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In your average game, people won't land on your traps more often than you could land on battle tiles, so her wins for traps passive is more of a penalty than anything.
I agree that her hyper could stand to draw and place a trap at the same time as scattering the traps in her hand. It's usually cheaper to place the traps one by one and you can place them on specific tiles instead. It has its niche, very RNG dependent uses however.
She's fun, but she's basically just Kai without a hyper and with one less EVD.
It's more that she's kinda strangely designed, and as is she doesn't work too well playing her as "intended". Traps aren't reliable enough to use them as an alternative source for wins than killing mobs, and wins normas are already infamous for being far more difficult than stars normas.
She's better off if you effectively play her as Kai, only without a hyper, with -1 EVD and no access to Pudding.
Ugh...I *HATE* when that happens. It's frustrating to get your Hyper when every trap has been exhausted from the deck and then...sad trombo~ne...you're out 13 stars to Discard a card you didn't know was useless at the time. Maybe it could be tweaked to generate a Trap from the Minelayer Event when there are no traps left in the deck. At least it could do something besides waste Stars at that point...
The fact that she is in fact better off played ignoring her intended style, treating her as a hyperless kae, points to a very poorly executed design. Hoping to get some discussion going on how to make the design better work, to at the very least bring some attention to it.
Having her get wins for mobs would proobably push her into OP territory. Focusing on making her trap style work would be best- for example:
Evil Mastermind- Draw trap cards until hand is full, then set all trap cards in hand onto random panels.
Level 2 (maybe 3?)
Cost - 10 x # of traps set.
I think that would definitely make her playstyle more noticably different, and make her presence as a trap setter way more noticable since their main thing is making an impact on the game map itself, which she hardly can do more than any other style character.
As for another possible hyper option, Select trap card from deck that is playable at your current lvl and place at current panel. That would allow her to strategically drop Assault/Wanted to boost her kills, or toy/pures if she simply wants to block a star collectors home.
This tweak could be potentially deadly if up against Saki, but not so much against Krila or Star Breaker (their Hypers are Event cards that generate Traps). Chicken's Hyper wouldn't be too practical for Yuki (D) to place with this tweak because Chicken benefits from triggering Golden Egg, per the in-game text.
Although with Treasure as a map event, Yuki (D)'s Hyper can be remotely more useful. Not sure if the Dance, Long-Eared Beasts traps placed by Krila's Hyper can be drawn from a Hyper treasure chest like Mimyuu's Evil Spy Work - Execution can, though. Can anyone confirm?
I've never seen Dance, Long-Eared Beasts appear from a blue chest, and I don't think you can ever get that card into your hand, since it's only meant to be generated from Krila's Plushie Master Hyper. On the other hand, Evil Spy Works - Execution is meant to be drawn and exist in a player's hand before it activates and damages the holder at the end of their turn, so that's why it's possible to get ESW - Execution from blue chests.
What she needs is to work like a pseudo Aru and be able to carry a single extra trap card. Maybe somehow having a special '4th card slot' that only traps go in. This way she can more reliably have not just more traps but potentially lots of traps to use with her hyper.
Compared to other hypers "Place one or two (usually just one) traps randomly that may or may not benefit you beyond a win" is garbage. And its other effect is just 'place a single random trap'. Ohhhh I'm really quaking in my boots here.