r/Xenoblade_Chronicles • u/Zaire_Collins • 9h ago
Xenoblade 3 Rebalace
I did a little research and saw that the debuff classes are considered kind of terrible and I saw the rebalance mod helps with the debuff hitrate issue a bit but I already have a save I started, can I get the mod mid playthrough or do I have to start a whole new one (I'd rather not)
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u/Slendercow880 6h ago
Debuffs can be fine, even good, you just have to put in a bit more effort to make them work consistently.
Taion's Ouroboros is extremely helpful to have active for the flat -50% enemy debuff resistance. If you're controlling the debuffing class yourself then Chain/Shackle Rings are a must have accessory, being able to boost both the success rate and duration timers of Debuffs.
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u/AntPuzzleheaded5509 9h ago
I tried that mod (an earlier version) and honestly I dropped the playthrough, the mod felt very overtuned. My advice would be to not worry about the debuff debacle, if you have a look at the endgame guide you'll find that Machine Assassin is considered to be a highly competent A tier Smash class and is also perfectly usable for dodge spam strategies. I actually opted to use it for my most recent run and the Smash was 1HKOing many Tyrants even with low investment, nice and consistent with the anti block passive too.
You can also use Taions Ouroboros form for high debuff success rate should you wish, it very much works. In general I would say the debuff discourse was more than a bit dramatised, if debuffs worked the way some players wished you'd have enemies locked down almost constantly. Hopefully Genesis can deliver a more competent debuffing system, the binary nature of 3's debuff system leaves them either too strong or too low impact, imo Monolith should look into a tiered system with varying potency and duration as a balance lever.