Kid Icarus Uprising - Boss Battles Hard with broken modifiers V250 Skyscraper Club, no Powers
Walking Speed+ on tactically the least mobile weapon type in the game breaking both of Great Reaper's top floor response attacks that are meant to be dodged by Side Shot momentum in general. Excuse me, I need to laugh-cry.
Meanwhile, I'll agree that Evasion+ doesn't break literally everything apart, since some attacks still need precise Parry Dodging for success with how briefly the dodgebox is available before the attack itself would hit, and some don't generate a dodgebox whatsoever. It just happens to break apart the likes of Hades' Heart with suddenly working dodge paths where you can just mash Parry Dodges in areas that even tanks should be recognizing to be death zones. Also, any boss who is easy to Dasharound in the first place to working effect. But at least it isn't a 16 Value modifier that makes Stamina pointless, dash-induced cooldown on Parry Dodging virtually pointless, and still breaks attacks even when on freaking Skyscraper Club? I will say that's true. Evasion+ doesn't cost only 16 Value. It just happens to cost only 30 Value.
I swear that Kid Icarus Uprising truly needed a stale dodge mechanic with Evasion+ having its bonus additionally diminish quickly.
And finally, Shot Range+. I come to realize that weapons where it would objectively hinder the weapon type would at worst just slow things down for the range combat involvement. Anything that wants to be closer for added damage or has something like a utility attack either has thing sped along, or can get a safety factor to work with, or a definite mix of both. I imagine this was missed as a key point when balancing Shot Range+ since it's supposed to favor weapon types that are meant to do better up close, even though it innately misses the point of rewarding closer range combat. Here with Skyscraper Club...yeah.
All I can say is, I got nothing.
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