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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
this is the buff he really needs
(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...
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-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!)
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-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.
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.
shifu was legitimately better before he got his hyper