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Fordítási probléma jelentése
-Manager: The hyper would be broken as hell, even if you gave a huge cost, if it remains as a gift card that is sent to another player that's it. If it dissapears after use, then it's ok. (It has to be a gift card so Manager can use it)
-Ceoreparque: I think her hyper would be fine as is currently in the base game. You could argue at level 40 it would do more harm than help, but I think that if they were to implement Hypers in Co-Op, they should change the ones that wouldn't work at all, rather than making some slight changes when the base hyper could work just fine. In short, after this overcomplicated paragraph, don't overcomplicate cards that don't need to.
Also, I'd like them to add an Hyper role, instead of giving everybody the ability to use hypers.
Some changes I'd make:
Alternate idea:
For one chapter, players will always attack first regardless of their role, and enemies won't counterattack (basically, Protagonist's Privilege for everyone, but only lasts one turn).
Of course this would probably necessiate a star cost of 20 or 30.
Alternate idea, given that a lot of your ideas are the reverse of what the card usually does:
Heals all non-KO'd players to full HP. Given its 40 star cost, this seems justifiable as it's only really much better than a dinner if all non-Tomomo players are high-HP characters like Poppo, Krila or Sweet Breaker.
I don't think the level scaling is necessary. Simply being able to target Big would probably be enough.
Alternate idea:
Big The Jonathan's events will not affect you while you hold this card. Use this card to give it to another player.
Alternate idea:
Gain +2 Defense and cannot move for two chapters. If there is a boss panel underneath you when you activate this effect or if a boss panel appears underneath you during the duration of the effect, fight Big The Jonathan.
Allies can choose to stop on your panel and heal 1 HP if they pass by (redundant if the option to stop on another player's panel were to become a default feature available to everyone, but I'll list it just in case).
Rather than placing traps as usual, simply make it a direct attack of sorts that has the normal effects (deals 2 damage to Big, Krila gains 2 HP that can overheal her, and Big receives a -2 Atk penalty for his next battle).
Rather than scaling with level, why not make it inflict exactly as much damage as Alte herself took (if it is enough to kill her)?
Rather than limiting it to Big The Jonathan, Delta Field could just make all NPCs - including Big, of course - roll 1 for a chapter.
I feel that it'd be more logical to simply make Whimsical Windmill make all players fight Big rather than just three at random.
Bonus points if the explosion animation is replaced by a fountain of cookies and other sweets.
I don't think Another Ultimate Weapon needs to be adjusted for Co-Op.
Alternatively, if you really want to avoid giving Nath the ability to erase all stars from existence, simply set the star cost to a static 1/4th of the team's total stars and calculate the stat bonus based on that amount of stars spent.
Alternate idea:
Replaces Big's next event with a random positive event like Charity or Regeneration.
I think the original effect would actually work as long as you can't use it if it would kill all players. Stars are good to have, and sometimes strategic deaths to refill your HP are good even in Co-Op. Maybe also lower the Recovery of the killed players if stars alone don't seem appealing.
I don't think the original effect needs changing.
Alternate idea:
Replace all Minelayer traps Big has set on the board with Piggy Banks (which start to count from zero).
Rather than making it set traps that need to be triggered for the effect I'd simply make the card flat-out force Big to fight one pirate.
I really do think that she shouldn't be able to nuke the party's stars completely. That's one heck of a penalty when you consider that stacking a high attack or defense stat individually isn't too much trouble in this mode.
I actually like this idea a lot better than mine. (Though considering I must've stared at my screen for about 30 minutes to come up with something, that should be obvious XD)
Also I would like it if Tomo Comfy had her hyper somewhere even if It meant a % chance that pulling a gift as her turns it into one.
Maybe cap the damage at 5; that way it wouldn't do more damage than a max level x16 Big Rocket, but it'd be much cheaper and still give Alte her Atk bonus to compensate for the risk involved.
(On a related note: given how good Guardian is as a role - especially compared to Supporters - I think that the Boss HP reduction should be moved from Guardians to Supporters so that picking Supporter over another role isn't just flat-out detrimental most of the time.)
Yeah, that's a fair point.
You could get Beyond Hell/Turbo Charged on Castle, Magical Red Ice Cream on Tsih(though I guess that would be unfortunate for the Tomomo Casual in that game), and Blue Crow on an Aru.
Also I honestly don't see true deck-building being implemented here. Some decks while synergizing well with one character can be just flat out useless to others. Primarily QPD's which you noted is reliant on such deck-building. Frankly speaking even if nobody plays the Bad or Dangerous Puddings, they're just outright pointless when any character besides QPD draws them. Rather than being reliant on the deck, just have her hyper generate 2 random puddings out of thin air for her. Though that wouldn't work well with the actual hypers can be drawn by anyone idea I just mentioned.
Traps would be placed on the board as usual (not on home panels), but a different color is used to distinguish them from regular traps. Star Breaker's bombs are visible to everyone.
Players don't activate those traps / bombs, but if they step on a boss panel with a trap on it, it activates for Big before the battle starts. Pirates attack first, damage reduction already takes effect during this battle, and bombs simply do a large amount of damage, instead of reducing Big's HP to 1.
2) Alternative idea for ESW:
ESW is added as a global effect with 3 stacks. When Big would play a card, there is a chance that he takes 3 damage, doesn't play a card effect, and 1 stack is removed.
3) Alternative idea for Melting Memories:
Players know in advance where boss panels will appear, and which card effect Big will activate next. Should probably be limited to a certain number of chapters.
Poor bats.