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Even limiting the Max-HP gain to merely 1 per healing effect would be a great boon, at this rate, she's so gimped, this wouldn't really make her overpowered, not like you'll be getting both combat AND healing cards...
Worst-case scenario, if that *SOMEHOW* seems cheap, fine, throw in some catch in how she's allowed to gain back Max HP...
-Maybe there's a cooldown involved after regaining HP?
-As mentioned, Max-HP gain could be limited to +1 per healing effect (instead of going straight to 8 with Pudding, for example).
-Turn any healing into a stock effect, and upon using Final Surgery, she gains back Max HP dependant upon how much of that stock effect was gathered?
-Edit: Maybe regain +1 Max HP per KO from Final Surgery?
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They definitely need to buff her. She's only 1HP away from Poppo, but atleast Poppo can use Combat cards AND it can heal, too! Even castle is more durable then her due to card usage (and his battle-card immunity on defence)!
Having 8HP means nothing if you lose it in two hits and can't lessen it because you'd die even FASTER.
It's not that hard to buff and balance her; come on devs...
Edit: I also disagree with Final Surgery allowing her health to increase, not becuase it's too strong, but because it's not strong enough. There's no guarantee you'll get more than 2 or 3 final surgeries, and you'll want to use battle cards more than 2 or 3 times. Forcing her to invest in more hyper cards doesn't really band-aid the issue because more hypers for her is also more hypers for everyone else, and her Hyper is already on the band-aid side of strength. It's there to turn her inability to heal into a step above a dumpster fire by letting her self KO and gain stars for it. It's fine like that, honestly, since it's part of her gameplay loop as a blood mage here.
But we gotta have a reason to blood mage in the first place before even considering using her hyper to self KO after taking risks. So let's make that possible.
Asides, she's already hyper reliant for a relatively weak hyper. Making it fix the problem would just it even more so a crutch. She needs to be able to stand on her own. The hyper should honestly be a bonus and minor boon to not lose your stars when you inevitably die like everyone else, faster than most. Taking risks to gain momentum before doing so and not having final surgery wouldn't be very fun but it'd at least be more engaging and rewarding I imagine than having to wait to get the green light to do anything at all. I think the solution here is a passive change rather than a Hyper Buff or Stat Change.
Hm, i'd probably suggest adding an extra attribute like "regains 1 max HP from any healing effects (except home tiles)".
So, anything except landing on homes would give some Max HP back, and given how healing tiles are very rare, healing effects are often very rare, and healing cards are even rarer when you need them, this would work well enough to allow her to use some offensive cards (and make Quick Restoration quite useful, too).
And in the event that somehow seems too strong (as if!), my 2nd suggestion would've simply been to give her a stock effect every time she recieves healing, and using Final Surgery would convert the stock effects into max HP if any was spent (even when KOing herself).
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Yeah, Castle could use a buff too... I kinda already put out a suggestion on the big pinned topic that pretty much consisted of...
- 10HP, +1/-1/-2 stats, 6 REC
-Immunity to Battle Cards while defending. Reduce all stats by -1 when attacking a player. Cannot counter-attack players (except on Home Tiles). Gains +2 DEF on Home Tiles. Heals 2HP from Home Tiles instead of 1.
-Immovable Object: Immune to warping while active (this effect already exists, but isn't mentioned by the card). Gain +2 DEF. Can Counter-attack. Cannot move while active (like Ceo's Hair Lock, so you can still play cards, but not move and trigger tiles/traps below you). Cannot trigger traps while active. Can be used in battle when Defending. Everyone who passes you must fight you. Duration: 2 turns (1 if used in battle). (Maybe a cheaper star cost, too?)
Kinda like current castle, but it brings back the glorious 10HP (more prestigeous, and slightly more durable that way!). The attacking debuff is kinda there since 10HP is a LOT to agressively pester a player with...
And 0 ATK still has potential, but he'd put himself at notable risk with -2 DEF and Tequila-levels of dodge! Also, not being warped/trapped means he can lay traps as he uses his hyper for a double-whammy, or warp everyone while he stays where he is. Lots of fun tactics!
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I'd also say Roboball could use a buff though... Once the little guy dies, he's out of the race! No way to regain lost stars if no-one's stupid enough to attack you while you have a hyper!
Some suggest adding a Shifu-esque regen, others suggest making the hyper work on offence too (probably swapping you to the DEF role by doing so, maybe only against NPC's/bosses though, if that makes it too easy to kill players), plenty of options...
Yeah, even if it's only in a minor way, it'd be still great to have your Maximum HP restored.
Honestly, Castle could use ANY buff. It's—without a doubt—one of the worst (if not THE worst) characters in the game.
There is some logic behind his (I call Castle as "he" for convenience sake – I'm not sexist, I swear!) drawbacks, since he's supposed to be some sort of a wall (of HP) that's hard to put down, but his HP being the only redeeming quality doesn't justify them. It feels like the devs were initially too afraid of 10 HP character that can potentially heal all HP in one turn, so they dumped all of those negative effects on him.
An inpenetratable wall?! Castle is a joke!
First, his HP is high, but not THAT much. Compared to Poppo, Castle is outright TERRIBLE.
Second, his "Can't counterattack" passive effect is too crippling. Not only Castle isn't that durable due to -1 DEF, he's also isn't great on offensive. And players being unable to use cards against him doesn't help that much either, as nothing stops them from using Boost cards and keeping attacking him endlessly without any fear.
Sure, having +1 ATK helps, but with all these drawbacks? Just not enough.
So, yes to both increasing HP and/or DEF as well as general survivability.
His hyper is bad too. It's supposed to help you bypass the crippling passive effect as it gives you an edge with increased DEF and exclusive usage of Battle cards during the fight, but the returns are too small for its cost and lack of flexibility. And using it to skip turns as a way of escaping your attacker by letting them pass you is way too expensive and still sets you back in the race towards stars and normas that this game generally is.
Now that some offensive gifts cards are floating around to support those that are usually lacking in that department, it may be time we got a new pack of cards to support niche characters like Yuki D and other characters that never really had a chance to shine when they were released due to lack of support and will continue to get worse as more supported characters are released.
I wouldn't mind paying for a new card pack dlc if it made characters I own but never think of using like Kirko and Yuki D more viable, cause that means i'm more likely to try them out for dumb strategies n stuff.
PS. Dear Santa, Tsih wants a shiny new rock for Christmas.
I don't think needing to draw a particular card to be viable at all is good design. I'm all for more card support for characters like this, but before that, can we also get them to at least stand on their own without it? You only have a 10/48 chance to draw cards you want from the deck, and 3/48 to get the exact card you'd want. You might only get it once per game if you're lucky unless other players also put the card in the deck.
But if other players put the card in the deck it's because it benefits their character, and if it benefits a character other than Kiriko then why use her when someone more viable can get more mileage out of the card? It's like wondering why you'd use Kiriko over Kae when using I'm on Fire. They both reach +3 attack from 0 with it. But Kae actually lives longer than Kiriko, ironically.
I mean, if you can beat them by taking the initiative with battle and consistently hitting high attack numbers, and you can get 0 defense should you choose to pass them up anyway with +1 evade, that 4 HP isn't too bad. It's also functionally higher as you lap the board for home heals as long as you're not burst down.
Band-aiding the issue with card support doesn't address the core issue with Kiriko and might even make the problem worse by pushing her even further into the grave she's in.
I've always been of the opinion that Synergy is icing on cake for good design choices. Breaking a character's kneecaps and giving them a crutch that's a little bit better for them on its own than it would be for others isn't synergy, it's a handicap.
Kae getting -1 defense but +1 attack when taking the initative can backfire, but it's a mechanic you can play to your advantage most of the time and on its own you're not weaker. You're basically a +1 Atk/-1 Defense character at base. That's Synergy.
Kiriko losing Max HP forever for +1 Atk and +1 Evade is a risk that isn't guaranteed to pay off with anything, and leaves you with -1 defense and the inability to heal at base. What she has is a handicap, like a boss, without any of the unique mechanics that can be built around. I'd sooner use Castle, Shifu Robo, or Manager over Kiriko because at least I have a strategy I can build around. You literally can't build around her hyper, because it's a crutch. You can't build around her passive, becasue you're removing your proverbial kneecaps. This is the problem.
You're right, a buff doesn't adequately describe what she needs. She needs tweaks.
Castle should just get its 10 max HP back, that would be a simple and effective buff (and while we're on the topic of bosses, Shifu should get his 6 max HP back. I never understood why Castle and Shifu had to be nerfed after getting Hypers; their hypers aren't even that good. Very situational and I'd rather have a Pudding or Dinner in most cases. I get why Manager got a slight nerf because his hyper is actually amazingly good considering his abilities. But I digress.)
For Kiriko, I'd suggest lowering her revive roll to 4 and having her gain 1 max. HP instead of healing effects (maximum is 8; gaining 1 max hp doesn't heal her). That could maybe encourage a more battle- and battle-card-oriented gameplay style (because if you're gonna play her as a star gatherer, you might as well just pick a tank or aru and save yourself some headache).
And because someone mentioned Robo Ball: I would make him only lose 1/3 stars on death (1/4 would probably be too good) to give him some comeback potential.
Your entire argument completely falls apart once you realize that this claim is actually flat-out wrong.
Here's the average damage taken (assuming optimal Defend/Evade choices) and battles survived for Kiriko.
vs. -1 Atk: ~1.11 Dmg -> ~7.21 battles
vs. +0 Atk: ~1.64 Dmg -> ~4.88 battles
vs. +1 Atk: ~2.33 Dmg -> ~3.43 battles
vs. +2 Atk: ~3.11 Dmg -> ~2.57 battles
vs. +3 Atk: ~3.94 Dmg -> ~2.03 battles
And here's Marc, a character widely accepted as fairly durable, for comparison:
vs. -1 Atk: ~0.89 Dmg -> ~4.49 battles
vs. +0 Atk: ~1.17 Dmg -> ~3.42 battles
vs. +1 Atk: ~1.56 Dmg -> ~2.56 battles
vs. +2 Atk: ~1.97 Dmg -> ~2.03 battles
vs. +3 Atk: ~2.56 Dmg -> ~1.56 battles
Kiriko undoubtedly takes more damage per hit than Marc. However, it's not twice as much, and she has twice the HP, so she nonetheless lasts significantly longer on average. Even with a point of healing factored in Kiriko still has a slight advantage (especially on the lower end of the Atk spectrum).
She can't really augment this figure with cards when needed, but in normal combat Kiriko definitely has the edge as far as survivability goes.
My impression of the whole issue is that many of the people here don't seem to understand that Kiriko is a variation of a tank, not a "blood mage" or some kind of other offensively-oriented character.
Unlike traditional tanks she's not a particularly good counter to high-Atk opponents, but on the flip-side she also has a much easier time forcefully taking (back) the lead. A Big Magnum or Final Battle late in the game can turn the tables in your favor very abruptly.
She's not very good since she's somewhat reliant on a fairly specific subset of cards to make the most of her positives, but she's functional.
While her passive can let her do some offensive turnarounds, functionally, she's not better than any +1 attacker offensively and is reliant on whittling the 1 "advantage" she has to make use of it. While Final Battle can be decent for her, she will very likely not be at full HP afterwards. Final Battle is also not a great card when it is used against her at HP levels below max. At 5 HP, she would almost assuredly lose most Final Battles against most characters attacking her.
Defensively, there is no such thing as a tank without healing. Then there's no point to the tanking. The thing about near every tank and HP psuedo-tank in this game is that they can also heal. A Fernet who has a Dinner in hand functionally has 9 HP. A pudding would mean up to 11 HP. A full hand of pudding would potentially be 21 HP. And that's not counting the healing she can gain from home panels. However, if we were to consider Kiriko a tank, then the best comparison would be Kyoko. To avoid her largest failing as a tank, Kiriko needs to KO herself, practically, this is her hyper at 1 HP and only 1 HP. Kyoko on the other hand has a hyper that requires little timing and has a 3 HP spread. While there are other ways to KO one's self, they can generally be used by either character. In those cases however, other tanks have the advantage since they are far more likely to be at 1 HP due to their defense making their damage far more gradual. Kiriko's liable to take 2-4 HP chunks on average the majority of the time. Frankly speaking, Kiriko is just flat out inferior to tanks due to healing and consistency.
You claim that she is best as a pseudo tank with an offensive turn around. However, I would argue that a large amount of just plain offensive characters can tank better and more reliably than her due to healing(most FRB characters do this trivially, but it's not like Yuki can't use a pudding at 1 HP and effectively have a 9 HP life), and that by simply putting SAOM into their decks, most tanks can stage offensive turnarounds. Kiriko is just high risk low reward in a game that is all about risk mitigation and game stealing.