-I’m a fan of buffing Gloria’s Remedy like this. Seems pretty consensus.
-Does Chillbane as you have it worded here prevent Hex of Murkwood at End of Turn? I agree that the Chains of Ice - Crash Bomb interaction is feel-bad but I only think it’s worth changing the wording if we’re sure it doesn’t add any confusing interactions or make the ability too wordy. After all, this is intended to change just one interaction in one mu.
-Dreadlands Portal -> 25 damage is serviceable but I’m going to continue to push for giving it KD. It is a “Portal” after all so it makes a lot of flavor sense for it to provide Gwen with advantage time the next turn. Giving it KD also ensures Gwen’s endgame won’t consist of dodge/super throw mixup over and over again, since she’s much more likely to try a mixup normal / dodge instead if she gets KD, which feels much more rushdowny. After it gets KD, if we test and find it’s still weak, I could see 24 damage + KD working fine.
I think I saw someone questioning how useful KD was for Gwen. Let me assure you that Gwen can be devastating vs. a KD’d opponent - she has x.0 normals and an anti-block innate ability. I feel like people are really forgetting how good x.0 normals are. Regarding reversals, of course they’re good against Gwen as they should be against a rushdown char, but the opponent isn’t going to have infinite reversals. The characters that do have them struggle in other ways to compensate (like Jaina/Mene).
Rook 9-throw -> 9-attack. Dear god yes I need this in my life, this should be consensus. You’re brilliant @mysticjuicer. And by the way, I love you just as much no matter which character you play (yes, even the bullshit beast himself). My love is not conditional on you playing Rook like it seems to be for some of these folks
I really want to like this Filibuster idea since it helps vs. Geiger, and I think it’s worth considering/testing for that reason alone, but let me voice my concerns: it seems clunky as hell any way I look at it. For one, giving Quince another ability makes him have the most abilities of any char in the game (tied with Val and Troq, but Troq is losing J ability and Val’s abilities are all simple and short). For another, Quince’s Flagstone Tax already indirectly allows him to discourage the opponent from attacking him while he’s KD in a way that feels just meaningful enough in most mus while still leaving KD as a built-in weakness. Unfortunately, it just happens that Geiger and Zane have extremely crazy things on KD vs. him that Tax isn’t enough to offset.
I do think this Filibuster idea is worth testing, but I’m not crazy about it. Then again, you’ve also shaken my confidence that 1.0 AA is a good change. You mentioned being concerned about 1.0 AA triggering Positive Spin too easily, what if it dealt no block damage like Lum’s Q? Just an idea. Honestly, I’m now leaning toward not touching Quince at all and just letting Zane/Geiger nerfs make his life a bit easier.