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Zgłoś problem z tłumaczeniem
Her passive can go either way. Being guaranteed to revive instantly outside of specific circumstances is great, but being left with only 2 HP can instead also lead to you showering your opponents with stars and wins trying to get back what you lost - repeatedly.
Being passionate is one thing, but you really ought to learn to control yourself a bit. Knowing no restraints is no different from being a hooligan.
Just because traps aren't very popular doesn't mean Saki is the only character to ever bring them. It really depends on people's playstyles - there are people who bring them in certain decks.
Besides, if swapping a card or two for anti trap cards is enough to ensure you will lose against any character that isn't Saki, then, uh... let's say I would have my doubts about your deck-building abilities.
But we're not here to discuss whether it seems like an overly strong combo, where here to discuss whether it is.
...and given that virtually all of the counterplays that have always existed against Saki / Big Bang Bell still work, I honestly don't see how anything has really changed.
I suppose that's up to playstyle to an extent.
Most +2 Atk characters and a lot of the +1 Atk characters who don't have a good combat hyper have no reason to be overly attached to their hypers or really even their hand in general - sure, having cards is nice, but in the end most +Atk characters benefit more from ensuring their opponents have no means of countering them than from further boosting their own offenses.
And in any case, "not many people bring counters" is never really a good argument for why something supposedly is overpowered. If you get wrecked by something you theoretically have the means to counter, then that doesn't mean that something is overpowered - it means that you either consciously took a risk and got the short end of the stick, or that you need to get your priorities in order.
Again, sure, that's your choice to make. Just don't put the blame on something else if it ends up not working out for you.
"Low odds"
"reliable"
Pick one.
I sincerely hope you do realize that just because it will work on occassion does in no way mean it's overpowered, right? In fact, Pathblockers (or any card, really) would be completely and utterly pointless if it never worked and never gave you a significant advantage.
Maybe it'll get you to think about decking more anti-trap cards, but I don't see how it would get "everyone" to start bringing anti-trap cards all of a sudden. You aren't everyone. People should be bringing anti-trap and/or hand disruption cards on a lot of characters to begin with - as much of a glorified meme traps generally are, being on the receiving end of most of the non-Minelayer traps has always been devastating. Even something as innocuous as an ill-timed Go Away can utterly ruin you, and Pathblockers really doesn't change much on that end.
If you accept all of that, then why do you still want Specs nerfed? It's a hyper - it's supposed to be useful, especially for that kind of cost! Are cards just not allowed to have any even remotely gamechanging effects in your ideal world?
Just listen to yourself for a second.
It's not difficult to get lucky.
Getting lucky means precisely that - she got lucky. That's not the norm by which you should judge how good or bad a character is. Poppo is far from the only character who becomes virtually unstoppable if they happen to draw more than half the hypers in the entire deck, but that says very little about how powerful they actually are under realistic conditions.
Under normal circumstances, you can expect one, maybe two hypers per game. Maybe three if Charity is active and the match lasts a long time.
Let's go with two for the sake of argument.
Now, see, even if we assume that every hyper steals the full 50 stars possible (which won't be the case if you want her to use some early), that's a total of 100 stars stolen per game.
That's worth about as much as one kill on an opponent late in the game - except characters who earn their stars by killing others are generally quite capable of getting more than just one kill per game.
So, as far as star earning or stealing potential goes, Poppo is in no way remarkable or even particularly good.
Now add to that that if you use a hyper in any situation that won't instantly win you the game, you're putting yourself in harm's way by doing so - if your target has the firepower to take you down, you can rest assured that they'll probably take back all of the stars you stole and then some.
High HP with negative defense is actually one of the worst stat spreads for healing possible. While Pudding will heal you to full HP no matter what, no other method of healing will - the most common sources of healing (home panels) only heal you a single point, which is terrible when taking a single hit typically costs you somewhere between 2 to 4 HP. Not even Quick Restoration is notably more effective on Poppo than on other characters, as in the end QR only means a single extra hit as long as you survive at all.
"Combat stats don't matter if you don't enter combat!"
Well duh.
Except you don't exactly have much of a say in whether your opponents will force you into combat or not, so handwaving combat stats as irrelevant is about as ingenuous as it gets.
Again, Poppo's hyper doesn't steal anywhere near as many stars as a KO typically will. This also means that a single hyper often won't be enough to make up for a death, especially since this will again put her in harm's way.
Name literally a single non-NPC character with a stat spread worse than Poppo's. I'll be waiting.
Wow, a character with one of the most powerful hypers in the entire game and literally no weaknesses whatsoever? Boy, that does sound overpowered!
...duh, of freaking course you'll get a monster of a character if you simply pretend all of a character's very distinct disadvantages just simply don't exist (or go even further and try to spin them into positives). The thing is, this monster haunting your dreams isn't actually real. It doesn't exist. It can't hurt you. There is no Poppo that rolls exclusively 5s, gets fully healed by all sources of healing, is always carrying Pudding, Shield Counter and RAF, has infinite hypers, and cannot be challenged to combat.
Source?
You really ought to stop projecting your own playstyle and ideas onto others. There are only few characters that are truly passive - if the situation calls for it, the majority of the cast can become more aggressive. Most characters are flexible like that, especially when it comes to a joke in combat like Poppo.
Just because you can't seem to counter Poppo properly doesn't mean there is no counter to her.
Generally, if your strategy isn't working, you might want to try changing your strategy instead of immediately wanting the offender nerfed. I'm honestly not sure if you realize this, but you can't use the same strategy against every character in the game, even if you always use the same character yourself.
If anything was to be done about Poppo at all, that would probably be the way to do it.
I don't think using Poppo's level as a basis for the number of stars she steals is a good idea. It would result in a snowball effect where the number of hypers she draws has even more of an effect on how well she does. It'd also be viable for her to repeatedly steal from the same low-Atk opponent and ruin that character's game, if the number of stars she gets doesn't depend on the target character's level.
IMO giving her an incentive to steal from the leading player (who is often the one with the highest norma level) is a good thing.
Sora
+ guaranteed 6
+ probably better for defense/evasion
Sora-M
- guaranteed 5 rather than 6
+ lower cost
+ can spring it on people in battle, so it's arguably better for a more offense-based playstyle
re "no one but Saki brings traps"
Characters who aren't Saki who could do well with bringing traps:
* QPD - needs her Dangerous and Bad Puddings.
* Krilalaris - brings traps, brings We Are Waruda, trapspams, then mixes up the traps.
* Star Breaker - same as Krilalaris, except she feels free to bring more devastating traps that destroy stars and disrupt cards, like Flamethrower, Exchange, and Sky Restaurant, since she's less dependent on them.
* Tequila - yet another character with trapspam, so same as above.
* Yuki-D - yet another character with trapspam, so same as above, plus also she's uniquely able to (1) turn Dangerous/Bad Puddings into Tragedies, which benefit her disproportionately, and (2) uniquely able to play traps that she should not be otherwise able to play, using her hyper -- including For the Future of the Toy Store while at >50 stars, and any high-level traps.
* Kae - likely to bring Heat 300%.
* Sweet Breaker - likely to bring Sealed Memories.
* Store Manager - may bring Flamethrower and Bad Pudding to help get rid of cards.
* Aru - may bring Flamethrower and Bad Pudding to help get rid of cards.
* Mei - may bring low-level traps to make it easier to dump her hand.
* Chicken - may choose to bring trap cards to mix them up with Golden Egg.
* Mira - gains a passive boost for her traps.
* basically anyone, maybe except Star Breaker - Piggy Bank is a nice card.
What you're describing here, is a method in which Ubiquitous is able to be used currently. Poppo can use Ubiquitous whenever she pleases, and tends to target higher Norma players. This includes constantly stealing from the same opponent to ruin their game just because they have a high Norma, while Poppo doesn't need that. My suggestion implies making Poppo work for how much she's able to steal with Ubiquitous based on her own Norma level, rather than relying on someone else having a higher Norma in order to make a massive profit, as well as making the strategy of keeping Poppo down and KOing her to prevent her from stealing as much as possible with Ubiquitous have actual meaning and viability.
Mixed Poppo, despite having more options and easier, less risky success...
Gets next to nothing from what I've seen.
Whenever I play Normal Poppo to give people a fighting chance, often planning to not even win the match, I sometimes get told "Why aren't you playing mixed? Poppo OP" As I proceed to go the entire game without a hyper and just exist and a passive punching bag.
Sure, I sometimes get matches with hypers, but using them without thinking, especially when a high attack character is around, doesn't exactly help. Poppo's 7HP is a joke to half the game's cast. Stealing 50 stars means nothing if I'll just die the next/same turn.
Then I play mixed and become an almost untouchable warp demon.
Being capable of gaining stars AND cards outside hyper use, and causing a potential snowball effect upon using a hyper. This same hyper that makes approaching Mixed very RNG.
Nobody complains about it either. Player salt can conflate with balance views.
And Ubiquitous is literally a hyper made to generate salt. Star Stealing does that.
Sincerely, a Poppo/Mixed Poppo main
Yes... Poppo using Ubiquitous is extremely predictable, but here's where the problem comes into play... It's inevitable. There's next to no way to counter it, unless she just so happens to land on a Flamethrower, you're a Tsih with Stealth On, or someone happens to play Scrambled Eve, but even with Scrambled Eve, you're not guaranteed safety.
Using Mixed Poppo as an example really doesn't fit here, seeing as how she's not guaranteed to always land on warp panels to gain stars efficiently (and mainly becomes dangerous at higher Norma levels), and even in the middle of your warping frenzy, you could end up getting in front of someone, and potentially killed as a result, unless she has tools to protect herself. Poppo on the other hand, is always guaranteed the absurd amount of stars she can receive from Ubiquitous, and will almost always use it to guarantee her victory, or ensure you or another player doesn't win the next Chapter, and can potentially get away from the scene unpunished, or have cards to protect herself.
Thanks.
Did you try hitting the Poppo?
Still fair points in both responses, I just wanted to add my own 2 cents from the perspective of the Poppo, instead of purely those dealing with Poppo.
Ironically, the majority of my Poppo victories were from matches where I actually never got to use a single hyper.
Sometimes I meet players that just NEVER attack Poppo. Even with +1 or +2 attack. On a small map. Feels weird to ask players to run up and hit me to keep things balanced.
Not if the game decides you aren't getting a hyper.
Meanwhile Mixed can make use of the star/card gain ability either from the board or by flooding the deck with warp effect cards. No need to depend on the hyper as much, its just a power boost.
The fair point is that yes, it can place you in front of a bully character.
But just like all things in this game, this is RNG.
RNG can break any character.
I appreciate your respect regarding the opposing viewpoints. I'm personally not fond of this community due to how often incredibly irrational topics pop up, but this was one I felt I needed to hop into to.
Anyways, yes, of course my order of business would be to attack the Poppo, even at opportunities when they're still low in their Norma Level and stars. What I'm saying is that some Poppos play Ubiquitous when they see they have an opportunity for safety after using it, whether it be they have good Battle cards to help defend themselves, or healing cards like Pudding and Dinner if they take a lot of damage after the encounter following the Ubiquitous. Of course avoiding the path to the Poppo's home if they're at Norma 5 is an option, but what does that do about the Ubiquitous? It won't do anything, and Poppo can also use Ubiquitous off another player to get closer to her home. And along with that, I've rarely had games where an opposing Poppo never gets Ubiquitous the whole time, but that's just bad luck on my end.
I find myself sometimes going "well, crap" or something like that, in chat, when I'm at like 4 HP and have to walk in front of a full-HP Yuki for example. Then if the person doesn't challenge me I sometimes react with something like "...well, okay then".
I mean, it's not exactly my fault if something happens that feels unbalanced when a player seems to be engaging in noticeably suboptimal tactics. I'm still going to try to play using good tactics myself, with the intent of trying to win the match in accordance with the design intention of the game.
And correspondingly, if I make unforced errors, that's my own damn fault, not anyone else's. Other people flubbing plays causing me to win goes on my record, and so does me flubbing plays causing me to lose.
Though I do sometimes mention it in chat because if anything it makes people more aware of what's happening; it's not that I (or Poppo or whatever character) has a magic aura of protection if someone just decides not to challenge me.
If you ask me, Msora's way worse. Sure, she can use her hyper in-combat, but that passive is a huge drawback (barring instances where she's grinding wins in battle-heavy maps) allowing for a LOT of easy star loss, and getting a 5 instead of 6 isn't much better for her. Since she doesn't revive with full HP, she's dependant on her hyper to survive would-be bullies going for easy stars, so she rarely has the luxury of doing something like picking off someone with a 7 - guaranteed - like Sora.
If anything she's pretty fair. Good abilities, but notable drawback to compensate. Honestly nothing to complain about Msora. Heck, her version of specs doesn't even persist until next turn, unless used pre-emptively outside combat, if memory serves me right.
---
As for the big reply...
-Hm, i suppose, but not much else to discuss on this matter i suppose.
-Well, suppose some people like traps (the card variant - but i'm all fine with the non-card variant too, heh), but i don't see those types of people a whole lot, and when i do, the traps ussually don't help them much as anyone could draw it. An 1/4 for them to draw it basically (the dangerous traps, anyway, that are max 1).
I suppose i haven't put it to the test yet on decking anti-trap cards, but it's probably not a bad idea on characters who have no real way to make a comeback. But for now i'll have to go with the usual tactic of not accounting for traps in my decks, as so far they're not a huge threat besides Saki's BBB's, and pures/toystore/exchange works as a double-edged sword.
-Oh, it's definitely a really powerful combo. And Saki is the only one who can really benefit from it, too! The usual counters work, that's no different. But what has changed is how easy it now is for Saki to land a BBB, with the aid of Pathblockers.
Normally she'd either have to place world's most obvious BBB on a home, or pray to RNGesus/sacrifice a goat to make someone land on an elsewhere placed BBB.
And now all Saki needs to do is bank on drawing one or more PB's and wait for a semi-decent oppertunity for it. And the only real "threat" to this strategy/deck setup is that someone might PB her into her own BBB, or PB anyone into a fresh BBB to defuse it safely.
Previously, it was a really hard-hitting but also quite avoidable/obvious ability, but now, she can reliably pull off a 1/2 star steal from anywhere on the map. It's quite a difference!
-Well, of course bullies would bring hand-disruption cards, since all they gotta do is beat up the opposition, and some other characters who care not for what they hold and benefit from bringing it.
But mainly, those characters are a (very small) minority, and anyone else will want to avoid bringing card disruption as they'd lose more from bringing it (regardless of Saki being in the game), then they would gain from it. Card-disruption isn't even reliable anyway, as opponent's cards cannot be seen without being reversed. Then you'd be better off with Waruda/Crystal.
-Well, with my passive-focused playstyle, of course hand-disruption would be a bad thing to bring. So i'd go for anti-trap cards if i really wanted to instead. It's logically the better option.
-Perhaps i didn't define it clearly enough. While Saki drawing PB and BBB may be considered low odds (about atleast once every 1-2 games, minimally), the results of the BBB+PB combo would be pretty reliable, always stealing a lot of stars and making a comeback, if not winning with a gross difference in stars. And that's just one instance, God help those poor souls if she gets an 2nd combo.
-Well, if that combo ends up being so sickeningly OP that word spreads and people pre-emptively pack anti-trap cards, then you know it's a problem. But i guess time will tell on that matter.
I'm not fond of bringing anti-trap cards though. It's just ineffecient. Pudding traps? Hammers? Meh. Go Away? Meh. Brutal Prank? Meh. So many "meh" traps i can shake off, only really worried about Pures, Toystore, Exchange and BBB, those are the hard-hitters that may end your chance at victory in an instant. The others merely delay you at worst.
-I suppose my personal pet-peeve with Specs is how it's utterly guaranteed to work. Sora always moves for 6, so if you're 6 or less spaces away - you're BONED. It may be clear as day what Sora's intent is, but without a perfectly timed Rbits/Counter/Barrier or super lucky 5-6 DEF roll, you're gonna die. And even if you manage to live, Sora will dodge the counter hit and resume attacking you normally or use another Specs.
It's costly, but Godamn, is it basically the 2nd-best hyper in the game with how easily it lets Sora steal a lot of stars to stop someone in the lead or to take the lead. In comparison, most other hypers like Accellerator rely on RNG for that kill. But Sora just ignores RNG, in a RNG-driven game. Doesn't help that Sora can also get boss-kills with it or land on any home 6 tiles away, and basically is invincible while active to non-bosses, so she can also use it to prevent being stolen from as she runs to her home to norma/win. It gets even crazier with Move/Warp-again tiles, letting Sora move up to 12 spaces - guaranteed.
In short? Too reliable, that's it's power. In a RNG-based game, this is the stuff of Gods. (And it's very discouraging to be the target of a 100% chance kill, it feels dirty, and no amount of RNG will alter the outcome you calculated in your mind where you die, making you wait for your death, and then your long revival.)
Well, it wouldn't be easy to nerf from God-tier to just being powerful, most nerfs hit it too hard, some don't hit hard enough, no easy middle ground.
-Hm, well, early/mid-game Poppo isn't at her best, can't argue that, but anyone can get to level 3 at the very least without much trouble. At that point, level 4-5 opponents are to be expected, if poppo has been supressed and is slower then normal at levelling, and those stacked up hypers should easily let her go from level 3 to 4 while delaying her target notably, and she'll probably have a hyper left to steal enough for level 5 or to win depending on her luck.
Supression isn't that strong vs her anyway as her hyper is based on opponent level, easily letting her delay an opponent and level herself up with the stolen stars. And supression/attacks after hypering can be hindered if she brings stuff like Pudding, Rbits, QR, RAF, Shield Counter, etc. Not to mention how Here And There is a good getaway for her, too.
If Poppo can survive those attacks (not hard with combat cards), then she can use that bought time to find a warp/move-again to escape, or failing that just steal from a -1 ATK character, and end up with enough stars to (almost) win.
That's kinda the typical line of events anyway. Dunno if it seemed clear, gettin' a bit late here...
-Well, fair enough, its not ideal for all manner of healing. But full-heals (KO's included), QR, Dinner, and such do work quite well with high HP, still.
Besides, on the flip side, there's characters like Peat, sure, a cookie is 33% HP for him. But he also takes 33-66% damage from a hit or outright dies. A high-HP character can turn that 1DMG into 1/7 amount of damage taken compared to Peat's 1/3. Cards like Rbits/Barrier also help the lifespan of such a character immensely, as going from -1 to +1 DEF is enough to reduce it to 1DMG, which in conjunction with high HP means little total damage is taken.
With the right cards and strategy, high HP and -1 DEF really isn't that bad!
-Well, sure. But it's not that hard to either avoid combat or to use cards to minimize damage taken. Especially with the above scenario with high HP. Smart pathing around the map to stay behind or way infront of bullies goes a long way (provided the map isn't too small and the bullies aren't too numerous - tactics only get you so far, even Poppo can't reliably win if she's ganged up on a lot due to the map or exess of bullies).
-I dunno about that. The hyper can steal up to 50 stars, which in conjunction with whatever Poppo has left after being KO'd is often enough to norma. And the opponent loses that amount of stars, causing a 20-100 star difference which may help Poppo a LOT in buying some time to win, especially if the enemy was close to winning.
-Heh, well, i was gonna say Chicken, but non-NPC, huh...? Hime comes to mind (and pre-buff Mira). Sure she can attack, but defend? Nah. Dodge? Nah. HP-tank? Barely.
Hm, Tomato is also pretty bad stat-wise, without the luxury of having Mimyuu's 1/4 loss ratio. And there's enough 4HP/0/0/+1 characters, too. Suguri's stats are also kinda bad for survival (but her hyper makes up for it by giving her a comeback mechanism).
Plenty of those are equal if not worse to Poppo in survivability, in the way i see it.
-Welp, i already mentioned above how Poppo can massive increase her odds and cover her weaknesses. Sure, she has weaknesses, but unless people collectively put pressure on her, she's pretty likely to win or atleast make life really, really hard.
I take it you ussually happen to play a bully character when faced with a Poppo? They got some means to counter her, sure. But it's a real nightmare if your character isn't much of a bully, like most of my picks and playstyle. And trust me - i supress the friggin' hell outta that abomination at any reasonable chance.
-Hm, no source in particular, but maybe you could ask people who play Poppo (semi-)regularly or just check their stats?
Heck, i'd practically bet money that if there was some sorta global character winrate leaderboard that displayed every character's global winratio of all the (online?) games played, Poppo would be at 40-50% or higher.
-Well, i suppose there's plenty of 0AKT characters that could throw out a battle card on offence, though they're not greatly suited to being agressive. Ah well, playstyles do differ and i suppose i should keep the other types in mind. (Though they do seem awfully ineffecient, i often see people overreach and get KO'd in combat.)
-Welp, if you know a good counter against Poppo that works on (nearly) every character, feel free to share. But i'll give it some thought ahead of time.
Mimick? Not a great idea in general with the risk of it being used against you if your hyper's good, and the low chance of Poppo being encountered. Good for bad-hyper characters though.
Gift Exchange? Not good if you're card/hyper-reliant. Same deal for Scrambled Eve.
Fight her? Not reliable for -1's and 0's probably won't KO poppo before she escapes. Even some +1's are fragile and could die to a 4-5 counter-roll from Poppo. Even if you do succeed, Poppo could turn the tables with 1-2 hypers.
---
Alice:
I mean, what did you expect??? To walk around a home? How?? In many maps, you're forced to approach Poppo's home. Not much you can do then about Poppo teleporting and winning in those conditions. And if not you, then probably someone else (as often 2 players share the same lane/route/island/etc to their homes in the case of branching paths).
And honestly, Poppo is way better then Mixpo. The hyper alone, Jesus! And Mixpo in a sense proves how Poppo's stats aren't THAT bad or a hinderance, Mixpo doesn't have the best hyper in the game anymore, but gets a passive to make up for it.
I kinda like Mixpo, just runnin' around, warping a lot (dependant on map), abusin' the hell outta dem Rbits/QR/Pudding/RAF/etc for survival. Works well enough for passive play. She's also adorable, that's a plus.