I have played cheff and plasma until now and all over the pre open beta. Back in tw i have played for 3 years ultimate majin so if you want a majin experienced player feedback keep reading I will right in this thread my opinion about the cheff changes and my own personal recommendations.
I am loving all the changes and i think the game is much better now so I want to thank the team for that.
About the cheffs changes i think the two that are on point: the 35con buff being an aoe buff now and the con/eng passive.
i doesn’t like the str+dex new passive (speccially since cheff best damage skill is cluster bomb and it is energy for some weird reason), giant donkey slash its not viable since the skill is self cast and if you add the 2s cast time and the animation of the skill either you got interrupted or your target runs out of the skill’s area (if nobody else killed your target in this time).
Honestly the ep drain change does not mean that much for me bc the only scenario this debuff is useful is in pvp and even in pvp it is only useful against sks,dws and pokos (assuming SKs and DWs don’t ring you out before). The other classes just can either resist it or apply a chain off cc so you cant use the debuff (dendes can heal ep and remove it, same with ultimates and both classes have high resistance). Even for those classes that the debuff is useful against, they can use pot, autopot and senzu so it isnt that useful.
I would like changes that has a reason behind.
Defense rate change i have not gather enough information and testing to have a solid opinion about it so i would not give my point of view here.
One of the main problems of this class is the amount of sps you need to make a decent build, just try to make your own build and you’ll see, even an specific build like full pvp5v5 or full pve you cant have the skills you need in order to be competitive (even in 70cap).
My point of view is that cheff is pretty decent in pvp exclusively for dojo war and scramble. About PvE and the rest of PvP there are just better options than cheff.
My recommendations
PvP 5v5: increase the area of the candy aoe somewhat in between the plasmas aoe confuse and the karmas aoe confuse, make the mightys 14prop buff with a decent aoe 8 targets, increase the area of 23% con buff and reduce cd (same cd as lp reg% from ultimates).
PvP 1v1: the passive of defense rate I would change it to a "increase the chance of guarding against status effects by X% (same as warrior's buff) + increase movement speed by X%, both stats with decent amounts of %s can free you out from chains of cc making cheffs have a unique style of combat specially being something different from ultimates (ultimates can remove cc by themselves and remove debuffs). The damage cheffs deal is fair enough imo so I wouldn’t buff it . Reducing the 23%con buff cd is a must to be viable for solo pvp.
PvE: this is the most interesting imo. I think you can make a great change here making more classes viable for end game dungeons. If you change the hit rate/dex buff into a dex/“increase phy damage dealt from behind from X%” you are not nerfing the op energy speed party (dende ultimate poke karma turtle/crane) but you are opening a way for swords and fighters to be viable (without making the damages too op), To make this possible I would suggest change the str/sol buff into something more defensive (without making chef a beast). I tested my self, you are a lot weaker with cheff’s buffs compared to being buffed with ultimate’s buffs plus one of the op aspects of speed energy party is that they are all ranged classes so they don’t receive any aoe damage from the boss (martial artist are melee so they need better defensive buffs).
I don’t pretend every change to be applied nor making cheff a beast, these are just recommendations that I would want you to read.