
My concept for Charge "savior" id
Ignore the name and/or lack of visual, im too lazy and also the concept is matter more than them
TLDR: This is my idea for a solution to the Charge status: Snowball status. Reads the ID kit to see how i work with it.
One of the thing i see people dont really mention when they talk about "how to make Charge great" or "how to make Charge unique" is the fact that Charge doesnt do anything "new" now.
Before in ss1 and sometime of ss2, when all of the other status team outside of Charge is not real, the concept of "hoard something then spend them for big positive skill buff" is an interesting concept. Atleast to me, thats why im playing Charge since then. But, after Liu Ish (not trying to put all of fault on her because it all thanks to her ig), when we have more "positive skill buff based on status", the latter part of the above concept slowly vanished, cuz other status now can also reach those skill buff, but more consistent (cuz it placed on the enemy, not them) while doesnt negatively affect their gameplan, unlike charge ids who has their next few turns ramping again while doing less than those status id. This is a sad state, until late ss4, when Charge Potency comes out.
I look at it and imagine a playstyle of "snowballing", or "get stronger the more Potency you have". Guess i was too hyped. All we got is a series of ids with Charge Potency, yet being restrained from it rather than benefit from it, because PM decide to make an "invisible" ceiling for Charge Potency, and also limit the way to get to it. I'm keeping a simulation to see how many Potency (i'd just call "pot" from now on) an ID can have in X turns (which is not practical, but its basically a mimic of how charge work), and seeing the results, its just sad. MC Faust tooks like 6t to not even reach 4 pot consistently, and the recent DS Sang id, while much improved than that, also only able to reach 5 in some harsh condition.
Then, after reaching that ceiling, when all other pot is meaningless, would the ceiling itself worth it? Back to the MC Faust example, she has.......15% more damage at 5 pot, that change to 25% if the target is at 50-%HP, which is not consistent ofc. With DS Sang it scale with both pot and speed diff, but still capped at 20% which is still too low. At this point why doing all of the "hoarding then spending" anymore?
Then I look back at my dream: "get stronger the more pot you have". With how the HoS NF turns out to be so powerful, I decide to give it a try. The concept ID I bring here kinda "upscale" pot to give offense level for every few value of it. If you dont know, offense/defense level diff is in the same layer with crit (from poise) in the damage calculation formula, so this should at least bring some value. But the important thing is I dont cap it. IT CAN GO TO 99, which (in my version of this ID) is 198 offense level. This is something like the offense level you can get from playing Charge with full ego gifts and buffs in MDE :). It doesnt stop there, I also give it a Heart-powered jewel too at 5 pot (and thus the "seemingly" lack of % damage at the attack skills, gotta keep it balanced at some point). That is the way I think is the best for an unique yet powerful definition of Charge: Keep ramping and stronger along with it. It doesnt have to be fast (atp many thing is faster) and it doesnt need to, yet in a longer game it will still hold the line, while other status might fall back.
"But how do we get there?" This lead to another part of my design, which is less conceptually and more practically. I just took some of the design from other Charge IDs that has good Charge ramp: Every skill both gain and consume Charge at base (from QoH Don), the Passive 2 is somewhat get from AEDD Greg passive where he spend count at the end of the turn and gain count (once) at the start of the turn, Skill 2's puzzling Charge consume clause is taken from R Rodya S2 (she's like the first ID that can reach 4 pot at 6t due to that). Mark is basically PE but better: it helps other spend counts if they have too much and still gives counts if they need those.
From what i ran from my simulation, this id can reach 5 pot (when you start dealing true damage) in 5t or less, then after that, every s1 is 1 pot, every s2 is 1.5 pot and every s3 is at minimum 2 pot. And you dont actually "stop" at 5 pot cuz more pot = more offense level + more % true damage = more damage (and clashing but no one has to worry about clashing in 2026).
I think the status part of this concept ID can be safely ignored, this ID might or might not have it and its fine, but again this is 2026 and IDs are atleast dual status, so i just put Rupture in, and somehow i smoked too hard and give this ID neutral count. But i want other players to remember that this is still a Charge ID at first.
So, what do you think?