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They promised Kryla (and co.) revamp will be in this August and we have yet to hear further info when they will deliver it. This only makes my brain wonder what a perfect Kryla could be.
So here's some of them that has been floating in my mind
1. Introduce new brew for light and dark
Call it Lumino-abyss Brew. This will complete Kryla elemental coverage to 8 elements.
2. Enhance the base brew potency
Increase the imperil from 50% to 70% or 75%. That will make her brew kit relevant in 7★ era.
3. Make the brew more potent: Enhance Cataclysmic Brew
Let's all brew potency and duration enhanced after casting Cataclysmic Brew:
- Effect duration: 3 turn -> 5 turn
- Effect potency:
- 120% imperil for 1 turn
- 100% imperil for 3 turns
- 85% imperil for 5 turns
- Additional effect: Increase resistance against specified element imperil by 50%
4. Introduce new skill to deal with imperil
Cure all element imperil for all allies and increase resistance against all element imperil by 100% for 5 turns
Make it as a new CD, unlockable by Dark Anathema, or even put it as an additional effect on her LB (since her LB is basically useless nowadays)
5. Boost Witchcraft / Witchcraft accessability
Witchcraft should be able to cast whatever Witchcraft can cast atm. (Hello turn 1 Nullifying Chant break)
Witchcraft will make her able to do triple cast of whatever current Witchcraft can cast now. Make it available for 1 time on turn 1. The rest should be activated with usual Dark Anathema.
6. Increase Jinx - Anti-Defense/Offense Pot potency
From 74% to 79% or 84%
7. Revamp Hex mechanics
The problem with Hex is it requires the target to be susceptible to ailments. Almost all of the bosses have full resistance against ailments. Hence, it is a silly damage mechanics. Hex shouldn't deal damage if the target is susceptible to the ailments, but it should deal damage because the target resist the ailments.
The proposed number are:
- Hex Eye: 10,000 dmg per-ailment -> 0.2% HP per-ailment resisted (i.e. 1.6% HP per turn for 3 turns on bosses)
- Wicked Eye: 20,000 dmg per-ailment -> 0.3% HP per-ailment resisted (i.e. 2.4% HP per turn for 3 turns on bosses)
- Cursed Eye: 50,000 dmg per-ailment -> 0.6% HP per-ailment resisted (i.e. 4.8% HP per turn for 3 turns on bosses)
- Eye of Doom: 150,000 dmg per-ailment -> 1.5% HP per-ailment resisted (i.e. 12% HP in a single turn on bosses)
This way, Hex will do considerable damage with respect to HP proportion, but still won't deal damage as high as top-tier finisher/chainers. And with the restriction of stronger ones locked behind CD/LB, it won't be game-breaking. But it's still useful if you want to fine-tune the HP shaving so that you can burst right before HP threshold occurs.
What do you guys think? I'd be happy if one, or some of these will happen in the revamp.
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