The Nerfs & Buffs we need

The current PVP meta is dominated by 2 strategies, either aoe dot cleave or Sandstorm counter teams. It has created a stale environment where anything else will just lose unless RNG, misplays or skipping turns.

Below are two lists one nerfs and one buffs that would greatly improve the dynamics and enjoyment of PVP.

Overpowered abilities:

Poison Protocol

Reduce base damage from 5 to 4.

Great Sting

Reduce base damage from 6 to 5.

Twilight meteorite

Reduce base damage from 50 to 33 in line with all other abilities with the same CD and effect.

Money Meteor

Reduce base damage from 50 to 33 in line with all other abilities with the same CD and effect.

Dreadful Breath

Reduce damage modifier when Cleansing Rain is up from 25% to 10%.

Sandstorm

Remove 10% hit reduction and base damage reduction from 5 to 4.

Darkness

Remove 10% hit reduction.

Great Cleave

Reduce base damage from 30 to 25.

Void Slap

Reduce base damage from 30 to 25.

Sunlight

Reduce Maximum HP increase from 50% to 25%.

Photosynthesis

Change to be twice as effective on the frontline only.

Immolation

Add 5 round CD and count as direct damage in relation to Thorns type abilities.

Dazzling Dance

Add 5 round CD.

Moon Dance

Add 5 round CD.

Primal Cry

Reduce base damage from 10 to 8.

Weakness

Reduce damage & speed reduction from 50% to 25%

Jar of Smelly Liquid

Reduce damage & speed reduction from 50% to 25%

Flash Freeze

Reduce base damage from 30 to 25, Increase CD from 3 to 4 rounds & reduce debuff duration from 5 to 3 rounds.

Barrier Projector

Increase CD to 5 rounds & decrease base reduction from 15 to 10.

Ironskin

Increase CD from 4 to 5 rounds.

Magma Trap

Reduce duration to 5 rounds & on expiry does not cause damage or stun.

Snap Trap

Reduce duration to 5 rounds & on expiry does not cause damage or stun.

Powerball

Each use provides 5 round 20% speed buff.

Nature’s Ward

Add 4 round CD.

Wish

Use the same healing mechanics as Consume Corpse based on power instead of HP.

Demolish and similar 50% hit abilities

Add debuffs when these type of abilities miss such as increased damage, stunned, reduced damage done etc

Stone From

Reduce base healing from 45 to 30

Blizzard weather
Reduce damage buff from 25% to 15%.

Underpowered abilities:

Slither

Increase CD to 4 rounds & increase speed debuff to 3 rounds.

Counterstrike

Reduce CD by 1 round.

Uncertainty

Change 100% crit to be team wide and remove hit chance reduction.

Unstable Engineering

Change duration to 3 rounds, add 3 rounds CD and remove hit chance reduction.

Omni Pummel

Increase base damage from 6 to 7.

Accuracy

Increase duration from 4 to 7 rounds.

Rake

Increase base damage from 15 to 20.

Consume

Increase base damage from 12 to 14.

Sticky Web

Increase debuff duration from 2 to 3 rounds.

Brittle Webbing

Increase base damage from 10 to 15.

Going Bonkers

Increase CD to 4 rounds and increase buff duration to 3 rounds.

Confusing Sting

Increase proc chance of extra damage from 10% to 30%.

Tentacle Stab

Increase proc chance 30%.

Overcharge

Increase buff duration from 2 to 3 rounds.

Raise Dead/Mass Ressurection

Increase rezzed HP to 15%.

Cute As A Button

Increase buff duration to 4 rounds.

Caw

Increase critical chance buff from 50% to 75%.

Reanimate

Change to same as Hibernate etc.

Void Portal

Reduce base damage taken from 20 to 15.

Bend Time

Allow ability to reset CDs correctly

These changes would not remove OP combinations or better pets from emerging but would certainly balance the playing field and create an environment of experimentation.

Edit: Added Blizzard weather change

2 Likes

For sure. It was ok on Tinytron with its low power, but not on Anomalus.

New weather makes it too strong. Agreed.

This gopdamn ability should have been nerfed long time ago. I remember blizz nerfing Graves and promising to keep it under control. Bigots.

There isn’t a problem right now, since Vaultbot is a low power fella, but what if they release a 325+ power pet with this ability?

I would say to 20% or 15% would be enough.

1 Like

In certain cases, I doubt the flavour could be sacrificed for QoG, and some details would differ to me, but I appreciate your effort. :slight_smile:
And will keep repeating it but I just wish there were clear standards to adhere to in the first place.

What do you think about Slicing Wind and Triple Snap? I think I would make them more weighted towards the middle e.g. 14+10+6 or 12+10+8. Some multi-hit moves are already weighted such as Omnislash and Egg Barrage.

Speaking of barrages, the additional hits of Bone Barrage and Banana Barrage don’t respond to hit modifiers, while those of other barrages do.
In general, while their various hit chance, number of attacks, and duration make for some diversity, it is not easy to measure their power because of that.

There’s also this eternal contrast of Flurry vs other speed-driven multi-hit abilities. As a reminder, because you can’t miss against a bubble or barrier, and the former ability includes an accuracy check, these defensive means are always broken. I do not know whether I want it to be extended or not though because of the sheer number of these skills.

The Ray of Hope mentioned in another thread can turn into a Ray of Nope very fast, especially with #Sunny Day# lasting 9 rounds. The baseline value (18*3) is B-class in itself let alone during the weather. The backline values might need to be reduced to 14 at most.

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