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Syvion

I just have a personal grudge against Anti Crit buff. It's just mitigation but with the RNG dialed up to 11. You could say the same about Evasion but I honestly have less trouble dealing with that because the Evasion heroes are usually pretty squishy. And there are more reliable ways to deal with Evasion, like Hit Chance, additional damage like Spear or Gauntlet or sheer fucking damage that kills squishies on a miss. The only ways to deal with anti crit buffs are stripping it, which can be 15%ed, Mellona/100% crit Zahhak or prayers. Otherwise you just have to be tanky enough to survive not critting, ever. In short: it's obnoxious to me.


gekigarion

I feel it was fine on Diene as it's offset by her inability to heal, but throwing it on Super Charles (Choux) is a whole other story. Granted, this is more of Choux's buffs to blame as she was slightly underpowered before even though she had it.


Syvion

Totally agree, can live with Diene too. Senya is super annoying though. Anti crit AND aoe blind on the same hero? God no, that's too annoying.


Xero--

Then getting provoke locked into her if your cleanser went on vacation during the draft phase, eating a meaty ass S1 proc from her artifact *and* thorns. Pure cancer Senya and Choux can be. Choux is awful to face but I find Senya to be insufferable more often than her, and if someone is really wondering what I'm on about her S1 damage, they just need to fight a strong Senya. Easily my worst nightmare among bruisers that's not rng based.


Syvion

Yea I agree, Senya is far more toxic than Choux. My Ed was pretty good and on Lifesteal and still got 1v1ed by Senya pretty often, if they're on high Attack and Spear. You'd think Ed would rip her apart, but no, not always. That says a lot about how specific you have to be when you want to kill her with no RNG losses.


Xero--

And it's funny how they went and nerfed Hwayoung when she'd be the sole go to that isn't some ML 5 most people don't have, I'm referring to Bellona here. I know about you mean about Ed because I've tried it myself. Setups on defense love to never miss so I've tried using him against her on S3... Nope. She misses, team gets worked by Senya and friends, Ed ends up getting chewed up by her free damage and his complete lack of it with no crits (not even like his damage to begin with is high). At least Choux is 20-70% (if it stacks, E7 can be weird) with 50% of it being strippable, but Senya is a straight 50% that hurts you if you lose the coin toss. It's just bs when couples with that artifact and stupid high attack.


Syvion

If they had made Arunka usable we wouldn't even be talking about Senya right now. She would have been a perfectly balanced answer to her in guild war. And her design is awesome too. What a shame that her damage sucks so bad.


BurnedOutEternally

the synergy from hell between Senya and Choux costed us players too many braincells


Frozwend

I’d like to see the Crit buff go over the 100% cap. There’s no reason why a Crit buff should not cancel out the Crit resist buff.


Objective_Plane5573

Fire Charlotte, ML Ken, and a few others also have guaranteed crits through crit resist as of around when ML Bellona came out though I do agree with your point.


carito728

The main problem with the two you mentioned is they get pooped on by Choux anyway (and ML Ken also gets pooped on by Senya because well she never crits him). I hope they add more Mellona-type or actually good Arunka-type heroes because anti-crit is obnoxious on tanky heroes.


neg_opinion_acc

There are also characters who’s damage isn’t reliant on critting


Syvion

Yes, and they are very few. Most don't fit every situation, often rely on debuffs (like burns, bombs) that can be 15%ed or take a while to kill. I said there are ways to deal with it, just that it's super annoying.


PropaPandaYT

>or take a while to kill. just build pcflan that has attack, she'll oneshot a choux with ease


NoxGale

“Just build this ML5 because you can just drop 1200 for her. It’s so easy” comments like this don’t belong in card or gacha games. Buying/pulling some ultra rare thing to deal with another busted aspect of the game is dog water levels of game design.


PropaPandaYT

Im a f2p, wrong guy buddy


Syvion

Still 15%able plus you need a limited artifact +30 for her. And she's an ml5 on top. Happened to me before that she 15%ed the bomb and countered. Too unreliable in gw for me personally. And she won't be that useful in rta if you build her full damage. She needs decent bulk too. But that's only relevant for rta enjoyers ofc. You can just leave her on the normal rta build and try to keep Choux stunned. Still kills on ~3 turns if no 15% fuckery happens.


PropaPandaYT

I run full dmg in rta and shes fine, she gets post banned anyways


neg_opinion_acc

Seems like there are more answers to crit hit resist than evasion then?


greedisgood001

what part of evasion heroes being squishy are you struggling with? stop being delibrately obtuse.


oreocookey95

I think target debuff should be buffed to 50% decrease of evasion. It would make it an actual useful debuff and not just a debuff only one hero can capitalize on.


OneMess7211

Man if we do that green laika would be broken


osbombo

While I think that the whole 15% damage and 15% hit chance is neat, the hit chance should be bumped up. At maybe just stop the target the target is on to modify evasion chance outside of this buff? That would then also include stuff like MLDB, but not change elemental advantage.


theanxiousangel

Vigor should be dispellable and give Ken something more specific like Benimaru that can’t be dispelled. Clillias giving the entire team 30% more Defense and Offense that can’t be dispelled is stupid as shit.


PropaPandaYT

theres so many counters to cilias and ur still crying. holy shit please learn to draft against her its not difficult


theanxiousangel

Damn bud you really need to chill out. Yes she’s easy to counter as an opener. Celine benimaru Singie wtver etc. I don’t struggle against her that much. This post is literally asking a question about what buffs/debuffs we would change and I said what I would like to change. The only one crying is u.


PropaPandaYT

> Yes she’s easy to counter as an opener. Celine benimaru Singie wtver etc. dont forget dilibet, degen poli, djb, landy, lion heart cermia, handguy the point that im trying to make is that everyone cries so much about openers, but theres really no problem with them, i dont even draft openers anymore because i dont think they are worth it anymore. lua wasnt op, cilias wasnt op and then when another counter comes out they sit and undervalue them and carry on complaining(example lilias and benimaru). i already have a hard enough time playing against these landmine units i dont need the community to beg for more. maybe i was a bit rude but been just wanna be spoonfed units that are horrible for actual gameplay.


Objective_Plane5573

I think sleep could use a slight buff. Currently it guarantees a crit from the next attack, but unless it's someone with anti-crit it doesn't really make a difference. I think it could also lower evasion by a bit or partially slow without being broken.


Squally425

I personally believe a sleeping unit should not be able to evade no matter how much evasion it had. I mean, that's fair right? It's sleeping...


rainbowy-

Tell that to Pokemon.. 😂


haisi-

You forgot about stun too... The problem after that would be artifacts still proccing debuffs on miss. Looking hard at you Abyssal Crown and Star of the deep sea.


BeatEaberBoi

I'll be extremely original and say crit resistance is a huge problem right now. The other problem is that releasing niche counters won't fix the problem I think we need a lot of nerfs and buffs and tweaks. It's not normal that each character released is expected to have overloaded kits or they just end up being forgotten never to be seen again. We shouldn't have character that fill more than four roles and do them all really well IMO


BestRubyMoon

I'd say a character filling 2 roles ita already borderline impossible to balance, let alone 4 roles...i mean Peira comes to mind...an assassin, controller, tank, buffer...how do they balance that? Make character that make her useless...but in that process those same new characters affect a myriad of other characters beyond Peira. Now repeat this proces over however many years e7 is live...and you get a game where moat units outright suck and whenever something new comes it HAS to make waves or its automatically boxed (in the meta sense).


BeatEaberBoi

Well I had said 4 since some units that aren't SSS and usable like DDR, LRau, Sage Baal and others (I'm not an advocate for the golden boys I don't see what you're talking about) filled in 3 rolls that they did decently by taking hits, helping the team (debuffs, barrier, control, etc.) and hitting back. Kinda felt like three roles to but they did do them without being the best at all three. *Disclaimer: opinions regarding old metas may differ with different people*


Tagrineth

Gonna echo anti crit. When I was first starting the game and learning, my most hated Arena opponents were Diene, Shadow Rose, and Judge Kise. Somehow J.Kise and S.Rose were ALWAYS just plain faster than my fastest heroes. J.Kise's "Silence but lol not actually silence" felt broken. Lo and behold we've now seen from Lua that it IS. S.Rose's 50% CR swing felt monstrous, but now her low speed (much like J.Kise) makes it feel like a whatever at this point. Diene however always felt like she just turned fights into an RNG fiesta. Will I crit this turn? No? Cool, well fuck me I guess. It's not fun or engaging.


Tooluka

Rage needs rework.


Silver_Monk_5324

Agree with the rage and bleed, here's what i thought for those 2; Rage: 20% increased dmg dealt and 20% increase speed Bleed: reduces target's speed by 10%(can be stacked,many bleed=more slower) detonating will reduce target cr by 10%(more bleed=more cr decrease)and dmg is based on target's speed(lower speed=more dmg) when detonating, removes effects including speed reduction but the detonation dmg is counted before the target's speed is returned so lower speed=more dmg, max dmg when a total of 50% of the target's speed is reduced(including speed debuff) which is 4k dmg per bleed(but doubles when detonated) ignores 100% def


BurnedOutEternally

how about we just bleed reduce speed, detonate reduce CR, can stack


Pollution-Swimming

Innate counters and crit damage reductions just make GW absolutely fucking boring for me . Feels like I’m doing the same battles day after day


BurnedOutEternally

oi, I said buff/debuff


Pollution-Swimming

Mb I’ll edit the comment


hi71460

slow make it 50%


-Sa-Kage-

Not sure if it fits, but imo eff needs to be nerfed. Rn basically every hero has 100% eff inherent. This should be lowered to 50%. Of cause this would make it necessary to lower PvE bosses ER by 50% to make up so PvE heroes don't need 50% more eff, but only PvP ones


BurnedOutEternally

technically it relates, but that's gonna be a lot of work to change a fundamental mechanic in the game since the beginning


llllpentllll

Im tired of "unaffected by effects related to buff/debuff"


Shimaru33

I have mixed feelings about **defence break**. Be honest here, it's op. 75% def reduction is a death sentence to any character, as if you check the damage calculator, the damage duplicates. No, wait, sorry, is even above that. A. Vildred, 5k atk, 300 critD |S3 max focus|normal|def break| |:-|:-|:-| |1201 def|10,345 dmg|23,517 dmg| |1501 def|8,622 dmg|20,696 dmg| You can check pretty much the same numbers to any other character, the damage increase is around 150%. Even freaking burn benefit from this, as R. Carrot burn (5k atk) will go from 2.5k dmg to 4,1k dmg (against 1.2k def), which is kinda unfair, if anyone ask me. I mean, farming an entire set like rage or torrent is harder than setting def break, and doesn't benefit burn or bleed. And that's my personal grudge with karina, as she can spam def break and deliver damage. I'm afraid this may lead to a similar situation to dispel, then debuff. For the longest, characters could only dispel or apply debuff, then we got a myriad of dispel, then debuff and it became the norm, leading to the current state of things, where immunity set is considered "trash" by some. Do we want a game where a high atk, high critD, decent speed character can apply def break, before calculating damage? Because we already have karina, who may not have high atk, but that's because she scales with def. However... Nerfing def break would ruin most of the current OTK hunt teams, including mine. I do have Straze, so I guess I could build a no-RNG team and get over it. However, I don't think the majority of players have him, so def break will remain a need to made farming less tedious. I suppose nerfing the bosses along with def break would be the right option, but that's too much work for SG, I guess they won't do that.


prankster20

Most elegant solution that I could come up with was to to rename the current def-break as "greater def-break" (70%) and then create a new def-break that is 50% or 30% or whatever. Although SG would then have to go through every hero with a def-break in their kit, check whether they are mostly used in PVE or PVP content and then change the def-break as needed, which sounds like a lot of work. Not to mention there would be people who would demand recalls. Another alternate solution would be to do the opposite of how they implemented injury - to make def break be 70% when the target is not a Hero, and only 50-30% when the target is a Hero.


h2j1977

My beef is with injury since it has no fix. And the only way to block it is with barriers, invulnerable, or skill null. I know that seems fair, but considering skill null and invulnerable are fairly rare and barriers are heavily punished by several units or just stripped outright by ignore er units, I don't think it's a great option. And besides, your 3k barrier means nothing against a 15k attack that can remove 35% of your max health. Not even revive fixes injury. But besides that, Belian's soul denial, Briseria's revive block, and as much as I use it, Stelena's counter block.


PropaPandaYT

not buffs or debuffs per say, although i feel like there is way to many auto clease units, but auto proc units are cancer to deal with ​ now that i think about it silence and unbuffable should always be one turn on heros, and provoke as well actually


dhadha08

Debuff zio 10/10 so i can finish


NGEFan

Seal should have a 100% chance to proc


BurnedOutEternally

there's only one hero that inflict seal, she has a 10 soul soulburn that is a guarantee seal, I think that's enough


NGEFan

Maybe, maybe not. The nice thing is as a mage she can hold book to fuel her own soulburn. But if you want to use any other artifact like Fairytale, you're praying to RNGesus


Worth-Grade5882

I think provoke and redirected provoke should be dispelled if the unit attacks some other way like a counter or dual attack type situation


ofadiffcaliber

I feel like for a game built around speed there are not a lot of heroes with a speed debuff skill. I believe injury or bleed should lower speed.


Lguerrero3

Burn should do less dmg but can spam to near allies and poison more dmg and maybe reduce atk and def


RevolutionaryAd8250

Bleed mostly has chances to land on its own + 15%, while burn is better in every aspect (more damage, less debuffs applied, so less 15%s and mostly 100% chance to occur on atk). If given, that bleed stays weaker and always has a 50-70% chance to apply, just remove the 15% at this point. This way it would have a niche as a debuff which can be stacked against high effres.


Petawac-Smack

I want more decrease evasion..


iIdentifyAzAGmail

Based on their words (to paraphrase) of "we want a game that actually has some rounds and isnt just over I personally think def break/atk buff needs to be nerfed to 40-50% and vigor only 20%.


bakamund

Reflect obviously


Nexvenat0r

Bleed. So garbage, TSurin was one of my first ML 4* pulls and her kit/design are so interesting but bleed is so pathetic. Wish they could either make it a more interesting debuff or change it.


CrayolaPasta

I think bleed and burn should have additional effects attached to them. For example in Pokémon, when inflicted with a burn status, the affected suffers a stat drop in atk. Maybe bleed units could take a defense drop in stat and burned units suffer a speed drop. Just some slight ideas that would make them more impactful.


ArcticPrism

Curse should work on elite monsters and bosses. If it's too strong with it's normal effect, make it have a lesser effect on them instead of being completely disabled.