#Possible Daffodil buffs

1 messages · Page 1 of 1 (latest)

solemn latch
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Daff is a very interesting character with diverse mechanics on her kit, but, with the evolution of the game, she is become less performing as the sole dps of the team, and is normally dependent on staking during a long stage.
I wanted to propose some possible changes to help her be more competitive in the current climate.

  • Make so her 1 Cost inflict Vulnerable to all enemies with Leap (when you sacrifice his leap you are not using it on the 3 cost, that will target the lowest health enemy, but this may not be the front row one, wasting the Vulnerable application)
  • Give her Final Damage staking on the 3 Cost, not only base damage, possibly with a cap for it (the base damage increase is nice for early game and some basic mobs, but is a lot less impactful for late game and bosses, where the STR scaling will make more of an impact, making her a lot more reliant on her exalt cards to perform)
  • Possibly upgrade the 4 Cost variant of her exalt card, it is the most costly but the damage increase and scaling is not that much bigger than the 2 cost, and has no secondary interaction with poison and counter, that normally expand the potential damage of those cards in a significant way.

Some extra points:
#1479040225685798932 message

Some Daff players have opinions or further suggestions to add?

white fiber
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Daff rouse should put a thousand mirage in hand instead of insight pray

solemn latch
tiny zenith
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Hello there, Daff player here 👍🏻

There’s basically two archetypes of Daff teams at the moment which revolves around counter and poison stacking.

Counter: 24/horla/Gdoll/Daff
Poison: Xu/Winkle/Thais/Daff

  • Counter requires +4 ‘24’ in order to work at end game levels. - Poison requires Xu as its activator as do all poison teams atm

  • Both teams relies heavily on 2 or more animus generators as daff is too OE reliant. Also her being locked to certain awakeners with huge investments… makes her not seeing much play.

oblique olive
tiny zenith
tiny zenith
# solemn latch Daff is a very interesting character with diverse mechanics on her kit, but, wit...

In addition:

  • Her rouse seems very expensive for what it does, at 3-cost but it really does little. It doesn’t add anything significant.
    It’s typically ignored by Daffodil players.

If insight is designed to interact with her, it seems negligible at E3 for her to just gain 1% of her atk in strength and 2 animus. That is a weak E3 and numbers needs to be buffed/changed.

  • While I do agree that her 3-cost damage needs to be buffed, I believe the problem is a lot greater than just damage itself
  1. The 3-cost is expensive and it competes with thousands mirage, we can only get so much animus. This card does nothing except to kill mobs in trash waves to gain permanent crit. It is ignored for the most part otherwise for both counter and poison archetypes.

  2. It is very difficult for her to benefit from the critical rate boost after kill in end game.

Maybe what can be changed is to let counter/poison count as last hit for daff to receive her bonus crit.

  • 4-cost thousand mirage daffodil isn’t even possible to be played. The card is horrible for a 4-cost and how is someone supposed to get 12 animus to play 3 cards in one turn?

Let’s say you can get 12 animus.. you will play the 3 cards and nothing else. The whole mechanic needs to be changed.

Perhaps the stats can be buffed and prepare can be added. Or other interesting interactions with let say number of “insights” played to reduce cost/add power.

oblique olive
tiny zenith
dusky token
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@manic cradle - The issue is more that Arc 2 was designed to restrict and scale down Daff + Horla interaction.

But now that the enemies are a lot stronger, this interaction isn't OP anymore.

My issue isn't so much that Daff is weaker, its that the enemy designs do not allow gameplay like Daffodil anymore.

I cannot oe gDoll multiple times to build up damage amp on my team. If I try to do this the enemies are just unrelenting attacking and will kill me. The new game design effectively shuts out build up to a condition team comps.

The new game design is all about kill a mob unit fast with Pollux or Kathi or Mouchette on turn 1 or 2...or play 1k+ shield with gMurphy on turn 1 or 2.

If I were to try and run gDoll and Horla in the same team now, I don't have enough health and the enemies kill me while I am "slowly" building up aliemus.

The game has gotten a bit dumbed down now. You either smash really fast and hard or shield really big. Covenants are practically always 2 or 3 as deathres. There is no point in trying to make a well rounded team. The enemies don't allow you to not kill them fast. Turn 6 and you get glazed. This designed killed some types of gameplay styles. I should be able to run a win on Turn 40 comp without being severly punished. Or a comp that doens't need to smash fast or big health+sheild.

tiny zenith
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Day1 of asking devs to look at possible daffodil buffs

tiny zenith
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I skipped a day so day2 of asking devs to look at possible daffodil buffs :/