Personal opinion :
1. Darrion Holy Defender
Removing all Buff/Debuff from both Ally + Enemy is really decent, along with the choice to protect an ally instead of yourself like how the old HD Darrion works (which is to raise defence of a single Ally). However, I still feel it's extremely underpowered in almost all aspects. I'll make a direct comparison to get my point across. Let's take Faye for example, since she's among the closest to having a similar skill-set as the modified Darrion HD.
i) Even Faye HD has Taunt, and Darrion HD doesn't.
ii) Faye could remove Buffs from enemy units too, just like the modified Darrion.
iii) Removing whole party's debuff is freshly new and all, but when compared to having HP Shield, I'd rather take a decent 2-turn HP Shield (Yes, Faye shields for a really DECENT amount of HP) any day than having a skill debuff to my whole party for a turn.
^ To support my claim for (iii), let's list the status effects that we commonly see these days : Poison / Sleep / Stun / Burn / Charm (Pve) / Delay / Silence / Atk Down / Def Down. [Blind is rare]
For status like Poison / Sleep / Stun / Atk Down / Def Down, Yes. It is indeed good to remove the debuffs on these. However, HP Shield could do just as much. It could protect the damage dealt from poison, it protects while you're sleeping / stunned / Def Down. Only in exceptional cases such as Attack Down, which is extremely rare, that Party Debuff outpowers HP Shield.
Let's take it further. Now, as for status effects such as Burn and Charm. Correct me if i'm wrong, but I don't recall Burn being a status effect, seeing that it's usually a ground-targeted skill that you could step away from, thus it's not able to be debuffed (Once again, correct me if i'm wrong here). As for Charm, It's more of a skill rather than a status effect which charms the unit to attack one another, in which the debuff would not be able to debuff as it is applied immediately when the skill is casted. However, having HP Shield actually shields the damage from both these status effects. There's so much situation that HP Shield just triumph over the 1 turn debuff. Also, HP Shield lasts for 2 turns as well.
iv) Full-party HP Shield for a decent amount, or increase defence of a single target at the same CD. I'd rather pick a Full-party HP Shield that has the same CD. Furthermore, if it's to protect a single target, I believe Lucille is able to do a better job with her invulnerability at this rate.
Also, as most people mentioned, I would agree too, that removing Taunt, especially for a class like Holy Defender that usually scales well in PvE, doesn't seem all that decent.
2. Darrion Chaos Knight
Swap remains, Increase in damage, additional effect to delay 2 turns at the cost of taunting. Still fulfilling his role perfectly since he's generally used in PvP. The delay - 2 CD could also be used for PvE such as for bosses that has deadly AoE skills in which most cases, taunt would not be able to protect (E.g. Balthor's almost 1-Hit-KO AoE skill in previous event), thus able to be used in both PvE and PvP situation, as long as it doesn't ''Resist'' delays. Overall improvement and able to fulfil the basic class's expectation requirement and benchmark. However still, it seems a little underwhelming for a Valiant, as he is still somewhat similar in every aspect when compared to Aden. Aden could do just as much, pretty much an equal-standing alternative form of Darrion CK which pulls instead of swapping. Everything else is similar.
3. Freya Dragoon
Improved drastically in all aspects, drastic to the point where Vincent dragoon feels like a 4* Hero. Improvement seems extremely decent (in fact, I rather say Overpowered) as there is an increase in the AoE, Damage, Huge Aoe Stun for 2 turns (0 on Vincent) and to top it off, free Refresh for her to snipe a unit(s) immediately after she jumps in the middle of everyone. Furthermore, the chance of her aura trigger is increased by an additional 5% (which makes it 10% off from Vincent), which also gives her a brand new additional 15% Attack buff for 2 turns if it were to trigger.
This makes the gap between Freya and Vincent totally incomparable. Also, it opens up tons of potential for mages and those alike with huge burst potentials with heavy CD (6CD+) to burst during the 2 turns stun. Similar to Magebane but, seemingly stronger.
Overall, I love the changes, but I personally feel it's a bit overpowered in PvP.
4. Freya Warlord
A beefed up version of the previous. Even added an additional effect which buffs the entire party's attack, befitting of a Warlord. I like.
However, my suggestion would be to increase the trigger rate by a slight amount, maybe up to ~ 50% to be fair. Not too high as well, as her skill buffs the Attack of the entire party which would throw off the balance of damage if the trigger rates were buffed to an extreme amount.
Reasoning why :
Stats-reliant Trigger Heroes, such as Critical Archer triggers has an overpowering 75% Critical cap to trigger at a staggering 95% rate to trigger for 75% damage + stun [GR Kane] , 70% damage + Knockback [GR Cybella] and 100% [GS Cybella] Damage Respectively.
Take a sample of 100 attacks of 1,000 Damage dealt by triggering a Dummy beside, assuming if the chances of the probability triggering were the exact figure as shown. Take both Freya and GS Cybella for example, as they're both trigger for pure-damage. Assume a situation where it is a One-Sided Trigger, where Freya and Cybella triggers a single Dummy to attack for 100 times, and assuming Critical cap is achieved by all trigger archers.
- Freya would trigger the Dummy 40 times for 1,200 damage [120%]. That's an effective 48,000 Damage in total by trigger.
- Cybella would trigger the Dummy for approximately 71 times [75% chance to crit that triggers an attack at 95% chance = ~ 71.25% chance to trigger) for 1,000 damage [100%]. That's an effective 71,000 Damage in total by trigger.
Even GR Kane would trigger for approximately 71 times for 750 damage [75%] with an effective total damage of 53,250 with an additional Stun to the target.
This is all excluding the fact that the triggering effect works both ways (or more) if it were to be placed next to another trigger unit, which triggers one another [Cancer team] which works wonders with higher probabilities. The trigger-rate and damage potential, even after having buffed with attack buff on her modified version would bring her up to GS Cybella's standard at best. And to top it off, Cybella isn't even a valiant. Having ranged advantage is also a plus, but I wouldn't want to touch on it so much as melee units have their own advantages as well [Durable, Cleave, etc.]
5. Shizu Magebane
Overall seems OK, living up to the name of Magebane, debuff Magic by 40% which makes Mages deal less DPS and making everyone more vulnerable to skill damage at a bigger AoE with a shorter cooldown. Damage scales well as there is a decrease in the cooldown, and stun became 66% chance rather than 100% at the cost of a larger AoE + lower CD, I believe it's only fair to have such reductions. Overall seems more viable and flexible than the previous Magebane.
However, considering most mages have 6-CD, the debuff wouldn't be as useful if the mages were to cast their skills before Shizu does. Also, taking into consideration the changes with Freya Dragoon, to make a direct comparison, they both have 6 CD but Shizu only have a 66% Chance to stun while Freya Dragoon is certain.
The Refresh and Magic-Debuff could cancel out each other.
They both have similar stun-aura, one with trigger while the other one with attack buff and a higher stun-rate.
With Shizu having only 66% chance to stun, this is to show that one valiant is out-powering the other. Either Freya Dragoon needs a slight nerf or Shizu Magebane needs a slight buff.
Aura is just a beefed up version of the previous. Seems fair enough, as it's still an effect-trigger (Stun upon Trigger). At most, I would suggest the aura trigger rate to be increased to 40% chance to trigger to live up to GR Kane's standards (Crit-Based 75% > 95% + Stun upon Trigger). Reason > Same justification as Freya Warlord above. Everything else is fine.
6. Shizu Assassin
Decent changes. Having changed the skill's damage source from Critical to Attack increases her potential damage as the crit caps at a specific amount in percentage [75%], rendering any additional crit values to be in vain except for skill damage in the past. Stealth on previous Shizu wasn't all that useful as the targeted unit, usually a boss, is stunned for 2 turns, thus, already mitigating the damage taken (if any), unless the boss were to Resist the stun. However, having to Amplify the damage taken by the boss is a whole new buff that significantly improved the assassin, especially since it's used for bossing [Raid boss etc.] where the entire party focus-fire on that specific boss (or body part), increasing the overall damage dealt by the entire party. Passive is great enough as it is. Overall a great improvement.
7. Kane Gunslinger
Decent addition to the skill. Ability to silence aura could work in specific situations where even stun could not go againsts (e.g. Sven's pet trigger / Tanker's protection aura). Skill is good enough as it is.
Aura, however, I believe should be improved as well. Once again, the same explanation as Freya Warlord's post, having a fixed trigger rate at such a low proc-rate without any additional effect is rather underwhelming, especially for a valiant. GS Cybella is still the better choice since
1. She could still sleep an enemy for 2 turns, works similarly to stun (except waking up when taking damage).
2. Same skill Cooldown
3. Triggers for a much much much higher rate than GS Kane. Getting a 75% Crit cap is only a matter of time, and it's steadily increasing in attainability with the appearance of new equips which gives decent stats and effects (Guild raid set for example).
4. She even triggers for the same damage as Kane does, @ 100% Damage at a much higher proc rate.
5. For Cybella, rather than ''Alternative'' to GS Kane, I'd rather say GS Kane is the alternative to GS Cybella. I rather use GS Cybella than GS Kane in every situation even with the addition of the new aura-silence, since the trigger rate of Cybella totally out-triggers GS Kane hands down. I believe, in most situations in pvp, higher possibility to triggering a killer machine (Sven / Nadia) is better than the ability to silence a single enemy's aura that's stunned eitherway.
6. They're both Ranged units, so there's no class-based bonus such as having cleave or whatsoever unlike the comparison between Cybella and Freya. In this case, both are rangers and could be compared side by side, in which Cybella outpowers Kane.
7. The one and only advantage that GS Kane's Aura actually has over GS Cybella's Aura is having the ability to pump Attack instead of Critical to deal significant damage since the trigger is a flat-rate trigger, thus allowing the GS Kane to achieve higher damage than Cybella to trigger. Even so, Archers rely on heavy Crit to deal decent damage, thus making him less effective even with a full-attack build if he has extremely low crit rate. Furthermore, even at his own game, Nadia seems to be doing a much better job in terms of attack than GS Kane in most situations, easier to limit break and even triggers back for a higher damage at a much higher rate when an opponent goes down.
8. Kane Sharpshooter
SS Kane seems interesting enough. Fully buffed into attack and even added an additional 3 turns stealth. Definitely fulfil his role as a sharpshooter / sniper. An even stronger Nadia. Overall expectation of SS Kane : What I expect is what I get. A powerful selfish aura with selfish skill sniper. Extremely well done. Could potentially 1-Hit-KO most units which are not guardians, and that's excluding any triggers that may trigger him again to do so. Could potentially snipe summoners before they summon.
9. Lucille Archbishop
Cooldown reduction, everything that she'll ever need to compare to her other self, the overused but understandably why, Inquisitor. Extremely decent and also better than Holy Defender Darrion which was mentioned above in ''1. Darrion Holy Defender'' at a lower CD + Invulnerability + Heal + Debuff rather than a mere Defense Up.
10. Lucille Spirit Walker
She's definitely walking down a brand new spiritual path here (Pun intended). Decent AoE amplify with low CD, works as a set-up for a great damage dealer to burst and even gives Haste to a specific unit which would bring light to various teams and strategies from here on. Definitely a class that could change the way PvP works if used correctly. Time to make SW Lucille ~
Last edited by FrigidFear
on Thu May 25, 2017 2:11 am, edited 1 time in total.