[Feedback] Nerf-Buff Phobies: Which Ones and What to Change

Personally im of the opinion that snowball is the very upperlimit of what is acceptable with spawn sniping. Things that let you do more like pre nerf shovell and cupcake quickly create a toxic metagame. And currently fantome is guilty of doing this though the nerf has reduced his range a bit.
Also for blue, i think he can’t have 2 move just cause of the way his ability works. Its an end of turn area effect like smiley so 2 move increases the reach on his debuff by 2 instead of by 1 which is too much it basically makes him a better bad omen and bad omen is already super good.

Also this would let him debuff from spawn very easily, which kinda goes against the spirit of your prior comment

Yeah you’re right about the Blue buff not matching with the spirit of my ideas, but is there a different way to buff him?

Also it’s WAY EASIER to Vault Snipe with Murder Wings compared to Casso and Creep given it’s a flying unit and gets value against any phobie type. While Creep, mainly is a threat against 2 of the phobie types (Undead and Dimensionals). And I rarely see anyone do Vault Sniping with Casso.

Really? I spawn snipe with casso quite a bit. You can stack him up with other 2 move 2 rangers cause he leaves the spot thanks to the dive.
With blue hes a difficult unit to buff aside from potency and debuff duration theres not much you can do without breaking him.

Hear me out

2 keys Whiskers (he currently costs 3 and his stats fit a 2 keys phobie a lot better)

1 Like

Ive made that exact same suggestion lol

BUFF OCTO NAUGHTY.

Please, buff that thing. It has been begging a buff for years at this point.

2 Likes

I always feel like octo isnt even that bad its just majorly overshadowed by other pullers. Moffat is 1 key cheaper, attractor pulls in an entire team instead of just 1 unit with an even longer range than he has. Like at that point theres very little reason to use him even though if you actually use him in a match he doesnt do too badly cause at the end of the day, hes a puller and pulls are good.

?? Alastor is extremely balanced. Get any puller or debuffer dude. It gets 100% lifesteal at the cost of low health, if its wrecking you it means youre throwing units into it without thinking

Alastor is one of the more well balanced units in this game, strong endgame purposes and hit and run strats but weak to debuffers and pull setups that can easily kill it in one turn.

2 ideas for a Slayerrrrr rework.

1st one: A gimmick

New ability: Catmergency
Gain +2 movement for 1 turn when hit by an enemy phobie.

HP: 1100 to 1200
Damage: 375 to 200

Explanation: This first rework’s purpose is to give him a new gimmick, given he’s one of the few Rares in game to bring nothing new to the table aside from… stats. This rework allows you to use him like Haphe, except to capture panic points or fix an interaction with “move and hit” like Snowball.

2nd rework: faster base movement

HP: 1100 to 1000
Damage: 375 to 150

Movement: 1 to 2

Explanation: If SGI team wants to make him better without giving him a crazy gimmick, I would suggest something like this. Slayerrrrr currently is outclassed by his other 1 key counterparts due to his slow movement.

Want to use a bulky 1 key phobie that gives value? Use Numbskull or Boomer.

Want a Mechanical that can capture panic points and escape easily or do some chipping when needed? Use Cowbell or Boom.

This rework gives Slayerrrrr much better mobility at the cost of some stats, making him a bulkier but less damaging Cowbell.

Yeah, I agree. 300 damage?? Miss Moffat does the same amount, but with poison!

please buff tri-volta, he seems extremely weak

1 Like

Id much rather the first change than the second, second just feels like it removes his identity and makes him boomer with attack, first change i actually like a lot

“2nd rework makes him a Boomer with attack”

Slayerrrrr would still be completely different from Boomer given Boomer is a dimensional that is completely immune to displacement effects (basically treating him like a Batula).

My intention with the rework is to make it a bulkier, but less-damaging Cowbell.

I guess thats kinda fair? I still prefer the first one

Henrietta needs a buff to her poison damage. It’s so little most of the time you can just ignore the damage

Henrietta is fine. Its poison is the same as sock just over a longer time period and its tankier as a result. Henrietta is super under utilised, it can counter snowball early and remains a semi annoying threat to undeads. If you wanna talk about 1 keys that dont do enough damage, electricat. Even against mechs id rather use AWOL.

Fair. I don’t have Electricat, so I don’t have experience with it. Also, what’s with Boofairy hate? Other than that the ability should be two tiles I see no problem with it.

Boofairy needs better bulk, not ability range.

Ability Range Buff will make it lose its identity, basically turning him into a better Wooly Bully.

Debuffers in general struggle with zoning setups that cause them to take more damage than they reduce using their ability. Boofairy is a melee debuffer with an extremely low health total so its super weak to inoculus and stuff like that. On top of that theres rocketman who has more health same cost and freezes instead of debuffs