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One thing I think can easily be done (and probably should be done) is use this new "Innate Passive" (that's what I'm choosing to call it) slot for IDs that start battles with certain effects already active. Mainly, use this area to list how much Ammo IDs with guns start their battles with (rather than cramming it into their Combat Passive), and perhaps also to specify that the Dieci IDs always start battles with 1 Insight (though this is already implied).
It's a small change, but it would help the game feel more organized!
But she's interesting unit that uses others to also do her work or to buff them like a you would expect from a Leader.
I got unlucky and had Statue and Sunshower against my Bleed comp so she eventually just became had to be put on the backlines because all my IDs were doing so much damage while she was getting to many tails to do enough damage to kill.
I do wish Sunshower Heathcliff got her Sanity passive would make him so much better
Though losing SP better be damn worth it, because one basically has to rely on the 95% chance from 45 SP to calculate how much damage to apply to whom and to be able to win clashes in any serious fight.
Seemed perfectly doable if she had no SP loss and was basically just a "support DPS" with high rolls and ally-boosts/bonus attacks. Perhaps a smidge stronger then most, but hey, end-of-season IDs, amirite? (N-Sinclair was utterly insane, too.)
"gain SP if an ally is defeated"
that's our gaslight queen alright
Seems at best we're getting...
- +30% damage for ajacent allies on S2.
- -20% damage taken for ajacent allies on S1? (If it's like it's damage-up cousin)
- 2+ allies might regain 10 SP from her S3 (on stagger/kill).
- +5 SP to ajacent allies while guarding (max twice per turn?).
It's not a terrible support kit, and on top of that she has a natural 18-rolling S2 and 16-rolling S3 with competent coin count, but losing 5 SP per "kill steal" is a real bloody downer.
Makes it pretty hard for her to "get started" and get high SP in most enviroments, from the looks of it. Ran her in a MD3 run with Bloody Mist, and it helped her out somewhat, but without that insane Gift boost she'd probably be a dead weight due to then constantly being on 10 or less SP (or heck, maybe negative). (And she was still atleast for half of the dungeon at -15 ~ 15 SP in general, not ideal...)
I dunno, guess there's not much data yet but the penalty seems too harsh for too little reward. You'd think atleast it couldn't dip into the negatives.
I do think the SP conditions per identities need to be simpler though, for now we have lists of SP conditions/effects in sanity page, if more identities are changing their SP design, soon it'd be difficult to wrap our minds around team building.