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If it weren't for this belonging to a beloved abno (love the shrimpy) and having a banger animation it'd be by far the worst ego (at least in my opinion). I was really hoping they'd do Wellcheers justice during the 4.5 event, and animation-wise I think they nailed it, but holy moly when I saw the numbers... I genuinely hope uptie 5 gives it some love, because the effects are cool, its just tuned so bad. If people think otherwise feel free to let me know if I'm missing something or if its not as bad as I think, I have it uptie 4 and goof around with it when my hong has nothing better to do.
Only way I can think of them really fixing in a way that preserves original intent though is making it so that instead of being after crit attack the secondary effect is on crit hit and give it 2 more attack weight. Probably do something like heal 10 or 12. That'd effectively mean on a crit hit with soda you could restore 50 or 60 HP on a single hit if all attacks are aimed at different opponents, as well as 40 SP on top of whatever healing or SP you recover from the base effects. The corrosion could be left simple and just have amplified critical damage, I could absolutely imagine it doing an extra 70% critical damage (so 2x damage on crit) to make you pick between a big heal or a high damage ego.
Though really the biggest fix is just giving him a poise ID or a poise ego so all of those fixes can work.
> T4 it at the end of Season 2
> Refuses to elaborate
> Enjoy Soda in MD3
Those are some cool ideas for fixes. Currently every other healing ego scales with %health. That means the absolute worst they can heal is around 16 (10% of a 157HP ID) right now and they'll only heal more when we get more levels since HP scales. I think I'd be happy if they just standardised his healing so that future levels don't diminish its effectiveness and made Soda more cohesive. Currently the Soda Egos apply sinking + ego resource up (Ryoshu) and heal, SP heal, tremor???, speed down, and crit effects (Hong Lu). This is such a weird hodgepodge of effects and I wish they kept things more cohesive.
It does feel super awkward that this is an AoE with the 'After Attack' keyword rather than 'On hit'. So rather than getting a good aoe or a good support ego you get something weird in the middle. Being an AoE is awkward since it typically raises the sin cost by 2 or 3. Meanwhile other support ego have vastly wider buff application (Lantern, Fluid Sac, Ya Sunyatta, Holiday) or much stronger effects (also Fluid sac, Pursuance 30% on 2 targets) while also hitting an equal amount or more targets.
I do like the idea they had with the different 'flavors' of Wellcheers depending on the coin roll.
As for Ryoshu's... I'll admit it's strange they aren't particularly similar but I actually do like her's more from a functional stand point. I'm pretty sure the both of them were designed around MD more than they were normal play, it's the only explanation for how weird they are.