100% Orange Juice
So about balancing buffs...
Noticed that Hime and Tomomo got buffed (again) so I wanted to bring this up.

Its nice that FBF/OG (whoever decides these things) are making an effort to make the original cast more viable but are they ever gonna take notice of characters that actually need buffs or just keep ignoring us like we're memeing about it every time we mention it?

Some of these characters are in a good/okay spot already, I know, but they are far outweighed by other characters in the roster that are literally better than them in every aspect and there's no reason to pick them other than for "I like them over X."

I'm talking about characters that have desperately needed buffs over the years for people to pick them ironically.

(In list of who needs buffs/changes the most IMO)
1- Yuki (Dangerous)
2- Flying Castle
3- Kiriko
4- Shifu Robot
5- Syura
6- Nath

There's also the NPC enemy characters but they are surprisingly in a better spot than the listed characters above ever since they got their Hypers and weaker star drop, maybe the only one of the three that are actually not good is Seagull but that's just because there's better bullies in the roster.

Whether you agree/disagree you can comment your opinion and also if I missed anyone.
About the recent changes I think Hime was fine to begin with but the buff is a welcome one and Tomomo Soft, well you should just give her 5 REC, she isn't the powerhouse she used to be anymore.
Last edited by hot and sticky; Dec 23, 2019 @ 7:06pm
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Showing 1-15 of 66 comments
hot and sticky Dec 23, 2019 @ 6:55pm 
To whoever is on the balancing team, you have the stats, you know how unplayed they are, step up your game!
Solidus Dec 23, 2019 @ 6:59pm 
Uh, Syura actually got buffed with that passive she has now (originally she didn't have it). I really don't know what kind of buff you have in mind.

Hono hates Kiriko.

Shifu Robot is not that bad.

Same with Nath.

And I agree with Castle and damn it remove that passive against NPCs from Yuki-D!

But I'm not a balance expert, so you can safely ignore this post (as in, you don't need to counter-argue it because I'm just an eternal noob)
Wreath Noël Dec 23, 2019 @ 7:20pm 
I don't have strong feelings balance-wise for the majority of the cast but Islay is one that I seriously think needs fixed. She would greatly benefit from having the same passive as Sherry. At current she is simply a ghost hoping on good enough rng to get a somewhat expensive hyper that may not even work.
MrFailology Dec 24, 2019 @ 1:49am 
Yeah, Kiriko could definitely use a buff. Passive is super punishing if your awesome play doesn't go as well as you needed but if you don't make use of your passive you're liable to getting bullied over and over, ending up playing what's more or less Poppo without a hyper. Would really appreciate change(s) to her passive that makes it more powerful when used and/or give Kiriko ways to counteract her lost Max HP, probably by making use of a hyper somehow. Honestly, I'd take anything that makes her better lol
Last edited by MrFailology; Dec 24, 2019 @ 1:49am
Kagami Dec 24, 2019 @ 2:18am 
Originally posted by SPL Wreath Noël:
I don't have strong feelings balance-wise for the majority of the cast but Islay is one that I seriously think needs fixed. She would greatly benefit from having the same passive as Sherry.
So we'll get exactly the same 2 characters, but with different sprites and hypers.
Last edited by Kagami; Dec 24, 2019 @ 2:19am
poopyoldhag Dec 24, 2019 @ 2:26am 
Have all the mobs 'remove their handicap label'. Seagull, Roboball and Chicken should all have their hit points doubled, have 5 base recovery rolls (Maybe except the Chicken) and lose half of stars upon knockout in battle.
Last edited by poopyoldhag; Dec 24, 2019 @ 2:26am
Kowii Dec 24, 2019 @ 2:35am 
Originally posted by Solidus "The Fiend":
Uh, Syura actually got buffed with that passive she has now (originally she didn't have it). I really don't know what kind of buff you have in mind.

Hono hates Kiriko.

Shifu Robot is not that bad.

Same with Nath.

And I agree with Castle and damn it remove that passive against NPCs from Yuki-D!

But I'm not a balance expert, so you can safely ignore this post (as in, you don't need to counter-argue it because I'm just an eternal noob)

I wouldn't go so far as to say Hono hates Kiriko

If he hated her, why make her to begin with?
Solidus Dec 24, 2019 @ 5:33am 
Originally posted by Kowii(x):
Originally posted by Solidus "The Fiend":
Uh, Syura actually got buffed with that passive she has now (originally she didn't have it). I really don't know what kind of buff you have in mind.

Hono hates Kiriko.

Shifu Robot is not that bad.

Same with Nath.

And I agree with Castle and damn it remove that passive against NPCs from Yuki-D!

But I'm not a balance expert, so you can safely ignore this post (as in, you don't need to counter-argue it because I'm just an eternal noob)

I wouldn't go so far as to say Hono hates Kiriko

If he hated her, why make her to begin with?

It's a joke :p
winter wave Dec 24, 2019 @ 5:55am 
replace shifu's theme with dance robot dance
this is the buff he really needs
CarThief Dec 24, 2019 @ 7:56am 
Yeah, a lot of em could use a buff. It's absurd, utterly obscene they'd ignore characters in need of a buff for SO LONG. Some of them are so underpowered it's more of a joke or self-imposed challange to play them.

(Dunno if Nath is like, THAT weak though, she can snowball pretty hard. Same for Shifu, he's basically a self-regenerating Kai, but starts out weak.)

Well, if you ask me, mainly a few really need some buffs, others may manage as they are but could always use a little something. It's kinda weird whoever handle the balance for OJ doesn't realize some of these are really, REALLY bad.

Also got some ideas, like...

---

-Shifu: Starts the match at 3 (or full) HP. Because dying in the first turn and giving em 2 wins is kinda meh.

---

-Kiriko (Suggestion A): For every win, get a stack of "Blood Transfusion". If your Max HP is 7 or less, and you have 3 stacks or more, consume 3 stacks to recover 1 Max HP. Infinite stack duration (so, you only use em when you need em).

-Kiriko (Suggestion B): Same as the above, but all stacks of "Blood Transfusion" will be consumed once at 2 stacks or higher. (So, you may miss out on HP recovery if you're at max HP. But it's definitely easier to recuperate then in suggestion A.)

-Kiriko (Suggestion C): Alternatively, it could be like suggestion B, but "Blood Transfusion" could have a duration/limit of 2-3 chapters or so, being refreshed every time you get a kill. And only using the stacks only if your Max HP is at 7 or less.
(Meaning you gotta use em or they expire.)

Not my suggestion originally, but definitely the best one i've seen yet, as a long-time Kiriko player. Would be nice to have a way to recuperate Max HP. (And this method doesn't even require her hyper!)

---

-Tomato & Mimyuu: If reviving instantly, roll 0 for move, do not activate any tiles or traps during this period.
-Tomato: If not reviving instantly, act in the same turn you revived.

-Mimyuu: Evil Spy Work - Preperation costs 10 stars.
-Tomato: 4HP (instead of 3).
-Tomato: Always, and instantly convert any Evil Spy Work - Execution cards into Waruda Machine. (Even if KO'd.)

Love these pair, but Godamn, are they weak. This would fix most of their issues but keep them roughly the same. It's especially painful to have the revive-and-act passive, when all it does is invite a bully to backstab you again, especially if you've swapped to Mimyuu who's free stars.

---

-Castle: 10HP, +1/-1/-3, 6 REC.
-Castle: Cannot counter-attack, except on homes tiles. Gain +1 HP from all healing sources. If challanged, players cannot use battle cards against you. If challanging an enemy (players, NPC tiles, etc), reduce DEF by 1.

-Castle - Immovable Object: Cost 10? Level 2? Can counter-attack. Clarify that Castle is now immune to warp (this effect already exists). Gain +2 DEF. You roll 0 for movement, and cannot activate any traps or tiles. You may play another card this turn. Force players passing you to battle you.
If used in battle: Gain +2 DEF and the ability to counter-attack for this battle.

Always kinda had that idea in mind about Castle. Having 10 HP (back) would be legendary to witness in Versus! This'd make him tankier on defence too, but notably riskier to use on offence. And he was always a easy target as he is now, a bit more HP, healing, and a hyper that has more uses could go a long way, i feel.

But who knows if that'll work. He was always a tough one, to balance, and to play.
Last edited by CarThief; Dec 24, 2019 @ 7:57am
winter wave Dec 24, 2019 @ 7:58am 
if shifu had 6hp and no hyper he would instantly be way better
hot and sticky Dec 24, 2019 @ 5:45pm 
Originally posted by prangles:
if shifu had 6hp and no hyper he would instantly be way better
we should give shifu 1 HP at the beginning of battle and let it regenerate every 3 turns until it maxes at 5 at chapter 14. He can counterplay this by avoiding players at the beginning of the chapter until he is full HP. I think this is a good chan-. Oh wait.
winter wave Dec 24, 2019 @ 5:58pm 
this response does not mean anything to me since it means shifu still has 5hp and a hyper

the former point is really annoying because it means shifu can get ohko'd by 6s without the ability to maybe kill back or run away and recover all that hp back or use a pudding to get it all back instantly

the hyper existing as it is now is a downside since that means there are 8 hypers in the deck rather than 6 (if one player picks shifu, less if more than one player picks shifu)
this gives a lower chance of drawing healing cards and gives other players more hypers to draw

of course you could just bring mimic but making good use of it requires you to draw it and have a hyper and have another player in the game that you want to mimic
i would rather have the higher chance to draw healing cards and the less hypers overall


alternative solutions include buffing turbocharge so that it's an actual card and maybe starting the game with shifu at maximum hp
the latter option is one i am hesitant to support without a max hp increase since i just see it as a band-aid solution that doesn't really solve his primary problems in the match itself
it just makes his start a little easier

the former is one that can be cool and change shifu's playstyle from hp tank to hp tank but with a powerful offensive hyper
no matter what though i think if shifu is going to keep 5hp then turbocharge should cost hp lost x 5 rather than raw 20 stars

it's a buff to shifu himself but a nerf to anyone with higher max hp that wants to mimic his hyper

i also think turbocharge should increase shifu's move
a flat +3 or +2 might be best since it allows shifu to use turbocharge as a cheap running away tool at lower hp when combined with the cost reduction, while also allowing him to more easily catch opponents when boosting at high hp


thank you for coming to my ted talk
hot and sticky Dec 24, 2019 @ 6:00pm 
Originally posted by prangles:
this response does not mean anything to me since it means shifu still has 5hp and a hyper

the former point is really annoying because it means shifu can get ohko'd by 6s without the ability to maybe kill back or run away and recover all that hp back or use a pudding to get it all back instantly

the hyper existing as it is now is a downside since that means there are 8 hypers in the deck rather than 6 (if one player picks shifu, less if more than one player picks shifu)
this gives a lower chance of drawing healing cards and gives other players more hypers to draw

of course you could just bring mimic but making good use of it requires you to draw it and have a hyper and have another player in the game that you want to mimic
i would rather have the higher chance to draw healing cards and the less hypers overall


alternative solutions include buffing turbocharge so that it's an actual card and maybe starting the game with shifu at maximum hp
the latter option is one i am hesitant to support without a max hp increase since i just see it as a band-aid solution that doesn't really solve his primary problems in the match itself
it just makes his start a little easier

the former is one that can be cool and change shifu's playstyle from hp tank to hp tank but with a powerful offensive hyper
no matter what though i think if shifu is going to keep 5hp then turbocharge should cost hp lost x 5 rather than raw 20 stars

it's a buff to shifu himself but a nerf to anyone with higher max hp that wants to mimic his hyper

i also think turbocharge should increase shifu's move
a flat +3 or +2 might be best since it allows shifu to use turbocharge as a cheap running away tool at lower hp when combined with the cost reduction, while also allowing him to more easily catch opponents when boosting at high hp


thank you for coming to my ted talk

wow look what constructiveness comes out of non-shtposting.
Last edited by hot and sticky; Dec 24, 2019 @ 6:00pm
winter wave Dec 24, 2019 @ 6:01pm 
i wasn't garbageposting before
shifu was legitimately better before he got his hyper
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Date Posted: Dec 23, 2019 @ 6:53pm
Posts: 66