Quote from foreignreign;506302:
Brace yourself, because I have a lot after all the mind-numbing trans runs I've done. But at least they're organized neatly for easy reading.
Fiona:
- Remove Heavy Stander Counter and replace it with Heavy Stander "Deflection." Instead of using the move after HSing, you use it before a smash and it keeps Fiona's relative position (ie: no knockback) but does no damage. Costs ~10 stamina to use (on top of HS's stamina cost). Window for the skill would be short (maybe equal to the length of Slip Dash at most). The skill could also maybe put her into a position like Perfect Guard does (although I think even just letting Fiona Blossom Blow/Orchid Strike after a deflection would be more than enough).
- Give Fiona an actual running charge skill that looks like the Heavy Stander Counter run. Can be activated by hitting Guard then the down direction. Runs faster than regular sprinting but costs 1.5~2x as much stamina. Also, add a new combo that Fiona can use out of this charge, like a running charge -> R and running charge -> LR combo, and let her use her SP: Shield Charge straight out of her running charge after running a certain distance (without the initial "cast" animation of her raising her shield). Make it so that if Fiona does SP: Shield Charge this way, the damage is increased.
- Make Shield Bash a small shield-only skill.
- Give a new SP skill for large shields that'll allow Fiona to block any attack and she also won't be moved back by anything while in Heavy Stander. Make it wear off after x amounts of hits blocked with HS.
Hammer Fiona:
- Limit Butterfly Swing to 3~5 swings. Make the damage of each successive swing diminish instead of a static number (ie: if first hit is ~.2 percentile, then next is .17, third is .14 etc.)
- Make a fully charged Stigma deal much more knockdown.
Sword Fiona:
- Move the Ivy Sweep Kick to after Amaranth Kick instead. Increase the damage of the Ivy Sweep kick and maybe lower the damage of Amaranth Kick.
- Remove the shield bash from Ivy Sweep, increase the damage of the sword slice, and add a second sword slice.
Going point by point...
Heavy Stander 'Deflection' really brings no benefit here at all, and takes away one of Fiona's best positional assets. If I want to keep my relative position, I'll use a large shield.
So Fiona gets punished for having an actual run smash? Last time I checked Evie and Karok have one of those with no penalty at all. The idea of having some kind of running smash is nice, however.
No idea why shield bash would be small shield only. That's basically handicapping for no reason again.
Why would you need an SP skill for what large shields already do? Nothing moves you back now, and it 'wears off' when you run out of stamina. Having a redundant SP skill takes away from something more useful, like shield charge.
Not liking the hammer rebalances at all. Having a 'spin2win' deal gives slashing high a purpose, which it desperately needed as it was beyond useless before. Also, limiting the number of swings on butterfly is just ridiculous. As for Stigma, no need to have fully charged add knockdown damage since you'll never be able to get one off consistently anyway.
I can almost see moving Ivy to after Amaranth working, however I cannot see the second bullet point being practical.
Finally,
Quote from ThatNerd;506551:
Fiona:
-I want fiona's roll removed, >:(
-butterfly to be downed to only 2-3 consecutive hits
-Ivy sweep changed into only a roundhouse kick (.160 percentile maybe?) and an uppercut kick after it (.145?)
-Higher amaranth damage (maybe add another 1-2 consecutive hits)
-make blossom's 2nd and 3rd hit more damage and faster
-Shield charge increases in damage by 1.5x (swords only)
Other than that, I don't think she needs any charging/dodging skills.
This sounds more like an angry sword user than anything. Also, removing Fionas roll? I'm not really sure what to think now, and am leaning towards deciding you are a troll.