User blog comment:Polysium/Amazing New Skills!/@comment-25763955-20150126230859

Just my personal thoughts on each one,

10: This is basically identical, if not worse, than a turn skipper

9: Interesting one, but may not need the 3 turn time limit to be balanced, provided it is only 1 proc

8: Breaks AW/FAW fights, essentially accomplishes the same thing as the current counter ability in terms of duels, the only difference is the necessity to survive or die to the attack.

7: I've been wanting something like this for a while, something to make a true tank card

6: The DEF down number you listed quite literally breaks the math of the game. -200% means you have negative defense, essentially meaning you take damage equal to your defense each time you get attacked. Should be something more like 50% - 70% down. It's an interresting concept, but unlikely to see play as it would dramatically reduce efficiency.

5: This already exists as an autoskill, it's now on the 2x/3x, 5x/7x, 10x/15x bonus damage cards

4: This will go against community play severely. Most of the top tier players aren't getting their ranking points off of sharing witches among each other by fleeing asap, not killing them outright. Also, legacy type abilities (get stronger based on previous games) have historically created unfair scenarios in other games.

3: Also interesting, but the ATK gain is way too high. Lilum, one of the top tier boosters, is only a 1000% boost and that already is well enough to deal more than enough damage to drop a FAW

2: This one is just bad. The only time this will ever be even remotely useful is in duels, where the main thing tha players rely on is the 1 shot capability of AOE cards, not a small amount of damage reduction from GoP (which is almost never invoked in duels in the first place)

1: If used in duels, you are giving your opponent 10 turns to get an AOE proc, those usually come within the first 2 turns, essentially killing yourself. For AW, if you somehow avoid  taking enough damage to just straight up die, it is a OHKO which, again, breaks AW fights.

Overall, they are hit or miss. Some are great like the taunt ability, but there are some major numerical things that show major lack of knowledge of how the game works at higher tiers of play. You can't give a OHKO guarentee to players because it will break bosses.