Quote Originally Posted by JJJ428 View Post
I have a question about vision eddies fury. If a fury is suppose to cause a huge advantage as stated in a previous thread about navigators fury not seeing an increase in damage because the other effects are game changing why is vision Eddie the only fury to have a drawback. Granted it can easily be dealt with pairing him with someone who grants immunity but why is it decided that he needs a draw back for his when Viking Eddie can easily freeze and entire team for three out of four turns with no drawback. Thanks.
It's the value of a guarantee.

Viking Eddie can freeze an entire team, but that's up to chance. That chance also has more ways it can be influenced than Visions Eddie's fury (such as Accuracy Down, or removing the shields). None of those extra measures stop Visions Eddie from having a 100% Stun against all enemies, and Visions Eddie even has a built-in mechanism to grant himself a cleanse buff to mitigate the self stun. And all of that doesn't get into talking about Immunity Talismans, Angel Talismans, or getting cleanses/Immunity from allies.

Although slauki is also a bit right in that it's a bit of a relic of older design sensibilities, we still see use of it in battle records, so not everyone shares the opinion that it isn't game changing.

Quote Originally Posted by Ezz View Post
To be honest his fury should remove immunity and guarantee to stun all enemies if he has to be stunned too. I mean he’s a 5 star come on.
It's an interesting idea, but it opens the possibility of someone finding some combo that lets them build up max Fury in one turn (not hard with luck or when fighting against certain team comps, but probably also feasible without luck in a carefully built team), which would break a lot of game modes, Arena especially.