Here are my changes that I would do to Sephiroth in #DDFF to improve his experience and quality of life gameplay
Passive:
Increase his movement speed to 15% whenever he is running towards an enemy, instead of relying on Cloud. While it’s a funny gimmick, it doesn’t really do anything, and it’s not enough incentive to have a cloud on your team, the difference is negligible and it has never done anything for me.
Unique: Scintilla
While the ability is overall very balanced and there is counter play to it with positioning, it feels like the fact that you can throw a basic attack and an ability right after to bypass the parry and leave Sephiroth in a worse position a big oversight on his design. They need to make this not possible, by either forcing a proper knock back so the enemy cannot press a button right after getting countered, or give him more I-frames to prevent this issue. I would rather not let the enemy getting parried just throw something immediately after.
R - Hell's Gate
Both startup frames and end lag is too long, it needs to be way faster and not be able to walk out of it so easily, similar to Cloud's R (Braver). The ability also misses half of the times, which is a bug they need to address. Having a 20 second kain jump that is not guaranteed to land is a waste of a slot, and while most of high ranked players would not use this anyway, I feel like lower tier players deserve to have a more functional ability than what he was given. It does not meet the minimum expectations
SR - Oblivion
This is one of his best abilities, so not a lot is needed to change here, however, he would feel more fluid to play if he had less end lag at the end of the attack. All his attacks are gap closers and it leaves him very exposed, and it’s very risky to use on high level play where you would get nuked easily when teleported. Other than that the ability is still good
UR - Octaslash
It barely staggers players or enemies, leaving you very open and easy to punish, the ability overall does not feel very threatening, I feel like it should behave similar to Firion's Vortex of Arms but with less hits, the stagger should be a bit stronger if they are going to make it so easy to punish
UR - Super Nova
This ability is very gimmicky and hard to balance; I would be fine if they don’t touch it and leave it this way. However, if they are going to buff this, I would highly advise against buffing the damage, I don’t think that would be the solution, this ability is very hard to balance without making it really strong so I would leave it as it is, at most lower the cooldown but that’s it
While his boss damage is low, I would be willing to deal with that if they improve the flow of the character 's gameplay and make him more fun.
For as cool as it looks and as well-programmed as it is, it looks incredibly silly. No one goes around touching walls near them every time they pass a wall, especially not when they need to stretch their hand to touch the wall at all.
Sometimes I get hello confused as to why my boyfriend wants to hear me talk about final fantasy lore XD
Shits like over 50hrs long for just 1 game lore
"It's been years since the final battle.. Fate is strange"
My amazing wonderful boyfriend @HywoxTheNova Remade Hydrangea into this wonderful and cute Dragonova! I'm forever thankful for it <3 <3 <3 <3 i can't thank him enough!!
Pics were taken by Me
A New Character is Coming to Modern-day Tokyo!
▶https://t.co/ivvU08GuYz
Dominant of Fire Resisting the World's Ways
🔹 Clive Rosfield(FFXVI)
VA: Yuuya Uchida
✅ Role: Melee
✅ Traits: A warrior proficient in slaying bosses with powerful rapid attacks.
Clive will be available after maintenance on April 28, 2026!
#DDFF #DISSIDIA