These days, TS Vella does have a good kit and nice survivability... Although the kit is diverse, a lot of inconsistensies, alongside recent updates, have made TS Vella less viable and efficient, as well as lagging behind more characters.
I already have a few points I can think of:
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Why is Cross Stance cancel still the same button as grab? Of all her controls, this is one of, if nothing else, the most unpredictably punishing control there is. Because the key is same as grab, it means that if I press space to stance but cancel it before she stances, she just does a grab and becomes fully vulnerable during grab animation. Have the Cross Stance cancel on Q that isn't used on Vella, or even Tab that's not used on TS.
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With the more bosses being intrduced, there is the introduction of more counter inconsistencies these days. Here are a few examples with more recent bosses:
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Taros and Bres: both have a "puddle" attack, where a certain aoe remains on the floor and can inflict damage multiple times. Taros puddles can be cross-cut, but not Bres's.
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Neamhain, Balor, Brigid, Laura, and Spinos: Each have mine-like moves, where a blast aoe from the floor occurs.
Neamhain herself being inconsistent about it, where her spin attack mines can't be countered, but her mine throws (both small and large left/right ones) are counterable.
Balor's can be countered.
Brigid's can't be countered.
Laura's can be countered.
Spinos' are also inconsistent. The boulders attack can be cross-cut from the edge. The H+ beam attack's mines can't be cross-cut from center, need to move a little (makes it confusing). The 1x blast (2x blast after his sandstorm cutscene) can't be x-cut. -
Taros, Eisen, Emmett, Bres, Spinos: Each has projectile attacks, and Vella has a deflect skill allowing projectiles to be returned to the enemy.
Taros orbs during giant phase are all deflectable.
Eisen's projectiles during Dullahan/Sword-shield phases can't be deflected.
Emmett's orbs can be deflected (Both normal and H+, and man is it satisfying)
Bres' orbs can be deflected.
Spinos' can't be deflected. -
Jarnir and Sreng: ... For some reason, these 2 have melee attacks that can't be cross-cut.
Jarnir's H+ giant sword slam can't be cross-cut directly, so you need to slide away from it to be able to x-cut.
Sreng's jumps at bar 7x (8x if H+) and after 5x's scream can't be x-cut when he lands. -
Irusan: The lines she leaves on the floor at half 9x, half 7x, and half 4x... self-explanatory.
I'm certainly missing more, but that's most of the annoying ones in my opinion... Meanwhile block counters have it easy blocking all of these.
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So yeah, with enough experience she survives well and can attack constantly... But now her damage is more and more underwhelming with new characters and utility updates, despite it being already the case compared to other counter characters' performances. Especially for someone who constantly uses SP, just saying.
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Sort of related to above point, TS Vella is leaning towards being at a disadvantage of "having to wind up" to become more damage efficient, where she starts off slow and weak without Blade Heart. Getting hit gets even more annoying as it just temporarily weakens her whole kit, and can reduce her damage output significantly. And the timer on Blade Heart in general is just not helping in current bosses, since we have to recoup the effect each time there's a cutscene, the boss becomes invincible, or out of reach for over the duration of it. Vella's only, or one of the few, character[s] this way, most other characters don't have this sort of down time.
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Provide TS Vella a dash active like newer characters, she always needs to run or spam dodge when running after bosses...
Those first ideas would be appreciated changes, outside of only damage adjustments, to make Vella more consistent and enjoyable. Open for ideas from other players in case I missed big details!
Other points:
6. Vella is still bad with lag.
7. Give Vella Taunt.


Vella does have fish lips, atleast compared to other chars -






