds
This vial was created with the idea of weakness. By landing this vial your opponent is in a weakened state that allows you to seize Valentine’s opportunistic nature and deal more damage while being less afraid of taking damage herself.
Once again, having such a short CD on this move makes it look very strong. There are a few points to be noted, though. First, these statuses should not stack so you can’t continually pepper your enemy with vials. Second, if your enemy has a way to gain IMMUNE it nullifies these effects. Lastly, the enemy can switch out with a partner to immediately cancel the effects. And, like all the other vials, there is prep time and you have to actually land the hit.
Vial Hazard: Type C Cost: 2 Move Points
On HIT, inflict BLEED for 5 seconds
On HIT, inflict BLEED for 5 seconds
1: CD 20s
3: CD reduced to 18s
6: CD reduced to 16s, On HIT, inflict BLEED for 10 seconds
9: CD reduced to 14s
12: CD reduced to 12s
15: CD reduced to 10s, On HIT, inflict BLEED for 15 seconds
This vial is for damage, pure and simple. So, like all vials it applies a BLEED effect for 5 seconds. It also applies a second BLEED effect for 5 seconds. As you level up the move the second bleed lasts longer.
Yes, this effect is pretty strong. At the end you’re looking at 20% damage. On an opponent with 40k HP you’d be dealing 8k HP damage over time. Less than a Harlequin MGR, to be sure, but they can also tag out to not receive the whole amount of damage. And it deals less damage the less max HP characters have. So it’s more or less of an equalizer effect since everyone bleeds at the same rate 1%hp /sec.
I’m a fan of this one because it specifically complements EKG Flatliner so well. A long bleed state to really take advantage of a specific BB. Thus leading to people trying to make actual builds instead of just slapping on whatever.
I am also a strong proponent for a damage vial as currently the only damage SM Valentine has is Dead Cross.
Thoughts, anyone?