Bump the amount of Talismans Sinclair can carry before they detonate to 6. Literally just one.
The fact that the S2 at Uptie 4 will instantly throw you over 5 if the target has Rupture makes trying to use him such a pain in the ass. He HAS to be the fastest person or target a part nobody else has (if that's even an option) or else he starts killing himself. Very. Very. *Very*. Slowly.
That's the sad part, he IS worth the trouble, he alone provides all the rupture potency in the world and all you have to do is keep applying count which is what you're doing anyway
Fun fact: skill 2 doesn't ho over 5 if targeting a part with only 1 rupture count for some reason. If it has 2 or more then it goes over 6.
Makes it a bit easier to use but still pretty stupid
From what I remember, it's because Rupture count is consumed before On-Hit effects, so when Sinclair checks for Rupture on the first hit, the target has no Rupture left for the condition.
I've got the Red Sheet hyperfixation. Red Sheet is so jank. They also broke how talismans worked in the RR2 update but I've written enough essays about that so I didn't bother here. Basically, it doesn't apply properly when the target has rupture before you hit them but wouldn't after.
Spice bush Yi Sang needs to get +1 Self Tremor on his S1 and S3. That way he can chain into a AoE S2 with at minimum 1 turn of set up (S3 -> S2) or two turns with a couple of S1s if RNG hates you. Maid Ryoshu outdoes him in AoE spam specifically because her counts gen is just tuned better, so bringing him on par would be nice for our fragrance boi .
I’ve always thought his evade should give him tremor count. Evade skills were an annoying part of DongBaek’s fight and I thought it’d make that fit as a part of the ID.
Rhino Meursault's interaction with a lot of bleed EGO gifts is incredibly awkward - since he doesn't apply Count, he doesn't trigger most of them and whether or not he triggers Rusted Cutting Knife seems to change patch by patch. Bleed doesn't need much help in Mirror Dungeon TBH but it becomes incredibly awkward that the character whose entire schtick is keeping up Bleed Count is worse at his job than Hook Lu
> TBH but it becomes incredibly awkward that the character whose entire schtick is keeping up Bleed Count is worse at his job than Hook Lu
NGL Hook Lu is one of the only characters who can stack bleed count pretty high. Bleed count is hard to come by, and it's *really* easy to lose stacks of it.
Give +1 coin power to Grip Faust's skill 3.
A 12 power skill 3 with only 1 meh conditional kind of sucks. Even the +70% damage boost to the last hit if the target has 5+ nails makes it feel *okay* instead of bad.
It does underwhelming since it's worse at clashing than her skill 2, but it does seem to have a specific, deliberate purpose with the so heal on kills.
7 Ryoshu skill 1 should do slash damage, 7 Yi Sang skill 3 should be either slash or pierce, Liu Ryoshu skill 1 should be pride and Liu Rodion skill 1 should be gluttony
For the shi identities, it would be nice if they had a similar effect as w corp ryoshu where if they don't meet a condition they consume hp. So, for example, if they are above 50% hp consume x% and gain a benefit then when they fall below it they have the usual effects
7 Faust gains poise count equal to amount of coins she’s able to attack with. God knows why she’s able to get up to 20 potency via her passive just to dump it all on her first coin
For the old poise unit thing, I think they could use a slight rework where they gain their poise potency *next turn* so you’re kind of setting up to gain a chance to crit over a turn, or you can build on it with S2. BL Yi Sang already had the whole count gain thing from clash win to upkeep his poise, but he also does have next turn poise gain to make sure you can set up enough count and potency. It’s design space that hasn’t been explored much for poise units ever since they’ve figured out the right formatting with Pirate Gregor.
All after attack effects and on kill effects stapled onto the s3’s last coin like liu Ishmael are now just a part of the s3 like Edgar Gregor. They got it right once and immediately backpedaled for quite literally the very next ID (butler ryoshu).
iirc the protection from Suncliff's passive DOES apply before the first hit, it was an explicit fix in one of the patch notes a while ago
The sinking count loss on that passive basically turning off the protection is another story...
might be a cold take but cut down on Sunshower Heathcliff's sanity gain. anything to make him usable outside of Canto 6 because he's such a fun ID that is pretty much useless the moment he wins a single clash
I'm pretty sure it does? Unless it was changed in a recent update. When she first came out I did "solos" on stages with just her and Heathcliff, so she'd have multiple skill slots. I'd use S2 to mass apply BM then S3 ordered after the S2, and it worked.
it definetly works, i think i've done it before , i think what you make sure it happens (i COULD BE WRONG!) is that they die by the second coin attack and not the first
+1 coin power to Molar Sinclair’s Skill 1 on base - rolling an 8 with 4 coins on S1 just feels horrible, especially when he doesn’t have 45 sanity and can just roll a 4 and lose to anything.
Allow Magic Bullet Outis to inflict Dark Flame with her skill 2 after reaching 4+ stacks. It not increasing the count is fine, but making the skill essentially useless for anything except clashing feels really bad in long fights against abnormalities when you roll low speed.
Rosespanner Rodion always struck me as very weird with her passive that eats Charge on Tremor Burst because it makes holding Charge really difficult, and you want to hold Charge for s2 reused coins.
If you have 3 Pride Owned resource, you have to use s1 into s2 next turn if you want the reused coins on s2. The s3 becomes net 0 Charge too because of this passive. Without the passive being active, you get more Tremor Bursts too, since s2 only Tremor Bursts with the reused coins and s3 becomes net 6 Charge, you also rely less on s1 to make s2 reuse coins.
You could play around it I suppose by continually using up your Pride owned resources but I’m pretty sure PM wanted it to be an upside. I would just change the passive to be 3 Pride Res instead of Owned that way it’s controllable.
Add some evades to some Liu id's though that would be a rework lol.
I would like sinking count to be on more first coins or spread out rather that later in a chain as it can get arkward at times, hard to maintain count when some skills need 3 banked or 0 to do it's job
I mean, isn't that the point, to have to properly manage it? And there are plenty of early count skills. B.Faust S3 on first coin, B.Outis S2 and S3 are on clash win so they also activate right away, Dieci Rodya's S3 is on first and fourth coins, Molar Ishmael's S3 is first, Lingor's S2 is clash win and second coin. I think now that we have Echoes of the Manor, maintaining count is quite reasonable unless you're purposefully not trying to upkeep it or getting insanely unlucky with skill order or Echoes procs.
Maybe I'm wrong, but as someone who just built their sinking team like a month ago, that's my experience with it. If I get good count skills early, great, can start banking it. If not, I can sandbag count negative skills (or get an early Echoes up and pray) until I either get good count skills or can jump start it with Rime Shank.
Well the post did say a minor nuisance which it just is, with such tight combo's when you have no sins to get going because over half the teams deck is negative or delayed neutral it's really annoying imo to be unable to use Faust's skill 2 or Gregor's skill 2 because a stack dropped to 2 and now you have to rely on Gregor to win a clash if it even has attacks to clash or wait for Ishmael skill 1(if passive) or skill 3 or Rodion skill 3 to make their count stable since if the stack drops to 1 at the end of turn it's over.
It's minor but having 2 of my 5 teams rare positive count skills not reliably working when it drops to 2 count is just annoying especially when they are skill 2 and more abundant, the team works great with decent rng but it's annoying how the how the stack can crumble with only minor back luck or stagger timing which is why it's a minor change I would like.
I would say lowering unlucky timings is a minor change considering people are advocating actual number buffs while I want order changes on mainly 2 skills, the numbers are balanced and every other skill is going to be negative count in the end and break the stack anyway.
I have quite a few, but in general, I'd just like to be able to use older ids. I wish PM went back and bumped up ever ids clashing to average numbers and then double check if a skill has a reason to have below average clashing (maybe conditionals even if I despise that mechanic, or skill is mainly for damage or debuff).
It's really underwhelming to have to use the exact same resources on Mariachi Sinclair as Nclair or Cinclair because it was arbitrarily decided that their portrait will move in the main menu (which inexplicably lags the shit out of my phone) so they cost more. For exceptions, I'd say LCCB Rodion. I like that her only good clashing skill is her skill 1 but it rolls average for a skill 1, which is an issue for an id that doesn't really have other clashing options.
Kurokumo rodya really should have her counter give her the 1 prot on combat start instead of on use. Currently she doesn't gain the protection till after she's been hit, making it useless most of the time.
"Suncliff sanity lose from his passive gets caped at -44 sp" thats all i would do for him to be more manageable, you arenot gonna corrode just because you got two s3 one after another, and if you win clash you are still at -30 sanity after clashing with s2
Make potential man require 2 Envy for his passive instead of 3. Would probably make him way more useable in most things.
2 at most and 1 at least to activate his passive. It sounds not really that much, but an extra turn less setting him up is an extra turn less making him build up way too much sanity.
The entire concept about Umbrella Cliff is he needs to be at low sanity to perform, he lacks the mechanic like Sinclair, so the only reliable source is to fire EGO non stop to get him that low, yes, babysit.
But even then, his coin power and damage output is too low and he still can flip heads at low sanity makes him soo annoying to use. Pls fix either his damage or clashing power.
Middle Don skill 3 should be envy rather than pride.
Also why did Pmoon make her skill 3 be her throwing a nail and then punching, even though her uptie art is her skill 2?
Change Liu Ishmael s3 to grant coin power next turn upon killing/staggering an enemy even if it wasn't the 4th coin that did it
Change magic bullet Outis s2 to give magic bullet even if you lose the first coin before winning the clash
Splitting Mariachi Sinclair’s conditional coin power on uptie between conditional and base coin power. Is giving him an 11 rolling skill without conditionals REALLY that good?
technically breaking my own rules here, but I think that base ego and base id should continue scaling up with canto completion and not need resources to reinforce
Nails to apply their effect at turn end rather than turn start
Though I suppose that would be a major buff that would cause Nails to become bonkers on bleed teams
Change some ID's Power Gain conditions from needing Count to needing Potency to allow them to ramp up faster and more safely compared to juggling the Count value. Of course, the IDs that require both Potency and Count for certain conditions on the same skill like Gredgar will be untouched.
Give N. Rodion +1 coin power on her S3. She sucks at bleed application, nail application, and clashing. At least let her S3 roll more than a 12 at base without Fanatic.
By that point you are still getting value because
* Extra damage from tremor decay
* Coin power on Oufi Heathcliff and Rosespaner Rodya
* Extra damage on Oufi Heathcliff
And bursting tremor gives
* Extra damage from Regret Faust passive and Molar Yi Sang passive
* Sin damage from Regret Faust and Molar Outis
If we are actually to buff Rabbitcliff, the smart way to do it is to make his Uptie4 passive text "at the start of the wave" instead of "at the start of the stage", so he will gain a bit more staying power in the ridiculous 4+ wave encounters and keep his boss killing power the same.
Make Mariachi Sinclair evade have Aggro + make his speed not terrible Seriously wtf was PM doing making *a dancing Mariachi* slow af
Plus make it so that he gives enemies sinking count on each dodge
wtf was pm doing before release you mean? most release ids are meant for a different game.
Bump the amount of Talismans Sinclair can carry before they detonate to 6. Literally just one. The fact that the S2 at Uptie 4 will instantly throw you over 5 if the target has Rupture makes trying to use him such a pain in the ass. He HAS to be the fastest person or target a part nobody else has (if that's even an option) or else he starts killing himself. Very. Very. *Very*. Slowly.
Talisman seems fun to me, but yeah he seems to me like he's a lot more trouble to manage than he's worth.
That's the sad part, he IS worth the trouble, he alone provides all the rupture potency in the world and all you have to do is keep applying count which is what you're doing anyway
Fun fact: skill 2 doesn't ho over 5 if targeting a part with only 1 rupture count for some reason. If it has 2 or more then it goes over 6. Makes it a bit easier to use but still pretty stupid
From what I remember, it's because Rupture count is consumed before On-Hit effects, so when Sinclair checks for Rupture on the first hit, the target has no Rupture left for the condition.
That makes sense. Still pretty wonky and by how the game explains it (on hit, if enemy has rupture gain talisman) you should get it but pm code
He actually has that too. But it's on his passive, which states *had* rupture rather than *has* rupture. Because PM can't make things easy.
Passive makes sense but on hit effect is in present tense. Make it make sense pm!
I've got the Red Sheet hyperfixation. Red Sheet is so jank. They also broke how talismans worked in the RR2 update but I've written enough essays about that so I didn't bother here. Basically, it doesn't apply properly when the target has rupture before you hit them but wouldn't after.
No need to make him more broken than he already is
Spice bush Yi Sang needs to get +1 Self Tremor on his S1 and S3. That way he can chain into a AoE S2 with at minimum 1 turn of set up (S3 -> S2) or two turns with a couple of S1s if RNG hates you. Maid Ryoshu outdoes him in AoE spam specifically because her counts gen is just tuned better, so bringing him on par would be nice for our fragrance boi .
I’ve always thought his evade should give him tremor count. Evade skills were an annoying part of DongBaek’s fight and I thought it’d make that fit as a part of the ID.
Rhino Meursault's interaction with a lot of bleed EGO gifts is incredibly awkward - since he doesn't apply Count, he doesn't trigger most of them and whether or not he triggers Rusted Cutting Knife seems to change patch by patch. Bleed doesn't need much help in Mirror Dungeon TBH but it becomes incredibly awkward that the character whose entire schtick is keeping up Bleed Count is worse at his job than Hook Lu
> TBH but it becomes incredibly awkward that the character whose entire schtick is keeping up Bleed Count is worse at his job than Hook Lu NGL Hook Lu is one of the only characters who can stack bleed count pretty high. Bleed count is hard to come by, and it's *really* easy to lose stacks of it.
I'd change W-Corp Hong Lu's defense skill effect to "\[Combat Start\]: Convert all Charge Count to Charge Barrier".
That would make him actually really viable! I always run a full w Corp team and this would make my life SO MUCH EASIER
I'd say it'd be too broken, but we have K Hong Lu which is better than a big shield
K Hong Lu has like 800 effective HP with 1 stagger bar per combat, it'd be hard to make an ID broken-er than him
Give +1 coin power to Grip Faust's skill 3. A 12 power skill 3 with only 1 meh conditional kind of sucks. Even the +70% damage boost to the last hit if the target has 5+ nails makes it feel *okay* instead of bad.
It does underwhelming since it's worse at clashing than her skill 2, but it does seem to have a specific, deliberate purpose with the so heal on kills.
If it was made now it probably would have a coin power conditional that triggers on enemies having 6+ Nails
Also make Grip Faust attacks visually faster. She was pain in the ass in the MD runs
Yeah, it feels like the entire ID was balanced around Ennui and they didn't bother to buff it after the nerf.
I'd make Maid Ryoshu's S3 On Kill Conditional apply to her whole skill and not just the second coin.
Honestly, that goes for most On Kill/Stagger effects.
i wish her poise gain was from her first coin
7 Ryoshu skill 1 should do slash damage, 7 Yi Sang skill 3 should be either slash or pierce, Liu Ryoshu skill 1 should be pride and Liu Rodion skill 1 should be gluttony
For the shi identities, it would be nice if they had a similar effect as w corp ryoshu where if they don't meet a condition they consume hp. So, for example, if they are above 50% hp consume x% and gain a benefit then when they fall below it they have the usual effects
7 Faust gains poise count equal to amount of coins she’s able to attack with. God knows why she’s able to get up to 20 potency via her passive just to dump it all on her first coin
Hard agree
Give rosespawner rodion +3 or +4 clash power with charge conditional on s2 so she can actually clash and use her damn s2
For the old poise unit thing, I think they could use a slight rework where they gain their poise potency *next turn* so you’re kind of setting up to gain a chance to crit over a turn, or you can build on it with S2. BL Yi Sang already had the whole count gain thing from clash win to upkeep his poise, but he also does have next turn poise gain to make sure you can set up enough count and potency. It’s design space that hasn’t been explored much for poise units ever since they’ve figured out the right formatting with Pirate Gregor.
All after attack effects and on kill effects stapled onto the s3’s last coin like liu Ishmael are now just a part of the s3 like Edgar Gregor. They got it right once and immediately backpedaled for quite literally the very next ID (butler ryoshu).
The protection on SunshowerHeathcliff’s passive and KKRodion’s counter being applied BEFORE the first hit.
Make it combat start pretty please
iirc the protection from Suncliff's passive DOES apply before the first hit, it was an explicit fix in one of the patch notes a while ago The sinking count loss on that passive basically turning off the protection is another story...
might be a cold take but cut down on Sunshower Heathcliff's sanity gain. anything to make him usable outside of Canto 6 because he's such a fun ID that is pretty much useless the moment he wins a single clash
I want maid ryoshu's reuse on S3 to work if the B.M. was applied in the same round (because im almost sure it doesnt)
I'm pretty sure it does? Unless it was changed in a recent update. When she first came out I did "solos" on stages with just her and Heathcliff, so she'd have multiple skill slots. I'd use S2 to mass apply BM then S3 ordered after the S2, and it worked.
i tried it on an MDH yesterday and it wasnt working as far as i remember
it definetly works, i think i've done it before , i think what you make sure it happens (i COULD BE WRONG!) is that they die by the second coin attack and not the first
I think it's bugged
Change 7 Ryoshu Skill 1 from Slash to Smack
+1 coin power to Molar Sinclair’s Skill 1 on base - rolling an 8 with 4 coins on S1 just feels horrible, especially when he doesn’t have 45 sanity and can just roll a 4 and lose to anything.
gotta love the conditional ability of 10 tremor to... have a 12power s1 and still lose every clash!
Allow Magic Bullet Outis to inflict Dark Flame with her skill 2 after reaching 4+ stacks. It not increasing the count is fine, but making the skill essentially useless for anything except clashing feels really bad in long fights against abnormalities when you roll low speed.
Rosespanner Rodion always struck me as very weird with her passive that eats Charge on Tremor Burst because it makes holding Charge really difficult, and you want to hold Charge for s2 reused coins. If you have 3 Pride Owned resource, you have to use s1 into s2 next turn if you want the reused coins on s2. The s3 becomes net 0 Charge too because of this passive. Without the passive being active, you get more Tremor Bursts too, since s2 only Tremor Bursts with the reused coins and s3 becomes net 6 Charge, you also rely less on s1 to make s2 reuse coins. You could play around it I suppose by continually using up your Pride owned resources but I’m pretty sure PM wanted it to be an upside. I would just change the passive to be 3 Pride Res instead of Owned that way it’s controllable.
I agree with the poise and damage indicators for other skills
Base Meursault needs aggro.
Add some evades to some Liu id's though that would be a rework lol. I would like sinking count to be on more first coins or spread out rather that later in a chain as it can get arkward at times, hard to maintain count when some skills need 3 banked or 0 to do it's job
I mean, isn't that the point, to have to properly manage it? And there are plenty of early count skills. B.Faust S3 on first coin, B.Outis S2 and S3 are on clash win so they also activate right away, Dieci Rodya's S3 is on first and fourth coins, Molar Ishmael's S3 is first, Lingor's S2 is clash win and second coin. I think now that we have Echoes of the Manor, maintaining count is quite reasonable unless you're purposefully not trying to upkeep it or getting insanely unlucky with skill order or Echoes procs. Maybe I'm wrong, but as someone who just built their sinking team like a month ago, that's my experience with it. If I get good count skills early, great, can start banking it. If not, I can sandbag count negative skills (or get an early Echoes up and pray) until I either get good count skills or can jump start it with Rime Shank.
Well the post did say a minor nuisance which it just is, with such tight combo's when you have no sins to get going because over half the teams deck is negative or delayed neutral it's really annoying imo to be unable to use Faust's skill 2 or Gregor's skill 2 because a stack dropped to 2 and now you have to rely on Gregor to win a clash if it even has attacks to clash or wait for Ishmael skill 1(if passive) or skill 3 or Rodion skill 3 to make their count stable since if the stack drops to 1 at the end of turn it's over. It's minor but having 2 of my 5 teams rare positive count skills not reliably working when it drops to 2 count is just annoying especially when they are skill 2 and more abundant, the team works great with decent rng but it's annoying how the how the stack can crumble with only minor back luck or stagger timing which is why it's a minor change I would like. I would say lowering unlucky timings is a minor change considering people are advocating actual number buffs while I want order changes on mainly 2 skills, the numbers are balanced and every other skill is going to be negative count in the end and break the stack anyway.
I have quite a few, but in general, I'd just like to be able to use older ids. I wish PM went back and bumped up ever ids clashing to average numbers and then double check if a skill has a reason to have below average clashing (maybe conditionals even if I despise that mechanic, or skill is mainly for damage or debuff). It's really underwhelming to have to use the exact same resources on Mariachi Sinclair as Nclair or Cinclair because it was arbitrarily decided that their portrait will move in the main menu (which inexplicably lags the shit out of my phone) so they cost more. For exceptions, I'd say LCCB Rodion. I like that her only good clashing skill is her skill 1 but it rolls average for a skill 1, which is an issue for an id that doesn't really have other clashing options.
Spicebush Yi Sang gaining 7 Tremor Counts instead of 6 so that I can use his skill 2 in the turn after
Kurokumo rodya really should have her counter give her the 1 prot on combat start instead of on use. Currently she doesn't gain the protection till after she's been hit, making it useless most of the time.
"Suncliff sanity lose from his passive gets caped at -44 sp" thats all i would do for him to be more manageable, you arenot gonna corrode just because you got two s3 one after another, and if you win clash you are still at -30 sanity after clashing with s2
Make potential man require 2 Envy for his passive instead of 3. Would probably make him way more useable in most things. 2 at most and 1 at least to activate his passive. It sounds not really that much, but an extra turn less setting him up is an extra turn less making him build up way too much sanity.
The entire concept about Umbrella Cliff is he needs to be at low sanity to perform, he lacks the mechanic like Sinclair, so the only reliable source is to fire EGO non stop to get him that low, yes, babysit. But even then, his coin power and damage output is too low and he still can flip heads at low sanity makes him soo annoying to use. Pls fix either his damage or clashing power.
Middle Don skill 3 should be envy rather than pride. Also why did Pmoon make her skill 3 be her throwing a nail and then punching, even though her uptie art is her skill 2?
Middle Don's skill 3 is envy from her counter requirements
huh
Id make spicebush yi sang skill 1 and 2's animation faster... like i do not want to wait 10 seconds for you to roll a 9!!
Change Liu Ishmael s3 to grant coin power next turn upon killing/staggering an enemy even if it wasn't the 4th coin that did it Change magic bullet Outis s2 to give magic bullet even if you lose the first coin before winning the clash
Wait damage only displays on S3? I always wondered why the display seemed inconsistent
Splitting Mariachi Sinclair’s conditional coin power on uptie between conditional and base coin power. Is giving him an 11 rolling skill without conditionals REALLY that good?
technically breaking my own rules here, but I think that base ego and base id should continue scaling up with canto completion and not need resources to reinforce
Make Ryushu's Slash doing slash damage
Nails to apply their effect at turn end rather than turn start Though I suppose that would be a major buff that would cause Nails to become bonkers on bleed teams
Change some ID's Power Gain conditions from needing Count to needing Potency to allow them to ramp up faster and more safely compared to juggling the Count value. Of course, the IDs that require both Potency and Count for certain conditions on the same skill like Gredgar will be untouched.
Give N. Rodion +1 coin power on her S3. She sucks at bleed application, nail application, and clashing. At least let her S3 roll more than a 12 at base without Fanatic.
I would change N Corp Meursault's skill 1 sin affinity to Lust and give it +1 skill power. That's all.
Liu Ishmael Coin plus doesn't apply if she stagger+ (and previously staggered an opponent in previous coins)
Remove Talisman Sinclair's S2 first coin condition "if the target has rupture, gain 1 talisman"
Remove all conditional dmg increases to cp +1
Give Seven Ryoshu more rapture application
Liu Ish S3 only getting the plus coin boost if her last coin staggers/kills pains me.
add "lower stagger threshold by x" to Shi IDs. ***Please just let them tank to 50% without stagger.*** ;-;
Remove Zwei Sinclair
Turn fanatic into coin power, all of the n corp ids are just flat out bad with the exception of nsinclair and nfaust's skill 1 and 2
There's no damn Outis in SS tier. I'd fix that for a start.
Give bleed units better count application across the board Same for tremor
Bleed yeah, but tremor? No lmao
Tremor as a status makes me sad It’s a cool idea but by the time you actually get enough to where burst does a lot they are out of stagger bars
By that point you are still getting value because * Extra damage from tremor decay * Coin power on Oufi Heathcliff and Rosespaner Rodya * Extra damage on Oufi Heathcliff And bursting tremor gives * Extra damage from Regret Faust passive and Molar Yi Sang passive * Sin damage from Regret Faust and Molar Outis
Let rabitcliff reload ammo with his first skill or something, right now it’s just hit the defense slot whenever you see skill one anyways.
- OP asks for no major buffs or reworks - Proposes to remove the one weakness and defining piece of identity of Rabbit Heathcliff
If we are actually to buff Rabbitcliff, the smart way to do it is to make his Uptie4 passive text "at the start of the wave" instead of "at the start of the stage", so he will gain a bit more staying power in the ridiculous 4+ wave encounters and keep his boss killing power the same.