View Full Version : The best ever PVP talisman ability would be......
Block Extra turns on opposing team.
Not disable passives, but just block all enemies from getting an "extra turn" whether due to a passive, a skill, a talisman, or another character granting them. It could be a silver debuff.
Now let the Hollowed Ed users start complaining :)
Deathbat6120
11-14-2018, 08:43 PM
As someone who pretty much relies on Samurai Ed's extra turns for a lot of battles, this idea is a nightmare... But at the same time, it could definitely be a good thing to have, especially as a silver debuff. Could be quite interesting.
My thought is it would absolutely mix things up. Everyone at the top of PVP is using HE and the Alchemist and winning due to all the extra turns alone. Have the ability to disable that and there's balance.
Deathbat6120
11-14-2018, 08:53 PM
I completely agree. It'd change teams so much, since many like myself rely on these extra turns for extra beneficial buffs (Osiris with Warlord comes to mind, as well as Alchemist and Hallowed). Everyone would have to rethink and rebuild, and you wouldn't face pretty much the same boring teams in PVP.
Kaz_LOTB
11-14-2018, 09:36 PM
Interestingly enough, I had actually started work on a passive that was something like this at one point, but never pulled the trigger on it because I felt it would be too powerful (i.e. make a lot of characters and certain talisman sets irrelevant). However, I do think it could work in a more limited scope, perhaps as a silver debuff, similar to what Deathbat mentioned.
Maybe I'll look into reviving that idea at some point if there is enough interest in it.
-Kaz
edsel
11-14-2018, 09:41 PM
Yup great idea to end the PvP lunacy metric that has put many of us off. Kaz should do something to shake loose the stranglehold.
rags-6094
11-15-2018, 03:08 AM
Yeah I use HE and even I have to agree something has to be done as good as HE is now, which was a welcome tweak in my opinion I'm over the HE, Alchemist combo time to balance things up and restore any number of possibilities with different Ed and Ally combo's.. Every single Arena battle should make the attacker think twice about the team their going to play... just like Gauntlet at the upper levels..
I had thought simply taking away HE's extra turn after fury would do it but I like this idea even more!
Interestingly enough, I had actually started work on a passive that was something like this at one point, but never pulled the trigger on it because I felt it would be too powerful (i.e. make a lot of characters and certain talisman sets irrelevant). However, I do think it could work in a more limited scope, perhaps as a silver debuff, similar to what Deathbat mentioned.
Maybe I'll look into reviving that idea at some point if there is enough interest in it.
-Kaz
My thought, was either as an "automatic" on a talisman set, like the Primordials, which just casts it at start on all enemies. Or, a "% chance to inflict on perfect attacks" like the Sleep silver buff of the Nightmares. But please.. more than 35%. Heck even adding it to Primordials maybe.
The problem currently is that "extra turn" is way overpowered (on the AI D team) for some characters... HE getting 6, 7, 8 turns in a row (I actually have lost due to HE just hitting and hitting and hitting and hitting and hitting and hitting and hitting) and then granting Echo to the rest of the team... Alchemist getting at least 2..... M Lilith always getting 3 if not 6, 7, 8.... Yeah I know there's "no boost" but the attack team NEVER gets such numbers. Not ever for ANY character. So supply something that combats the incredible "extra turn" streaks the AI is granting.
Stormseye
11-15-2018, 04:35 AM
Heck even adding it to Primordials maybe.
No no and then another no, followed by another, guess what,...no
Primordial talismans still need a nerf not another buff. That would cause an even greater gap between the “haves” and “have nots”.
The ability should be on a 2 Talisman set with 45% chance on perfect hits.
Yeah I knew that wouldn't go well :) I tend to agree that Primordials probably don't need another buff... I was thinking more how they work.. auto-cast at start.
Zugzwang
11-15-2018, 04:59 AM
Any talisman that could grant POM Eddie’s Fury would be a battle ender on any natural 5 star character. Forget the lightning, comet, quake etc skills. Mad World is hands down the best skill I’ve seen in the game.
Zugzwang
11-15-2018, 05:02 AM
Yeah I use HE and even I have to agree something has to be done as good as HE is now, which was a welcome tweak in my opinion I'm over the HE, Alchemist combo time to balance things up and restore any number of possibilities with different Ed and Ally combo's.. Every single Arena battle should make the attacker think twice about the team their going to play... just like Gauntlet at the upper levels..
I had thought simply taking away HE's extra turn after fury would do it but I like this idea even more!
Yea Halloween is over. Time to take away the extra power already. Maybe next year bring it back for awhile.
Zugzwang
11-15-2018, 05:05 AM
My thought is it would absolutely mix things up. Everyone at the top of PVP is using HE and the Alchemist and winning due to all the extra turns alone. Have the ability to disable that and there's balance.
I used POM Eddie (with Icarus, Prisoner & Horus) against 95% of the top 100 using HE, Alchemist, Magus Lilith and either Prisoner or Sehkmet. It wasn’t easy but I did win a lot. Must have been the matchup.
Doomsday also does a decent job against the HE teams... but regardless... once HE gets those 8 extra turns, they typically win.
Zugzwang
11-15-2018, 05:18 AM
True. It was pretty bad. They need to nerf HE soon whether or not they create a talisman that can stop extra turns or not. I agree it would be nice.
rags-6094
11-15-2018, 06:13 AM
I leave my own defence open saying this but Prisoner can be the undoing of the whole HE/Alchemist thing you see Prisoner opens the match with disable passive, that is the time to jump on Alchemist snuff him out and the whole team drops very quickly,Ihave been railroaded several times due to this... the new Assasin Fat dude anda few of the Shinobi crew can bring the whole defence plan undone very quickly, there are only a handful of teams leaving it up as there defence but it's very effective...time for defence changes...
Blade
11-15-2018, 09:54 AM
With the next tuning and/or characters and/or Talisman, the metric will change. Probably we will rather see some buffs on other chars and some debuffs for HE and the Alchemist in the next but one tuning. So the current meta is a bit ridiculus, but also fun to play AND the best thing: almost everybody can benefit from it as the most ingredients for it were highly available because of the last 2 sacrifice events. So this is ok and as we know the metric changes every 4-6 weeks usually. In general I hope that future tunings and new characters/Talisman lead to a more balanced playing field. I mean we have so many characters and stuff in the meanwhile (which is needed for Gauntlet also, yes), but the metric leads to a situation in PvP where one combo is by far more beneficial than every other combo... as I said, it's funny for some weeks but in the long run a higher diversity in both, defense and attack team setups will be more fun and challenge for sure!
Apart from that I think a skill and/or Talisman that can prevent extra turns specifically is a bit over the top. Some more "balanced" additions would be:
- new skill and Talisman that can remove/block Talisman effects
- new introduction of PERFECT blind and PERFECT accuracy down (together with a passive or skill like the one from Osiris but for DEbuffs that makes e.g. blind into PERFECT blind)
- a more balanced cleanse approach (do you remember when the gunner Valkyrie was the "best" cleanser, but needed 6 or 7 power to do so? And now the Alchemist does this even better with his basic skill...!?)
MetalKing
11-15-2018, 12:30 PM
What about different sets of talismans that would grant specific fury skills, Or a talisman set that would allow you to copy/borrow an opponent's fury skill?
Stormseye
11-15-2018, 02:07 PM
What about different sets of talismans that would grant specific fury skills, Or a talisman set that would allow you to copy/borrow an opponent's fury skill?
This is brilliant, seeing as they have released Eddie’s with no Fury, and recently a charater without Talisman restrictions why not one that uses the opponent Eddie’s Fury. That would really change things up.
I also like the idea of more “ Perfect” negative effects since Alchemist can cleanse any effect with his basic.’
Caretaker
11-15-2018, 02:09 PM
Mr. Yup,
I have to endorse you for the attitude in this post. I'm actually pleasantly surprised. (Even though it came from yupism - yes there is a word for it :p ) you've controlled your emotions, considered the problem and gave a plausible proposal towards the solution. If you'd repeat that process every time before posting you'd have a potential to greatly contribute to this forum and the game and make it a cleaner and better place.
Now, I like the idea, just needs some tweaking to it.
First, the alchemist simply clears all debuffs. So, any kind of debuff, even silver that would "block extra turn" wouldn't have any effect on that team. And I believe that is your first world problem atm. So it's up to devs to nerf that to exclude cleansing silvers (I'm sorry, transforming to invincibility- even worse then cleanse itself).
On the other hand, "block extra turn" would affect other sorts of teams greatly, so there is potential. And the defense is existing already, serenity talismans, so it wouldn't be out of balance.
Muzzleloader
11-15-2018, 03:24 PM
An option would have a 2 set talisman randomly block extra turn as a passive, that way it would it would only be a chance to block extra turns. This way it would be a gamble to use these talisman. If it is a passive talisman limit it to to X number or turns.
A second option could be to inflict extra turn block on perfect hits. Maybe make it a four set talisman to make it a more specific talisman/ toon option.
There can be many other options, but try not to make it to OP as with other talisman.
CamiloEgea
11-15-2018, 03:53 PM
There’s another way to solve this issue, and it is limiting the number of extra turns to one or two max.
Mr. Yup,
I have to endorse you for the attitude in this post. I'm actually pleasantly surprised. (Even though it came from yupism - yes there is a word for it :p ) you've controlled your emotions, considered the problem and gave a plausible proposal towards the solution. If you'd repeat that process every time before posting you'd have a potential to greatly contribute to this forum and the game and make it a cleaner and better place.
Such arrogance! Your condescension is noted and you are free to keep it to yourself, bub. Or, are you asking me how I think you should behave?? That can't be it, because clearly you think you know everything.
Caretaker
11-15-2018, 05:10 PM
Truth is I like being moderately arrogant. And I am sorry I was wrong...
But, the point is that you have a potentially good idea there though.
Liebhild
11-16-2018, 12:04 AM
I think that those talismans already exist and the defence-teams becomes them additionally applied :-)
scott-5496
11-16-2018, 10:33 AM
I'd like to see a few more decent two set tallies - not bothered what but just to give more options for characters geared to 3 two-sets. An idea I also like is to have colourless tallies - likely two sets as well to not make them to crazy....might break the game though as it could get out of hand if they were near to OP - I guess be careful what you make them but that would be a valuable set to have I think....pretty sure these will come at some point like the colourless shards etc...but maybe not!
MetalKing
11-16-2018, 01:42 PM
Single talisman ideas:
I you are like me, you have that character with a set of nice talismans and then one odd slot with a lone and almost useless single talisman of another color filling a required slot. It's not really doing anything except for stats. I propose a new type of talisman. One of each color that would provide a single benefit similar to what sets do except much more limited in scope. If we want to take it a little further you could have these single talismans have synergy with colors they are not usually found with such as works with a talisman that they normally have class advantage against. For example you have one slot with an assassin talisman and one slot with a gunner talisman and they provide additional benefits together. Finally, perhaps they could add a multicolored talisman that works in all slots. They already have multicolor shards. Post what talisman ideas you may have. I posted this here for discussion.
EnricoPalazzo
11-16-2018, 02:14 PM
The first idea that comes to mind would be a one-shot talisman that gives a single buff or ability as a skill that can only be used once. Add 2 energy instantly. Get a one-off heal for a character of your choice for 25% of max health. Charge for all damage types. The possibilities are limitless, but I think it would be considerable effort to implement one-shot skills that cannot be triggered after first use.
Another option would be some minor buffs with a limited duration, or some low-chance abilities (like 10% chance for heal on perfect hits).
Nifelheim
11-16-2018, 08:01 PM
Unrelated, i like the idea of a Talisman that only 1 is needed, but can stack. For example, attack/health boost 10%, set of 6, 60%. can help with when you have an odd slot with nothing to pair/complete set.
zamasu
11-16-2018, 08:16 PM
Different sets of colorless Talismans that will fit in any slot not matter the slot color.
This can also be implemented with all the already released talismans, just create a new subset of them, colorless. This will make things more interesting....
Kaz_LOTB
11-16-2018, 08:32 PM
We were exploring the idea of "Cosmic Talismans", which are neutral and can go into any slot. The main issue holding that up is currently there is a limitation of only being able to display up to 3 set effects for talisman slots, so that prevents them from being anything other than stat boosts atm.
We'll continue to look at it and see what we can do without reworking the interface in the short term, but ideally we'd want to have these talismans provide a little more than just stats.
Thanks for the feedback and ideas though. They'll be taken into consideration with the continued development of that feature.
-Kaz
edsel
11-16-2018, 08:40 PM
Hey Kaz, any way to lock groups of talisman sets so they can be moved as a unit from character to character. Like make all 6 primordial move off and on with 1 click instead of 6? Right now doing each talisman individually is arduous in this required action for Gauntlet.
Kaz_LOTB
11-16-2018, 10:59 PM
Hey Kaz, any way to lock groups of talisman sets so they can be moved as a unit from character to character. Like make all 6 primordial move off and on with 1 click instead of 6? Right now doing each talisman individually is arduous in this required action for Gauntlet.
We have also been working on a feature like that, but it will be a little while before it floats to the top of the feature priority list.
-Kaz
Caretaker
11-17-2018, 09:26 AM
New imaginary inexistent talisman.
Reason: why not, since we're already throwing ideas
Inspiration: toilet
Name: merge talisman (passive ability 'merge')
Requirements: 8 set talis (12,16), 2x4 (3x4,4x4 in respect) to be precise
Description: 2 (all) toons equipped with full set (4 talis) are merged at the start of the battle. 'Merged' toons have identical stats composed of sum of particular stats of equipped toons. Also, merged toons possess each others 'present time' skills (idk where those buttons would stand).
Talis type: magus
Subtype: sorcery
Why so? Well it is some sort of dark magic sorcery, so it makes sense :rolleyes:
For example, 'merge' mummy Ed with the Clairvoyant:) Finally, you can ignore all this crap
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