Such a witches brew of PR-Nightmare.
First off, the ONLY thing you needed to do was finally code Trundas A2 the way it is written, and then reword Yumeko's A3 to say "Will not decrease the cooldowns of any Yumeko skills". Boom! In two short strokes, THE ONLY team that exponentially beats any other teams gets it just rewards.
Take the damage packet going out to the target after calculation from the initial hit, copy it to a new variable, multiply it by 0.6 and assign that damage to the other enemies. NOT start another calculation stream at a 60% of the original target damage, then re-add the A2 damage multiplier, Crit damage % and decapitation bonus again.
Ensure Yumeko doesn't reset any Yumeko, regardless how many there are.
That's ALL you needed to do.
But you can't do that, because whales and krakens would leave en masse. That's why The Supreme Club exists: so that whales and krakens have someone personal to bitch to when you thwart their plans, so that representative can enact damage control.
So what you do instead is implement another overly-complicated system that doesn't really address the real issue. Yumeko's blatant flaw is ignored. Trunda's blatant flaw is only 1/3 addressed. Her A2 STILL gets the recalc, except the Crit Damage % is now not multiplied in. You did remove the ability to chain-decapitate, so that will thwart her, And Anyone Else, but she will still dominate the upheavaled playing field, because her true issue was not fixed.
Which brings me to my next point: the upheavaled playing field. What good do these changes do to the Trunda team that's the issue, when you pushed back the average player by an order of magnitude? Lengthier devour-damage requirement, no-damage-spawn-time hurts everyone. Nerfing Wixwell, Emic, Shy'ek (and effectively Nia and Anchorite too), removes the major teams that had a chance to oppose a janky Trunda team. NO TEAM opposes a well-crafted and tuned Trunda team. So basically you said, "Ok, we'll rework Trunda, but don't worry, she will still dominate and everyone else will still be far behind you. Now, no cheese team will stand in your way, you will still have smooth sailing to first place in Hydra Clash."
Then there's the nerf to the Community-created Fusion Champ. THIS is a PR-Nightmare for the ages, and it helps solidify the main issue of the game; Plarium does not playtest sufficiently, sometimes, not at all. Making it worse, Plarium doesn't whiteboard end-cases enough either. You KNEW Brogni could do amazing things with shields, and Wixwell was just a diffferent flavor to that. You really couldn't extrapolate just how large Wixwell's shield could get? Seriously? How hard was it to create an initial Wixwell team and test it in first UNM Clan Boss and then Hydra. My first draft of a Wixwell team doubled my previous UNM high score, which took ages as it was a finely-tuned Myth-Heir team, that still had a chance to mess up against Magic UNM CB. It wasn't that hard to create! How could you NOT see this coming during development? Either A) you didn't care or B) you don't let the high-score accounts playtest for you. I'm a software developer; I know what Test-Driven Development does and how it works. I've done enough regression-testing for one life. Whatever Plarium management thinks is testing amounts to: "Did it crash? No? Ship it."
Basically, I have two days to figure out how to get the Hydra avatar frame, otherwise that will elude me for the forseeable future. Plarium has made this game a part-time job where you can't trust the Boss anymore. With their PR-Nightmares, it's only a matter of time people jump to games crafted by gamers, like Godforge, not greedy accountants.