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The negative effects of bane removal?

I literally just finished my infantry pulse team, which relies on Hp banes to make it work. Now if my bane is “patched”, my whole investment falls apart.

Asked by MiThiKaL4 days 12 hours ago
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Answers

What I mean is that while it sucks that some niche setups fall by the wayside like this, the positives of no longer having to worry about banes is more important.

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While probably true, don’t they risk a mass amount of refund by people who no longer have what they paid for? Or people they may see this as a way to get back orb money, because it’s possible.

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Do tell.
Personally I think it's good, but I can't shake the feeling there's something off about it.

The only thing I can think of is 'now IS will force us to get 2 copies of every unit'

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Well it's both good and bad. Consider yourself lucky if, like me, you've summoned a five star exclusive ith the same bad IVs twice. I've got a good number of these and they will enjoy the boost (hello my dear +res-spd +2 Ryoma)

But on the other hand, if you have merged units that were relying on the "fury+desperation" combo with an HP bane two get in desperation range quicker, that's gonna mess up a bit your strat..
Now waiting for IS to release a HP bane seal ><

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This will virtually never happen. All "fury+desperation" users don't have that great bulk, it's almost impossible to take 1 hit and not be in desperation range. Even if you OHKO twice in a row, it is unlikely that the 3 HP will be difference to reach desperation range or not, in order for this to happen your unit needs to have more than 45 HP.

So, I think the only drawback of this change is for Infantry Pulse teams, and even then only sometimes. I think it is a small price to pay imho, it is a good change.

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Ya, I have a +7 Tana that's +Def/-Res that I merged cause I kept getting atk and spd banes. She used to be +atk-Spd. Wish I had kept those shitty IV's now :/

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I feel like the best way to fix this would be to adjust Infantry Pulse's effect, or just have skill refinery with Infantry Pulse 4 that grants the cooldown bonus on turn 1 regardless of HP.

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