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Sadly, strictly inferior to Offensive Status Counters. The things that make the Offensive variants interesting hamstring the Defensive ones, as their potential is locked in their ability to only help their owner rather than hinder multiple opponents. Defensive Statuses themselves also tend to be weaker than Offensive Statuses, compounding the issue.
Counter Renew: Broadly, the best Counter in this group. Its value is comparable to Life Font, working in similar situations for units that can't spare a Passive slot. On ranged fighters (both physical and magical) that often want to stand still, this tends to perform better than Life Font does, since it doesn't require the Move part. It's not a Core Counter, but it's a strong pick that can preserve Action Economy. I used it more often than I didn't on at least one unit for my entire playthrough, at least.
Counter Barrier: For most of the game, I wrote this off as worthless. Then, I actually needed counter-status and couldn't afford to change a Exo Gauntlet for a Sapphire Earring. This then proved itself as useful Counter for what it is, as its broad activation trigger allows it to "chamber" itself easily for when its actually needed. Competition's far too stiff for it to come close to Core Counter-tier, but it's worth spending the AP on and remembering it's an option in a pinch.
Counter Fleet of Foot: As of 0.5.1, this Counter went from "Unusable" to "Niche". Answering Root adds a lot of situational value. It remains niche mainly because Fleet of Foot as a status isn't very useful. The Move stat in Fell Seal is regulated the way a game like Final Fantasy Tactics should have regulated it - but with larger maps, and enemies that are both more plentiful and sturdier, high Move broadly isn't useful because "sharking" is both more dangerous and less likely to pay off. (A friend who played this game on lower settings also commented to me that enemies felt rather sturdy, so I assume this is at least partially design intent. I think it works out positively, in either case.) While this pertains to Fleet of Foot as a status and not Counter Fleet of Foot, a Solution here might be to allow Fleet of Foot to enable a unit to pass through enemy units as if they're allies, making darts in and out of enemy ranks easier. In a complex battle, this would simulate a much larger gain in Move without actually providing it, helping curve possible exploits. In particular, it makes Counter Fleet of Foot valuable as it makes triggering it immediately open up escape routes or vantage points for flanking attacks that may otherwise not have existed.
Counter Thorns: Early on, this is a decent alternative to Counterattack for non-melee units. That stops being true once they get Counter Renew, or basically any other Counter, however. Thorns is a poor status with low damage potential, even on Stats +50%. Outlets that apply Thorns (ie Alchemystic) are also strictly regulated, meaning this low output can't be offset via quantity. Thorns itself also just isn't the kind of buff that is potent as a Counter - the "setup" phase of applying the buff means it essentially takes two actions capable of triggering Counter Thorns to deal damage. And, since Thorns deals in reflecting % of damage dealt, units need to be squishy to do good Thorns damage... but tanky to survive the hits to deal Thorns damage... so unless it's a min-maxed Reaver, this puts anyone wanting to use Thorns in any capacity in a weird place. All of these factors add up to both a botched status and a botched Counter, and I don't think there is a straightforward Solution besides taking everything to the shop at some point - unless both Thorns and Counter Thorns being "bad" is design intent?
Adaptive Affinity: It's a buff, technically. The idea behind this Counter is interesting, but in practice its too situational to be valuable. Monsters with Elemental Abilities that can trigger this often resist or absorb them. Human classes with Elemental Abilities are mainly just a subset of magic classes and Duelist. Elemental Weapons aren't common, and most of the ones that do exist aren't good. This Counter can only be used reliably by self-triggering it via Elemental Absorb, but this means a net loss, trading one Action of Economy to multiply a different one by 1.5x, unless there's active need to heal the unit in question at that exact moment. It probably functions well on Elemental Absorb sets that can spare a Passive slot for Economy (meaning that the unit probably won't need Absorb MP), and on lower settings can be further stacked with Elemental Mastery, but that's ultimately what this Counter amounts to. I'm not really sure how to make it any more broadly useful without some fundamental change or stepping on the toes of Elemental Mastery, though.
Critical Quicken: Also technically a buff. Also the best overall "Critical" Counter, but that doesn't mean much. Immediate AT allows the unit to preserve via an Item, applying Rebirth or Mirage via an Action, make a final Act against the current gamestate, etc. This also means that, albeit only on some units, this Counter also perfectly mimics the effects of all other "Critical" Counters. Although, again, not saying much. This Counter still isn't good, but its effect is powerful enough that it can't not be Critical-based. A Solution to make this more viable, then, would be to broaden its trigger to any offensive action. This would allow for player shenanigans, in a couple really obtuse and specific ways that come to mind. However, I don't think they're meaningful enough to be a concern, since none of the ones that immediately come to mind generate momentum for actually ending a battle, even once set up.
Critical Rebirth: It... functions, I guess? It technically generates one Action of Economy by Rebirthing a dead unit, and if that unit achieves AT without expending Rebirth, it can be preserved. Its just not a good option as a self-preservation Counter, compared to options like Mystic Shield, or arguably even Counter Renew. Although, I'm not actually sure this needs to be a "Critical" Counter. Rebirth status in Fell Seal is well-balanced and functions in a way that's difficult to exploit, and the unit in question to be re-killed before it even achieves an AT. One Solution is that this could easily be a Counter with no Critical component but stricter activation requirements. For reasons that'll make sense further down, I'd propose a Counter Rebirth that reads "When this unit is damaged by a Regular Attack, Counter with Rebirth." It's a bit narrow, but a Counter Rebirth only needs one trigger to be valuable much further down the line, so it'd still be useful. Another, more conservative solution, is to replicate Critical Quicken's Solution, but I don't think that would help Critical Rebirth gain much value the way it might for Critical Quicken.
Critical Mirage: Actually worthless, only slightly better than Evade Ranged. Inferior in all ways to Mystic Shield, Critical Quicken, and Critical Rebirth, as those Counters can all provide everything this does while having other functionality. I'd propose a Solution of outright changing this from Critical Mirage to Counter Mirage, using the text "When this unit is damaged by a damaging Ability, Counter with Mirage." This way, Attack, Status-only Abilities, and misses don't trigger it, but it responds to a damaging hit by allowing Mirage to absorb the following hit. This would shoot it from worthless to around the quality of Mystic Shield. The unit wouldn't lose MP, but Attack would hurt them like normal, and they have to take the damage before negating following damage, meaning they have to have the HP to survive multiple hits first. The fix proposed for Critical Quicken absolutely wouldn't fix this, however. Mirage is correct to be tightly regulated, but it isn't strong enough to offset a "Critical" trigger, especially in an environment that also includes Mystic Shield.
Critical Haste: Critical Mirage was barely better than a Counter I called a blank slot. This Counter is somehow worse than even Evade Ranged. The key issue is that Haste doesn't help a unit achieve a new AT after being placed into Critical. It makes the unit faster, yes, but Critical Quicken does that better, and the unit still has to survive until it hits an AT after being placed into Critical for any benefit of Critical Haste to begin paying. Haste gives 33% SPD and lasts 3 turns. So, in absolute optimal conditions, Critical Haste can generate one net turn of Action Economy, over a long period of time. Often, it generates less than that. In many cases, the unit won't be living until its next AT unless it's particularly fortunate. Haste in Fell Seal is well-balanced in its Action Economy benefits, so it isn't strong enough to push a Critical-only trigger into be viable, the way it might be able to in Final Fantasy Tactics, on top of just not synergizing with it. The only Solution I can think of here is similar to my suggestion with Critical Mirage - make this into Counter Haste, and have it read "When this unit is affected by an Ability that inflicts Status, Counter with Haste." It'd be a bit more stringent than Counter Mirage, but it offsets the fact that Haste's true potential isn't quite as immediately quantifiable.
(I also, on an technically related note, like the idea of Rebirth, Mirage, and Haste using three forks of more narrow triggers as the most powerful status effects, while effects like Renew or Barrier have broader triggers. It just "works".)
Wrapping up, I know some Crest Classes have access to Counters that add the remaining status effects, such as DEF UP and RES UP, using the Counter Renew trigger conditions. While I didn't make use of them and haven't dug into GameOptions.txt to see the math, I'd imagine they're strictly worse than Counter Renew. Perhaps I'm wrong, but that's generally how things tend to fall, in games like Fell Seal where a Regen-like option and Protect-like option are both available. Perhaps if both DEF UP and RES UP were gained from the same Counter, or maybe the math is more favorable than I realize, but initial impressions is to assume not.
[Group E: Damage and Miscellaneous Counters]
And, finally, the remaining miscellany.
Teleport Other: While there are some instances where this Counter can be frustrating, the mission at Godstear Wastes is the only time I actually unequipped it due to them. Otherwise, this Counter is excellent. Ejecting a unit can pretty consistently generate at least one turn of Action Economy due to the size of maps, assuming the player doesn't Split the Party, allowing for them to focus-fire down the remaining enemies before the first one returns. This Counter is a Core Counter.
Counter Magic: This Counter puts me in two minds. On the one hand, it's excellent. The damage isn't Elemental and doesn't cost MP, so there's no chance of backfire. There's also no consideration of range, unlike with Counterattack, making its performance consistent and reliable. The issue main issue with it is that its primary beneficiaries are squishy mage-types, who often benefit more from a survival or disruption-oriented Counter. Perhaps this just comes down to difficulty settings, or perhaps this is another case of a Counter coming too late in the tree to be relevant? Counter Magic itself is designed more or less perfectly on the design level, so there's nothing to change on it. For me, it just came at an awkward time, so it was something I was only able to utilize a few times.
Counterattack: Excellent early game, as it directly generates Action Economy via extra Attacks, and Attack doesn't yet need specific builds to be useful. As the game ramps up, however, better forms of generating Action Economy like Mystic Shield unlock for melee units, the value of Attack on average units falls, and ranged weapon users can't utilize this ability for some reason. (Unless, of course, the target is in melee range.) Is there a concern for, say, a (Dual Wield) Gunner using Counterattack and shooting mages repeatedly in the face? The One for All Ability already allows for more proactive versions of such tactics. Maybe, on lower settings, such ideas are more powerful than I give them credit for. If such a thing isn't a concern, I'd certainly propose the Solution of expanding the range to Weapon Range, and if such thing is, propose a reading of "When attacked by an offensive Skill or Regular Attack, Counter with Equipped Weapon, if possible." It's just a matter of, in the mid-to-late game, its Gunners and Rangers that are the only units left that would potentially want to use this Counter, specific builds excepted, yet they're completely disallowed. Plus, if that's what it takes, Counter Magic already exists to answer Spells, anyway.
Counter Steal: Useful for grinding. Useless for combat. Nothing wrong with that, technically, as it still fills a niche. If there were any desire to make Steal "competitive" as a combat choice, the only flavorful Solution that comes to mind is giving it a 50/50 chance of Stealing either an Item or Component with no miss chance (unless there's no more Items or Components to Steal), with both chances being Item Steals for the AI. Another idea that would at least make this unique would be to transform it into Counter Steal Buffs. As it stands, however, Counter Steal fills a fundamentally different purpose than other Counters, and that's not so much a bad thing, it'd just be nice for it to have some quirk or perk that encourages a player to use it outside of farming, which would in turn help them get a better understanding of how valuable it can be when they are farming.
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In Summary:
Core Counters: Mystic Shield, Absorb MP, Counter: Slow (Kyrie Only), Counter: Root, Teleport Other.
Noteable Counters: Counter: Renew, Counter: Barrier, Counter: Magic.
Niche Counters: Counterattack, Evade Magic, Evade Skill (barely).
Not Worth Using: Everything Else.
As said, this is where I think Fell Seal is most poorly balanced, hence breaking down every Counter entry. Like Passives, it's inevitable for some to be better or more broadly useful than others, but the gap here is far too great. With Passives, there were (for me) the Core Six, but also two Honorable Mentions, and a good list of Passives that were strong enough to determine what classes I'd choose, if not strong enough for me to equip separately. However, there are only four Core Counters (five on Kyrie), and the quality gap between even the Niche Counters and the rest is insurmountable if a player is looking for quality Counter options. Counters can become the crux of entire strategies as they're a key way of generating Action Economy, so the fact so few have value is particularly disappointing.
Also, while I did technically advocate the removal of one Counter command (merging Evade Melee with Evade Ranged), unlike the previous thread, I don't have an immediate suggestion on a Counter to replace whichever goes missing. While Counters are mostly assigned to classes that operate with them well intuitively, they're not tied to them the same way Passives are. As such, while I can certainly suggest ideas for potential Counter commands in a vacuum, I can't think of any immediately that tie in well directly to the flavor of either the Templar or the Ranger in that intuitive way most Counters do. Perhaps (if that change is made) the one that loses their Reaction could inherit Evade Skill, and Duelist could be the one to obtain a new, more powerful Counter? Duelist having Evade Skill is quite flavorful in how the rest of its skillset works, but since the Duelist also already has Crippling Flourish, it probably wouldn't mind gaining a new Counter command that both helps further its gameplan and also expands its horizons a bit as a self-contained class.
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From here, I'l thinking either Classes or specific Equipment will come next. Both topics should hopefully be much shorter than Passives or Counters. I originally wanted to get to the design of specific encounters but the more I think about that, the more I feel it should wait until the end.
As I did before, I'll leave a few notes (and not comment on everything).
1. Just a small FYI that an interesting property of [Evade Melee] means that you'll also evade melee [Counterattacks]. It's a small extra functionality that can have some uses. (This, of course, is not to discount your points on this...just a tidbit of info)
2. Yeah, it was a conscious design decision for [Counterattack] to not be range = weapon. 6 Eyes feels that that would be a bit strong. In terms of "general player feedback" which I've observed over the months, there are many players who favor Counterattack in general (obviously this is taken with the usual caveats of varying difficulty levels).
My second perspective on [Counterattack] is to keep things in mind from the player fighting the AI view. Especially given that it's an early-availability counter, if it also worked at range, I think that it would frustrate many players. By giving it a limit of "directly adjacent attacks only", it allows people to circumvent it easier. Especially in the earlier levels of the game, there has been a bit of feedback from players stating how they found [Counterattack] frustrating in general.
3. I know you mentioned this already, but just to reiterate: Yes, the "causes negative status" counters of Slow / Mute / Bleed / Poison are quite good. I quite see your point regarding the trigger parameters on counter mute, but yeah...being able to Bleed / Poison enemies from ANY range with those counters is quite potent.
4. As a history note, both [Counter Critical Mirage] and [Counter Barrier] were "nerfed / corrected" at a certain point. The issue for Mirage was that it would trigger every time (every time the critical condition was met) which in some circumstances caused for a recurring loop of constantly having the Mirage buff...yeah...I'm sure you can how annoying that could be haha. The issue was similar with Barrier, to where it almost (some exceptions of course) made the unit who selected that counter to be immune to debuffs since it would trigger every time. So, to make them function in some sort of normal fashion, they were limited to once a turn.
5. Lastly, (again not to discount your points on this subject) thorns. Same comments on "seeing it from the player vs AI perspective". If thorns is "too strong", then it ends up being a (semi) unavoidable hazard for whoever has to deal with it. (Side note: of course it means "well just dispell it then", but dispells might not necessarily be as prevalent vs. thorns' availability) Given that thorns is "more difficult" to circumvent as opposed to [Counterattack] (due to triggering from any damage), it makes sense that its damage isn't as potent. That being said, are there any adjustments that should be made to how thorns works? Perhaps, and we'll see what 6 Eyes thinks.
So, thanks for droppin' a line...plenty for 6 Eyes to read.
I'm certain it's quite useful at lower difficulty levels for ending fights faster. But those fights could just as easily be won out by effects like Mystic Shield, etc. Counterattack is certainly better on lower settings where there's more room to make mistakes and fights can be ended more quickly, though. That's probably a broad way to interpret things: Damage translations are better at lower settings and Economy translations are better at higher settings.
As for the circumventing, that's quite understandable, but melee-oriented units early game have options like Forceful Shove and Flash Strike from Mercenary, etc. This is why I suggested perhaps making it only affect Attack and Skills. Because, I can understand how, say, a player feeling they can't utilize their mage well early game because someone brought Counterattack and a Crossbow is frustrating to deal with.
Behind Mystic Shield and Absorb MP, I'd say that this class of Counter command is broadly the best in the game, due to reliability. Counter Cripple (and to a lesser extent, Counter Mute) are the odd ones out, really.
I wasn't aware of this, but it's definitely a good thing to have in place either way. (Perhaps a buff to Critical Quicken could coincide with it also getting this treatment to prevent infinite turn loops?) I'd say, however, that this only makes me feel more strongly about the update I suggested to Critical Mirage, since that functionality change it and Counter Barrier received previously ensures there's no endless loop potential, as you've said.
Certainly. My comment was more about how Thorns seems overly neutered from all angles. If, for example, the Thorns spell on Alchemystic were Mass Thorns, even if it were given an MP Cost of 12, it would be a significant increase to the value of Thorns because needing to wait a little to apply it is fine if it can be applied to enough units to be valuable. It's basically an issue of:
1. Thorns deals low damage.
2. Thorns applications are (to my knowledge) all single target.
3. Counter Thorns requires that extra turn of setup that neuters all its value.
If Thorns were, for example, a low-damage status that could be applied without a big loss in Action Economy, I'd understand it being how it is and just write Counter Thorns off as a victim of the circumstance of its status being designed for rapid mid-game application. Counter Thorns in the early game is, like I've said, functional as a stop-gap Counter, and it does make an interesting early-game obstacle for new players learning the system. But it feels like all parts of the game (example, Alchemystic and other means of proactive Thorns application) treat it like it's a more powerful status than it is.
This delves a bit into the value of the status itself (similar to Fleet of Foot) rather than the Counter variation of it, but it still felt worth talking about, as I wasn't sure how much of this was design intent for early-game purposes and how much was just overvaluation of the Thorns status effect as a whole.
First, thanks for the very detailed feedback, it's much appreciated!
Once again, it's even more interesting to get a perspective from a "hard run", since you focus a lot on survivability, which makes for a different focus than "veteran mode" feedback, which is usually focused on doing more damage, rather than surviving.
I'm adding a bunch of notes as there's definitely a lot of interesting points raised in here. :)
Again, I probably won't get to those for a few weeks though >.<
I'm definitely going to review the "class progression" too to try to make sure counters that could be seen as "stepping stones" are accessed a little earlier or tuned a bit.
I admit I don't have too many other comments right now, as there's a lot of good points to consider in there.
Thanks again!
I figured you'll get around to things when you'll get around to them. I'm just trying to work on these posts when I can to be sure my thoughts are all up before I end up not having access to my system for a while for the holidays. From what I understand, Veteran Mode seems about calibrated to be difficult while still letting people go in with a break-faces mentality, which is probably the just-right setting for it.
I do think in some cases (eg, the Evade X Counters) it'd be nice for either their classes or their places in their classes to better reflect their quality. But, I don't think it's so bad that stuff like Absorb MP and Mystic Shield is available "early", either, kind of like why I don't think it's bad that Health Expert is available early. Where possible, I do personally think buffing is better than reshuffling, although I know there are lots of hats to wear in terms of determining how much time can be put to that sort of thing.
Evade X indeed has problems. Most basic attackers can swap a basic attack out for a 90% scaling skill, but with magic, mages often have no recourse other than disengaging. Evade Skill can avoid some AoE, statuses, or skills that out-range attacks, but it's not usually compelling.
I guess Thorns could be balanced. Some of the other stuff is pretty binary in how it works.
It works beautifully.
But the point about Evade Magic stands. The enemy can't just shift targets, except to the one that's deliberately prep'd for absorbing and mostly negating spells.
Just as an FYI: