A Critical Evaluation of 28/04/16 S1 Legendaries Balancing™
Apr 30, 2016 8:49:00 GMT -8
zakeru likes this
Post by Neo on Apr 30, 2016 8:49:00 GMT -8
A Critical Evaluation of the 28/04/2016 S1 Legendaries Balancing™
There have been a lot of talks going around with regard to the S1 legendaries balancing.
Lets take a closer look at how the legendaries are ranked now after the changes.
After which, I will be adjusting the legendaries rankings in my guide:
soccerspirits.freeforums.net/thread/52/guide-ranking-legendaries-build-schedule
Updated Legendaries Rankings:
[Jin]
Before Change:
Active Block: Decreases the inflicted damage from a shoot by 60%.
Serenity: Decreases the inflicted damage by 30% and increases critical resistance by 30%.
After Change:
Active Block: Decreases the inflicted damage from a shoot by 40% and increases the critical resistance by 30%.
(Cooldown: [20 min. → 10 min.])
Serenity: Increases critical resistance by 30% and defense by 30%, and decreases incoming damage by 30% when positioned in a goalkeeper position.
Obvious Observations:
Evaluation of Jin PvP Performance:
Evaluation of Jin PvE Performance:
Does Jin deserve a recall?
Jin holds the GK role and the changes to his skills enhance this role.
So, the answer is no, Jin does not deserve a recall.
Instead Jin needs more buff to his GK role to make him worthy of a legendary GK status.
However, such buffs should be carried out with PvE considerations in mind that PvE content can still be cleared reasonably after the buffs.
Summary:
Jin value as a GK has gone up but Jin value as a totem in other lines have gone down.
His PvP ranking has gone down due to the fact that a huge portion of his PvP value comes from his use as a critical rate debuff totem for other GKs.
As a PvE/PvP GK, Jin has never been the best and will still not be, after his buff in the GK position.
As for PvE rankings, Jin still ranks low as other self heal GKs are the leading choice of PvE GKs.
The balancing has not been able to assert Jin status as a legendary GK but instead, nerf his ability to perform as a defender.
PvE/PvP rankings among the legendaries ~ ↓ ↓
[Metatron]
Before Change:
Mercy and Insanity: Decreases the MAX HP of the enemies by 30% and reflexes by 30% within the position
Devil’s Whisper II: Decreases the action bar of all enemies by [20%] with an attack.
Angel’s Light II: Recovers the team's HP by 15% and action bar by [15%] when attacked.
After Change:
Mercy and Insanity: Decreases the MAX HP by 25%, reflex by 25%, and attack power by 25% of the enemies within the position.
Devil’s Whisper II: Decreases the action bar of all enemies by [10%] with an attack
Angel’s Light II: Recovers the team's HP by 15% and action bar by [10%] when attacked.
Obvious Observations:
Evaluation of Metatron PvP Performance:
Evaluation of Metatron PvE Performance:
Does Metatron deserve a recall?
The answer is yes.
But the question is, who to recall her for?
Metatron high reflexes and HP heal still makes her the ideal CM in PvP.
So it is a very sticky & unhappy situation that Bigball had put Metatron owners in.
Summary
Metatron was already rendered less useful in PvP with the AB recovery CAP of 80%.
Now, with the nerfs, her value goes down even further.
But the question is, are the nerfs capable of dethroning her as the best PvP Legend, in terms of reflexes, heals, reflex debuff etc.
She is probably still the #1 PvP legend even with the major nerfs on her.
PvE/PvP value ~ ↓ ↓ ↓ ↓ ↓
PvE rankings among the legendaries ~ ↓ ↓ ↓
PvP ranking among the legendaries ~ #1 → #1
[Baltheon]
Before Change:
Active Pass: Recovers the target’s action bar by 100% and increases the pass effect the target receives by 80% and the target’s critical damage by 40%.
Perfect Balance: Increases the attack power and pass by 30%.
After Change:
Active Pass: The designated target recovers 100% action bar and gets 80% increased pass effect, 30% increased critical damage, and 20% increased critical rate.
Quick Planning: Increases the action speed by 30% and pass by 30%.
Obvious Observations:
Evaluation of Baltheon PvP Performance:
Evaluation of Baltheon PvE Performance:
Does Baltheon deserve a recall?
This is tricky.
All of Baltheon's reworked passives receive a nerf & in turn, a buff of some sort.
So probably not deserving of a recall.
Summary
Baltheon's legendary role used to be very clear.
He has always been used as the best PvE OHKO assist.
To nerf his critical damage on active pass by 10% on the pretense of making his skills more suitable for an 'assist' is hypocritical.
His legendary value has definitely dropped but the question is, are there any other assist better than Baltheon for OHKO strat?
Baltheon is probably still the best OHKO assist until s2 assists with critical damage in their active pass gets their EE.
PvE value ~ ↓ ↓
PvP value ~ ↑ ↑
PvE rankings among the legendaries ~ #1 → #1
PvP ranking among the legendaries ~ ↑ ↑
[William]
Before Change:
God of Fire: The attack power is increased by 50%, critical rate by 50%, and penetration by 30% when holding the ball.
Passion: Recovers the action bar by [40%] with an attack (Recovers the HP by 40% first)
After Change:
God of Fire: Increases the attack power by 50% and critical rate by 50% with a shoot or a steal.
Passion: Recovers the action bar by [35%] with an attack (Recovers the HP by 40% first)
Obvious Observations:
Evaluation of William PvP Performance
Evaluation of William PvE Performance
Does William deserve a recall?
First of all, the nerfs directly affected and lowered his capabilities as a striker.
Both his PvP and PvE performance has dropped significantly due to the 30% lowered penetration power.
He might still be worthy of a legend status but the level of performance drop, both PvE & PvP, does qualify him for recall.
Summary
Even after the nerfs, William is still worthy of being a legendary striker with his higher critical rate and damage output.
His performance as a striker has dropped in both PvP and PvE.
He did become a stronger stealer with the 50% increased attack power/critical rate as compared to before.
However, that's outside of his role as a striker.
Overall, the patch has managed to nerf William down from the GOD status but not down to the ground.
PvP & PvE value ~ ↓ ↓
PvP & PvE rankings among the legendaries ~ ↓ ↓
[Valkyrja Beth]
Before Change:
Active: Recovers the action bar of the whole team by 40% (20 min CD)
Goddess of Battle II: Increases the critical rate and reflex by [25%] within the position for 10 min with (Accumulated up to 3 times)
Charge!: Increases the attack power by [60%] and recovers the action bar of all allies by [15%] with a penetration.
Strong Faith: Increases the attack power by 40% and decreases the incoming damage by 40% [when you have the ball].
After Change:
Active: Recovers the team's action bar by 30%. (Can be activated after 5 min into the match), (CD: [20 min → 8 min])
Goddess of Battle II: Increases the critical rate and reflex by [20%] within the position for 10 min with [an attack] (Accumulated up to 3 times)
Charge!: Increases the attack power by [80%] and recovers the action bar of all allies by [10%] with a penetration.
Strong Faith: Increases the attack power by 40% and decreases the incoming damage by 40%
Obvious Observations:
Evaluation of Beth's PvP Performance
Evaluation of Beth's PvE Performance
Does Beth deserve a recall?
Similar to Metatron, Beth nerfs were all on her AB skills.
The nerf was over the top & nerfed her three-fold, on her strategic AB sides, mainly:
If you think Willian's nerf was bad, Beth's nerfs were worse.
So Beth definitely deserves a recall here.
Summary
RIP Beth.
Enough said.
Beth does get a funeral bouquet, in the form of permanent 40% DR and 40% attack power, from Bigball
PvP & PvE value ~ ↓ ↓ ↓ ↓
PvP & PvE rankings among the legendaries ~ ↓ ↓ ↓ ↓
[Leventor]
Before Change:
Overwhelming II: Decreases the critical rate and reflexes of the enemy by 30% within the position
Cold Heart: Increases the penetration power by 25% for 10 min with an attack (Accumulates up to 3 times)
Summoning Hades: Increases the attack power and the critical rate by 50% when you have the ball
After Change:
Overwhelming Presence II: Decreases the defense by 30% and reflex by 30% of the enemies within the position.
Cold Heart: Increases the attack power by 70%
Summoning Hades: Increases penetration by 30% and critical rate by 50% with a shoot or a steal.
Obvious Observations:
Evaluation of Leventor's PvP + PvE Performance:
Comparison of Leventor vs William: Who's Better Now?
This brings us back to the comparison I've done earlier:
soccerspirits.freeforums.net/thread/175/objective-comparison-william-leventor
The only change now is, quoted from the thread, with the comparison, we can see that:
It's up to you to judge who's better now
Summary
Leventor is one of the legends who got mainly buffs and became stronger.
Penetration power is a very important stat for a PvP striker.
The pen. power advantage over William
AND
The rise of Lucians/Zibrois/Isillia & the fall of Jin/BT definitely propels Leventor to become the #1 PvP striker.
PvP value ~ ↑ ↑ ↑
PvE value ~ ↑
PvP ranking among the legendaries ~ ↑ ↑ ↑
PvE ranking among the legendaries ~ →
[Bell]
Before Change:
Unavoidable Destiny II: Increases the attack power by [80%] and decreases the inflicted damage by [30%] for 1 min with an attack (Accumulates up to [3 times])
After Change:
Unavoidable Destiny II: Increases the attack power by [70%] and decreases the inflicted damage by [20%] for 1 min with an attack (Accumulates up to [2 times])
Obvious Observations:
Evaluation of Bell's PvP Performance:
Evaluation of Bell's PvE Performance
Does Bell deserve a recall?
Hell yeah.
Nerf to only one skill and it already hurt her to the core.
Her performance to survive in PvE as an infinite player has dropped significantly.
Summary
For Bell, it's very straightforward. Big nerf, no buffs to her skills. Just, pure nerfs.
I would say Bell and Beth are the most nerfed legends based on what they are used for, hitting PvE strategies hard.
Metatron was also nerfed as badly but Metatron is not used in PvE that often.
PvP & PvE value ~ ↓ ↓ ↓ ↓
PvP rankings among the legendaries ~ ↓
PvE rankings among the legendaries ~ ↓ ↓ ↓ ↓
[Shu]
Before Change:
With Penetration:
With an attack:
After Change:
With Penetration:
With an attack:
Obvious Observations:
Evaluation of Shu's PvE and PvP Performance
Does Shu deserve a recall?
The nerfs looks seemingly low.
Most people would think that he would not qualify for recall I guess.
So do I.
Summary
Shu is barely noticeable by most people anyway.
His nerfs are all hidden from the attention and few people bothers about him.
And Bigball is confusing everyone about his nerfs by giving him a team HP and defense totem.
Poor Shu.
PvP & PvE value ~ ↓ ↓
PvP rankings among the legendaries ~ ↓
PvE rankings among the legendaries ~ ↓ ↓
[Khirel]
Before Change:
Fatal Blow → Absolute March: Increases critical rate by 60% with a penetration
Song of a Knife: Increases the inflicted damage on the target by 75% with a penetration
After Change:
Absolute March: Increases the critical rate by 50% and counterattack resistance by 35% with a penetration.
Song of a Knife: When being attacked or penetrating, the target receives 50% increased damage.
Obvious Observations:
Evaluation of Khirel's PvE performance:
Evaluation of Khirel's PvP Performance
Summary
Khirel received mainly buffs and a minor damage nerf.
His damage loss in his role as a PvE line breaker can be slightly significant.
But there are other strategies available such as forward pass etc.
Hence, overall, he is definitely not going to be considered for recalls.
PvP & PvE value ~ ↑
PvP rankings among the legendaries ~ ↑ ↑
PvE rankings among the legendaries ~ →
[Duke]
Before Change:
Active [Penetrate]: Increases attack power by 80% for each target
Infinite Area: Increases penetration power by 50% and decreases the inflicted damage by 50% with a penetration.
After Change:
Active [Penetrate]: Increases attack power by 80% and reflex by 30% for each target (Cooldown: [15 min. → 8 min.])
Infinite Area: Increases penetration by 50% and decreases incoming damage by 50%.
Summary:
It's very straightforward for Duke. Buffs, buffs and buffs.
Active CD reduction, reflexes buff to active, permanent 50% pen. power and damage reduction.
PvP & PvE value ~ ↑ ↑ ↑ ↑
PvP rankings among the legendaries ~ ↑ ↑ ↑ ↑
PvE rankings among the legendaries ~ ↑ ↑
Thanks for reading =)
There have been a lot of talks going around with regard to the S1 legendaries balancing.
Lets take a closer look at how the legendaries are ranked now after the changes.
After which, I will be adjusting the legendaries rankings in my guide:
soccerspirits.freeforums.net/thread/52/guide-ranking-legendaries-build-schedule
Updated Legendaries Rankings:
- First of all, the PvE rankings were unchanged from before.
I didn't feel any immediate need to change them yet. Probably needs more time to figure. - About Choi and Duran rankings, previously I rated them too low at 11th and 12th, which is inaccurate.
After few weeks of testing and understanding the new meta, Choi & Duran are definitely the top legends in PvP. - As for Duke vs Bell, Bell still brings more to the table with her slow active, and attack power buff.
People say that Duke with TW is a great mid wall. But I dont have as much problem getting through duke, than Choi.
So we will see in time to come, Duke rankings might be revised again.
- Legendary strikers rankings are generally replaceable by non legendary strikers to assist one in reaching Galaxy League and conquering PvE content.
Hence, their rankings are generally not high, unlike other legendaries which have their own specific uses.
[Jin]
Before Change:
Active Block: Decreases the inflicted damage from a shoot by 60%.
Serenity: Decreases the inflicted damage by 30% and increases critical resistance by 30%.
After Change:
Active Block: Decreases the inflicted damage from a shoot by 40% and increases the critical resistance by 30%.
(Cooldown: [20 min. → 10 min.])
Serenity: Increases critical resistance by 30% and defense by 30%, and decreases incoming damage by 30% when positioned in a goalkeeper position.
Obvious Observations:
- Active block gives 30% more resistance now but with 20% lower damage reduction.
CD reduced to 10 minutes - Defense is increased by 30% but Serenity passive only works when in GK position now.
Evaluation of Jin PvP Performance:
- With the reduction in active block CD, Jin is capable of blocking every active shot from strikers now.
Since its active block CD is shorter than striker active shot CD
*A medium buff - 30% more critical resistance on active blocks brings Jin to same CR level as Lucian on active block
Lucian still has a huge advantage as Lucian CR works all the time
*A minor buff - Serenity not activating outside of GK position nerf Jin value as a defender in other lines.
*A major nerf - PvP value is slightly decreased overall.
Evaluation of Jin PvE Performance:
- Jin is rarely used in PvE since he sucks as PvE GK.
Jin is also rarely used as backline totem in PvE since there are other better options. - The changes to Jin mainly affects PvE content enemy Jin.
So basically, now Jin GKs have all grown stronger.
CoT 4-10, 5-10, CoD 43, 50 have all become harder. - PvE value is increased slightly since Jin is mainly used as GK in PvE content, more than as a totem.
Jin holds the GK role and the changes to his skills enhance this role.
So, the answer is no, Jin does not deserve a recall.
Instead Jin needs more buff to his GK role to make him worthy of a legendary GK status.
However, such buffs should be carried out with PvE considerations in mind that PvE content can still be cleared reasonably after the buffs.
Summary:
Jin value as a GK has gone up but Jin value as a totem in other lines have gone down.
His PvP ranking has gone down due to the fact that a huge portion of his PvP value comes from his use as a critical rate debuff totem for other GKs.
As a PvE/PvP GK, Jin has never been the best and will still not be, after his buff in the GK position.
As for PvE rankings, Jin still ranks low as other self heal GKs are the leading choice of PvE GKs.
The balancing has not been able to assert Jin status as a legendary GK but instead, nerf his ability to perform as a defender.
PvE/PvP rankings among the legendaries ~ ↓ ↓
[Metatron]
Before Change:
Mercy and Insanity: Decreases the MAX HP of the enemies by 30% and reflexes by 30% within the position
Devil’s Whisper II: Decreases the action bar of all enemies by [20%] with an attack.
Angel’s Light II: Recovers the team's HP by 15% and action bar by [15%] when attacked.
After Change:
Mercy and Insanity: Decreases the MAX HP by 25%, reflex by 25%, and attack power by 25% of the enemies within the position.
Devil’s Whisper II: Decreases the action bar of all enemies by [10%] with an attack
Angel’s Light II: Recovers the team's HP by 15% and action bar by [10%] when attacked.
Obvious Observations:
- Metatron has all her 3 passive reworked, mostly nerfed.
- Mercy & Insanity HP and reflex debuff (which is most important in the current meta) nerfed by 5% each.
Attack power debuff totem, does not stack so if you have another attack power debuff totem in line, only one works.
So the buff to this skill is barely useful while the nerf hits where it hurts. - AB decrease skill reduced by 10% while AB recovery skill reduced by 5%.
Evaluation of Metatron PvP Performance:
- PvP performance has to be analyzed from the perspective of:
AB recovery/reduction VS Speed - In the past, both were on equal platforms since you could recover AB to 100%.
In the previous patch, AB recovery CAP of 80% was implemented.
This has already created the disadvantage of AB recovery against speed lines.
Enemy faster mids could all move before anyone in your mid moved, resulting in a huge disadvantage for AB recovery lines. - How badly is Metatron nerfed?
Previously, you will need 5.33 procs to get to 80% AB CAP while now, you will need 8 procs to get to 80% AB CAP.
This can be viewed as a 33% or 50% nerf to Metatron AB recovery capabilities, depending on how you look at it.
A difference of ~3 proc can be life and death and maybe an extra match time of 2~3 mins required.
*A major nerf - For AB reduction, there are two main PvP scenarios:
Metatron vs Metatron:
Old skill will result in a 5% AB reduction when metatron attacks another metatron
New skill will result in 0% AB reduction when metatron attacks another metatron.
Metatron vs the rest:
Old skill will result in 20% AB reduction
New skill will result in 10% AB reduction.
If you look at this from the speed perspective, we can take this as a 10% speed totem nerf which is huge also.
However, this effect is multiplied because it works everytime metatron takes an attack.
*A major nerf - -25% attack power added but 5% HP & reflex debuff taken away
In the current meta, reflex > attack power AND attack power debuff does not stack.
*A minor nerf - PvP value is greatly decreased overall.
Evaluation of Metatron PvE Performance:
- Metatron is also very rarely used in PvE circumstances.
And for the instances that she is used, its mainly for her HP heal and AB recovery.
With her AB recovery nerfed, that means more procs is needed to reach 80% AB recovery CAP.
At endgame PvE, there are only that many hits that a battalion Metatron can take. - Hence, PvE value has gone down sharply too.
Does Metatron deserve a recall?
The answer is yes.
But the question is, who to recall her for?
Metatron high reflexes and HP heal still makes her the ideal CM in PvP.
So it is a very sticky & unhappy situation that Bigball had put Metatron owners in.
Summary
Metatron was already rendered less useful in PvP with the AB recovery CAP of 80%.
Now, with the nerfs, her value goes down even further.
But the question is, are the nerfs capable of dethroning her as the best PvP Legend, in terms of reflexes, heals, reflex debuff etc.
She is probably still the #1 PvP legend even with the major nerfs on her.
PvE/PvP value ~ ↓ ↓ ↓ ↓ ↓
PvE rankings among the legendaries ~ ↓ ↓ ↓
PvP ranking among the legendaries ~ #1 → #1
[Baltheon]
Before Change:
Active Pass: Recovers the target’s action bar by 100% and increases the pass effect the target receives by 80% and the target’s critical damage by 40%.
Perfect Balance: Increases the attack power and pass by 30%.
After Change:
Active Pass: The designated target recovers 100% action bar and gets 80% increased pass effect, 30% increased critical damage, and 20% increased critical rate.
Quick Planning: Increases the action speed by 30% and pass by 30%.
Obvious Observations:
- Active pass lost 10% critical damage and gained 20% critical rate
- Passive lost 30% attack power and gained 30% action speed
Evaluation of Baltheon PvP Performance:
- 30% more action speed vs 30% less attack power.
30% more action speed is not going to make Baltheon faster than IC backline stealers.
*A minor buff - 30% less attack power
Most PvP lines that utilize Baltheon usually use him as a strong frontline stealer
With 30% less attack power, under 1 HP vs 1 HP situation, Baltheon might now get killed instead of killing the backline defender.
*A medium nerf
- 20% more critical rate & 10% lower critical damage in active pass
*A minor buff (PvP)
Evaluation of Baltheon PvE Performance:
- In PvE matches, Baltheon is mainly utilized for OHKO strategies.
With a 10% nerf to his critical damage on active pass, his PvE value has dropped.
*A medium nerf (PvE)
- 30% action speed buff and 30% attack power nerf
*Irrelevant
Does Baltheon deserve a recall?
This is tricky.
All of Baltheon's reworked passives receive a nerf & in turn, a buff of some sort.
So probably not deserving of a recall.
Summary
Baltheon's legendary role used to be very clear.
He has always been used as the best PvE OHKO assist.
To nerf his critical damage on active pass by 10% on the pretense of making his skills more suitable for an 'assist' is hypocritical.
His legendary value has definitely dropped but the question is, are there any other assist better than Baltheon for OHKO strat?
Baltheon is probably still the best OHKO assist until s2 assists with critical damage in their active pass gets their EE.
PvE value ~ ↓ ↓
PvP value ~ ↑ ↑
PvE rankings among the legendaries ~ #1 → #1
PvP ranking among the legendaries ~ ↑ ↑
[William]
Before Change:
God of Fire: The attack power is increased by 50%, critical rate by 50%, and penetration by 30% when holding the ball.
Passion: Recovers the action bar by [40%] with an attack (Recovers the HP by 40% first)
After Change:
God of Fire: Increases the attack power by 50% and critical rate by 50% with a shoot or a steal.
Passion: Recovers the action bar by [35%] with an attack (Recovers the HP by 40% first)
Obvious Observations:
- 30% penetration power nerf when holding the ball
- 50% less attack power/critical rate when holding the ball, only activates during shoot/steal
- 50% more attack power/critical rate when stealing
- 5% less action bar recovery with an attack if you used max passion skill
Evaluation of William PvP Performance
- 30% less penetration power
Shot Damage with active pass might or might not drop depending on your stones substats.
Normal shot damage drops significantly, especially against high damage reduction GKs.
*A medium nerf - Critical rate not affected; still one of the strikers with the highest critical rate like Leventor.
- 50% more attack power/critical rate when stealing
*A minor buff
- Passion nerfed by 5% from [40% → 35%]
*A minor nerf
- Overall, William PvP value has dropped by a medium amount after the nerf.
Until a better penetration power totem gets introduced for him
Evaluation of William PvE Performance
- In PvE, 30% penetration power nerf results in lower shot damage from William against GK with significant damage reduction.
Especially when Elaine is usually used as the front totem while Baltheon used as the assist for OHKO strategy.
William experiences the actual drop in pen. power unlike PvP where he can still get to 100% pen power with luka, silla and stones. - William PvE value drops sharply, much more than his PvP value.
First of all, the nerfs directly affected and lowered his capabilities as a striker.
Both his PvP and PvE performance has dropped significantly due to the 30% lowered penetration power.
He might still be worthy of a legend status but the level of performance drop, both PvE & PvP, does qualify him for recall.
Summary
Even after the nerfs, William is still worthy of being a legendary striker with his higher critical rate and damage output.
His performance as a striker has dropped in both PvP and PvE.
He did become a stronger stealer with the 50% increased attack power/critical rate as compared to before.
However, that's outside of his role as a striker.
Overall, the patch has managed to nerf William down from the GOD status but not down to the ground.
PvP & PvE value ~ ↓ ↓
PvP & PvE rankings among the legendaries ~ ↓ ↓
[Valkyrja Beth]
Before Change:
Active: Recovers the action bar of the whole team by 40% (20 min CD)
Goddess of Battle II: Increases the critical rate and reflex by [25%] within the position for 10 min with (Accumulated up to 3 times)
Charge!: Increases the attack power by [60%] and recovers the action bar of all allies by [15%] with a penetration.
Strong Faith: Increases the attack power by 40% and decreases the incoming damage by 40% [when you have the ball].
After Change:
Active: Recovers the team's action bar by 30%. (Can be activated after 5 min into the match), (CD: [20 min → 8 min])
Goddess of Battle II: Increases the critical rate and reflex by [20%] within the position for 10 min with [an attack] (Accumulated up to 3 times)
Charge!: Increases the attack power by [80%] and recovers the action bar of all allies by [10%] with a penetration.
Strong Faith: Increases the attack power by 40% and decreases the incoming damage by 40%
Obvious Observations:
- Valkyrie Beth is the only legend with all skills reworked.
- If they cant convince you, they confuse you with all the complicated reworks.
There are buffs, nerfs all over the place. - Active AB recovered reduced by 10% while CD also reduced by 12 minutes and cannot be used 5 minutes into the match.
- Critical Rate + Reflex Totem dropped by 5% but works with an attack now a.k.a more chances of activation
- Attack power buffed by 20% with a penetration but AB recovered reduced by 5% [Charge!]
- Permanent attack power and damage reduction of 40% instead of only when holding the ball
Evaluation of Beth's PvP Performance
- Unable to cast active 5 minutes into the match. The match might have ended before 5 mins.
*A major nerf - AB recovery by active reduced by 10%
*A minor nerf - Active CD reduced by 12 minutes
*A medium buff - Able to activate reflex/critical rate totem more often but 5% nerf from before
*A minor buff (PvP)
- Overall, Beth performance in PvP has been greatly nerfed.
Beth main usage is her ability to cast her active, to take control of the match via AB recovery.
For the fact that she is unable to cast her active until 5 minutes into the match, you might have lost all the advantages by then. - Beth did also get a significant boost with her permanent DR and attack power buff
BUT
Beth main purpose in PvP is still her active for AB recovery
The DR and attack power buff is used to confuse you into thinking that Beth was not that badly nerfed.
In fact, up to now, besides Metatron & Bell, Beth is one of the most badly nerfed legend for this patch.
This is mainly due to the AB strategies that they have been used for, definitely not for their DR and attack power.
Evaluation of Beth's PvE Performance
- Similar to Metatron, the nerf of AB recovery via penetration from 15% → 10% is a huge nerf.
2~3 more pen will be needed to reach 80% CAP - Active nerf from 40% to 30% means you need to ensure that your frontline is at least 70% AB before casting active.
This is up from the 60% required earlier.
Hence, the nerf is two-fold.
Previously, you would only need 4 pen and you can cast active.
Now you need 7 pen before you can cast active assuringly.
*An extremely major nerf - For CoD score run OR forward pass strategy with Beth casting active ASAP into the match,
The 5 minutes restriction kills these strategies to a HUGE extent.
*A major nerf
- Beth PvE performance, for the AB strategies that she stands for, has dropped to close to the ground.
Does Beth deserve a recall?
Similar to Metatron, Beth nerfs were all on her AB skills.
The nerf was over the top & nerfed her three-fold, on her strategic AB sides, mainly:
- Active nerf, Active 5 mins into the match condition imposed, lowered AB recovery on penetration
If you think Willian's nerf was bad, Beth's nerfs were worse.
So Beth definitely deserves a recall here.
Summary
Enough said.
Beth does get a funeral bouquet, in the form of permanent 40% DR and 40% attack power, from Bigball
PvP & PvE value ~ ↓ ↓ ↓ ↓
PvP & PvE rankings among the legendaries ~ ↓ ↓ ↓ ↓
[Leventor]
Before Change:
Overwhelming II: Decreases the critical rate and reflexes of the enemy by 30% within the position
Cold Heart: Increases the penetration power by 25% for 10 min with an attack (Accumulates up to 3 times)
Summoning Hades: Increases the attack power and the critical rate by 50% when you have the ball
After Change:
Overwhelming Presence II: Decreases the defense by 30% and reflex by 30% of the enemies within the position.
Cold Heart: Increases the attack power by 70%
Summoning Hades: Increases penetration by 30% and critical rate by 50% with a shoot or a steal.
Obvious Observations:
- Attack power gain of 20% permanently, not just when Leventor has the ball
- Penetration power only activates via shoot/steal now
Gain of 5% initial penetration power followed by drop of 45% final penetration power at full stacks - Totem debuffs defense instead of critical rate now
Evaluation of Leventor's PvP + PvE Performance:
- Gain of 20% attack power permanently, not just when he has the ball
*A minor buff - Gain of 5% initial shot penetration power
*A minor buff - 45% drop of penetration power at full stacks
The previous skill was an overkill anyway, so it didn't really matter
*A slight nerf at worst - 30% defense debuff instead of critical rate debuff
This enhance his damage further and reduces chances of co-op.
*A medium buff - Overall, Leventor PvP + PvE performance should have gone up as he received mostly buffs in his skills
Comparison of Leventor vs William: Who's Better Now?
This brings us back to the comparison I've done earlier:
soccerspirits.freeforums.net/thread/175/objective-comparison-william-leventor
The only change now is, quoted from the thread, with the comparison, we can see that:
- For attack power, William > Leventor by 60% + 22% from ardor dribble + 20% (TB)
*(Leventor gains 20% attack power here but still lose) - For critical damage, Leventor > William by 7%
*(Unchanged) - For receiving pass effect, Leventor > William by 22%
*(Unchanged) - For penetration power, Leventor > William by 30%
*(Leventor wins here now by a greater extent) - For critical rate, William > Leventor by 15%
*(Unchanged) - For utility, Leventor > William with overwhelming that decrease enemy reflexes & defense by 30% in position
*(Leventor wins here now by a greater extent) - For ace, Leventor > William as leventor has the best OHKO ace (+35% attack power and pass effect for Thunder)
It's up to you to judge who's better now
Summary
Leventor is one of the legends who got mainly buffs and became stronger.
Penetration power is a very important stat for a PvP striker.
The pen. power advantage over William
AND
The rise of Lucians/Zibrois/Isillia & the fall of Jin/BT definitely propels Leventor to become the #1 PvP striker.
PvP value ~ ↑ ↑ ↑
PvE value ~ ↑
PvP ranking among the legendaries ~ ↑ ↑ ↑
PvE ranking among the legendaries ~ →
[Bell]
Before Change:
Unavoidable Destiny II: Increases the attack power by [80%] and decreases the inflicted damage by [30%] for 1 min with an attack (Accumulates up to [3 times])
After Change:
Unavoidable Destiny II: Increases the attack power by [70%] and decreases the inflicted damage by [20%] for 1 min with an attack (Accumulates up to [2 times])
Obvious Observations:
- 10% lower attack power x 2 + 80% lower attack power
- 10% lower damage reduction x 2 + 30% lower damage reduction
Evaluation of Bell's PvP Performance:
- Slightly lower attack power and damage reduction on 1st 2 attacks
- And only if she does the 3rd attack, then she loses 80% attack power and 30% damage reduction on the 3rd attack.
But the amount of DR and attack power gained from 1st 2 attacks is already very good. - Overall, Bell still hits like a truck in PvP with a minor drop in performance.
Evaluation of Bell's PvE Performance
- PvE is where Bell's nerf hit her the most
When we talk about PvE, its about infinite Bell strategy. - For infinite Bell, damage reduction and attack power both plays a significant part in Bell's ability to sustain/survive.
This is due to the fact that Bell can only equip one dark critical damage stone to recover HP.
So it is important that her damage reduction is high and takes as little damage as possible.
Taking less damage has proven more effective to Bell than dealing more damage to recover more HP - With the lowered damage reduction, Bell ability to survive has been greatly reduced.
Now she requires more buffs to either deal more damage to survive or buffs to increase her DR. - Bell is mainly used for her infinite strategy in PvE.
The nerfs to bell, like to other legends, hit her when she is used mainly for.
Hence, Bell's PvE performance has been dropped significantly.
Does Bell deserve a recall?
Hell yeah.
Nerf to only one skill and it already hurt her to the core.
Her performance to survive in PvE as an infinite player has dropped significantly.
Summary
For Bell, it's very straightforward. Big nerf, no buffs to her skills. Just, pure nerfs.
I would say Bell and Beth are the most nerfed legends based on what they are used for, hitting PvE strategies hard.
Metatron was also nerfed as badly but Metatron is not used in PvE that often.
PvP & PvE value ~ ↓ ↓ ↓ ↓
PvP rankings among the legendaries ~ ↓
PvE rankings among the legendaries ~ ↓ ↓ ↓ ↓
[Shu]
Before Change:
With Penetration:
- Increase attack power by 60%
- Decrease damage by 15% for each target
- Recovers HP by 25%
- Recovers spirit by 50%
With an attack:
- Recovers HP by 15% within the position
AND - Recovers Action Bar by 25% within the position
With Penetration:
- Increase attack power by 60%
- Decrease damage by 15% for each target
- Recovers HP by 15%
With an attack:
- Recovers HP by 15% within the position
- Recovers Action Bar by 20% within the position
- Recovers 15% spirit for every ally within the position (45% for 3 allies, 60% for 4 allies and 75% for 5 allies)
Obvious Observations:
- Recovers spirit with an attack now at approximately the same amount
- Recovers 10% less self HP with a penetration
- Recovers 5% less AB within the position with an attack
- 10% team HP and defense totem
Evaluation of Shu's PvE and PvP Performance
- From the above, it is obvious that Shu got a nerf on his AB recovery skill & self sustain ability.
- Basically, Shu now has lowered sustain ability and less AB recovery within the position with an attack.
Previously with the AB recovery CAP of 80%, Shu was hit HARD.
Now Shu got hit further.
No idea what did Shu do to offend Bigball. - Only weird buff is that Shu gets a team HP and defense totem of 10% now.
- As Shu performance is mainly based on AB recovery and infinite strategies >>
I would say its an overall medium nerf to Shu's PvE performance and a slight nerf to Shu's PvP performance.
Does Shu deserve a recall?
The nerfs looks seemingly low.
Most people would think that he would not qualify for recall I guess.
So do I.
Summary
Shu is barely noticeable by most people anyway.
His nerfs are all hidden from the attention and few people bothers about him.
And Bigball is confusing everyone about his nerfs by giving him a team HP and defense totem.
Poor Shu.
PvP & PvE value ~ ↓ ↓
PvP rankings among the legendaries ~ ↓
PvE rankings among the legendaries ~ ↓ ↓
[Khirel]
Before Change:
Fatal Blow → Absolute March: Increases critical rate by 60% with a penetration
Song of a Knife: Increases the inflicted damage on the target by 75% with a penetration
After Change:
Absolute March: Increases the critical rate by 50% and counterattack resistance by 35% with a penetration.
Song of a Knife: When being attacked or penetrating, the target receives 50% increased damage.
Obvious Observations:
- 35% more CA resistance when penetrating
- 25% less increased damage when penetrating
- Deals 50% increased damage when being attacked (stolen upon or when being penetrated)
Evaluation of Khirel's PvE performance:
- In PvE, Khirel mainly serves 2 purposes.
One is team totem, the other is line breaker. - 25% less increased damage when penetrating at the very endgame will cause khirel to require one more pen to break the line
*A medium nerf - 35% CA resist on penetration means he is less likely to get CA-ed.
But even before the buff, reflexes are already considered into the equation for khirel to break the line and it works fine.
So the buff actually don't do anything much.
*A minor buff - 50% increased damage when attacked? Doesn't really matter in PvE.
*Irrelevant - Overall, Khirel's performance in PvE as a line breaker has dropped significantly with the damage nerf.
Evaluation of Khirel's PvP Performance
- 35% CA resist allows Khirel to reach 90% CA resist CAP more easily now
He is a super line breaker in PvP now
*A major buff - Lowered damage doesn't affect Khirel much in PvP since his damage is already OP even when lowered.
- 50% increased damage when attacked
*A medium buff (PvP)
- However, spaces are limited in PvP and Khirel capabilities might not be most suited to the current meta.
So he might not actually fit in any PvP team. - Also, Khirel CA resist only works on penetration. So he is still vulnerable to being CA-ed when holding the ball and stolen upon.
Summary
Khirel received mainly buffs and a minor damage nerf.
His damage loss in his role as a PvE line breaker can be slightly significant.
But there are other strategies available such as forward pass etc.
Hence, overall, he is definitely not going to be considered for recalls.
PvP & PvE value ~ ↑
PvP rankings among the legendaries ~ ↑ ↑
PvE rankings among the legendaries ~ →
[Duke]
Before Change:
Active [Penetrate]: Increases attack power by 80% for each target
Infinite Area: Increases penetration power by 50% and decreases the inflicted damage by 50% with a penetration.
After Change:
Active [Penetrate]: Increases attack power by 80% and reflex by 30% for each target (Cooldown: [15 min. → 8 min.])
Infinite Area: Increases penetration by 50% and decreases incoming damage by 50%.
Summary:
It's very straightforward for Duke. Buffs, buffs and buffs.
Active CD reduction, reflexes buff to active, permanent 50% pen. power and damage reduction.
PvP & PvE value ~ ↑ ↑ ↑ ↑
PvP rankings among the legendaries ~ ↑ ↑ ↑ ↑
PvE rankings among the legendaries ~ ↑ ↑
Thanks for reading =)