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She can't initiate fight without her hyper, which is easily countered with different battle cards such as RAF, shield counter, tactical retreat, or even the good old rainbow-coloured circle to just evade being killed if she picks on you with 1hp.
(and when your only chance to attack in the entire game is instantly nullified with shield counter it's not exactly engaging and fun...)
She can't even choose to stop on certain panels by challenging other players. It just sucks the agency out of playing the character because now you can't even make the small choices such as whether or not to challenge someone just to stop on a card panel instead of drop panel.
You used the words "passive playstyle" to describe Islay.
These are the words I would use to describe characters like Fernet and Aru, who try to avoid battles due to having negative attack
But even though Aru is passive, she still has her agency in choosing when to challenge people to land on certain panels (even if it might be risky for her).
Choices like "Do I risk challenging this player on their home panel to Norma, even though they might have a chance to kill me and get my stars" are what makes this game interesting in my opinion.
I think Islay is the first character in OJ who doesn't require a buff, nor a nerf, but a rework.
She isn't overpowered. She isn't underpowered.
She's just... lifeless, lacking of soul, boring.
I can't speak for the entirety of the OJ community, but this is mostly the reason I personally almost never play Islay. Maybe it's also the reason why I don't see lots of Islays in the wild either- idk.
tl;dr- a big +1 for this post:
which is kind of a shame because i wanted her in 100% orange juice
Though i suppose you can't really interact much AT ALL as her, which is offputting for some.
Makes me wish they'd revise her, nerf some of the more absurd aspects, such as Rival being a super easy steal late-game, and give her more interaction. Like, maybe...
Either altering her hyper to...
-Cost 20, level 3. Reduce cost by 10 for ever level-up after level 3. KO'd opponents lose 1/2 stars.
If you're level 3: Steal the all of the 1/2 stars. If level 4: Steal 1/3 of the stars (the rest disappear). If level 5: Steal 1/4 of the stars.
-Or making it so her hyper has a preperation phase, she uses it to prepare it, and next turn she'll automatically begin her turn by selecting someone for Rival. Basically giving people a moment to react to heal, draw a card, suicide, or maybe even hit Islay first.
And to improve Islay's interactions a bit, like maybe...
-Islay: Can only challange full health opponents. Gain +1 ATK if fighting a full-health opponent (Rival no longer gives +1 ATK).
So, either one of the hyper suggestions, and something like being able to attack full-HP opponents is what i'd do, to kinda match her gimmick but give her more interactions.
She's already quite strong though, so just giving her something like that without nerfing the hyper is just gonna make her waaay too good.
I think many players make the mistake and try to stay at low HP with Syura all the time to bluff about having a hyper, then die over and over. But you can play her as a semi-tank, and keep her hyper (and cards like Forced Revival / Sealed Guardian) for when it matters, instead of exposing yourself to risk most of the time.
Probably still worse than Marc, but most characters are tbh.
Nath has a risky hyper and is very card-dependent, and starts off even weaker than Aru. But she has already neutral (i.e. QP-like) stats with 1 extension, better-than-Marc stats with 2 extensions, and very powerful stats with 3 extensions. Her hyper is risky when going for stars, but she can avoid it when it doesn't make sense to use it. But when she goes for win norma, the ability to eliminate stars from play can even be an advantage.
Yuki (Dangerous) might look like a failed experiment of a win-based character that is bad at gaining wins at first glance. But you can just play her like an opportunistic assassin with great card control and near-Kai stats. Turning Bad/Dangerous Puddings into Tragedies and placing lots of traps with her hyper is a great tool.
(she could still use a buff in co-op, IMO)
I'd say Shifu and Castle could use a buff. Shifu can do pretty fine, but he can easily end up in a hopeless situation (e.g. keeps reriving and getting KOed at level 1, without being able to use level 2+ cards to escape his fate).
I think Castle could use a Rec reduction. While it's quite bulky, it can die quickly due to -1 Def and the passive. And the passive forces it to take detours, while the hyper is also tied to a turn delay. So Castle's playstyle already makes it hard to catch up with normas to other players, but instead it's slowed down even more by having Rec 6.
I haven't played Kiriko much, so I won't comment on her.
I do like the "Reverse Kae" idea someone had for Castle though, look that up in the "what do you want to see next" topic, it's a pretty good idea.
I suppose what they said could be summed up as...
-Castle's stats swap between +1/-1/-3 (if attacking) and -1/+1/-3 (defending).
-On offence, can use BCs. On defence cannot use BCs or have BCs be used against you.
-Immovable Object: +2 ATK (so you end up with +1/+1/-3) and ability to use BCs.
---
But speaking of buffs, and Nath... Something came to mind randomly the other day while watching Nath flail about wildly and fail and suffer as usual...
What if...?
-Nath: Automatically switch to Wins Norma if you meet the required Wins to complete it. (So, if you're norma 2 and going for 30 stars, if you get 2 kills you'll swap to Wins instead.)
Because, frankly, i always see her blow her live savings on AUW, then either fail in attaining the stars from her victim or falling behind in some other way (or perhaps they didn't pay out remotely as well). Then what? She's on almost no stars, probably stuck on a Star norma, and almost no way to make a comeback. And no ability to use any Wins she gains to get out of this predicament.
And she IS a machine of war... Probably... It suits her, and kind of solves this particular predicament. Even as Nath, grinding enough wins to well, win, is tough, despite having a hyper that'd give Starbo wet dreams.
But yeah, if "more time on the board is bad", why don't we make a rule that Castle will stay down forever after being KOed? Oh, wait, that'd mean that Castle is guaranteed to lose after a single KO, so less time on the board is even worse, right?
(and no, Castle isn't guaranteed to lose by any means, otherwise I wouldn't have won 4 out of 10 games with it)
Castle isn't trash, just below-average, difficult to use, and could use a small buff. I don't know how much the Rec reduction will help (that needs to be playtested by skilled Castle players), but it should address some issues that Castle is struggling with, at least.
Well, Nath isn't forced to take unnecessary risks with her hyper.
But I have to admit that using her hyper is much riskier now that someone could deck up to 1x RAF and 3x Serious Battle. So it probably wouldn't hurt to limit her hyper cost (like in co-op), to compensate for the additional risk. :/
It doesn't really fix the base problems he has, the sheer vulnerability to backstabs that utterly decimate him, i mean, it's kinda intentional but they've gone overboard with it. Any unit with more then -1 ATK just decimates him in a few attacks, and they get to try endlessly if Castle doesn't run the hell away or catch a lucky warp.
I suppose it's hard to put into words, but going by my Castle experiences, i don't see lower REC helping me out much. At best, it can help get some revenge-kills, but not much more. (Though in a sense that's one way to catch up - if lucky...)
Well, suppose they've got no reason not to give him 4-5 REC, if they won't do anything else. Not even update his friggin' hyper to reflect the fact it makes the user warp-immune.
He's got positive attack, but characters can easily and harmlessly avoid ever getting in front of him. He's immune to battle cards, but his crappy defensive stats and his sheer kickability means you don't need them to bring him down - it'll just be a few turns later. His hyper lets him strike back at his pursuers with the awe-inspiring power of his 1 ATK (after, of course, they punch him first.)
Like Castle's supposed to be a defensive character in theory, but he ends up being one of the most bullied things around. TBH, the only way I can see a 'can't counterattack' character being viable is someone with modest defense and high evade (like 1/2 or even 1/3, because this character is severely crippled from the start.)
turn immovable object into a real card too maybe
It feels like they're extremely afraid of actually making more feasible wins norma characters. Outside of YukiD and Marc, the only other 2 characters that can gain wins outside of combat are Iru and Casual Tomomo. Iru is out of the running due to simply having weak combat stats and her hyper isn't extremely consistent for wins. Casual Tomomo is mired by a whole bunch of different issues in general though if she high rolls, just going wins norma by hitting NPCs with +3 is possible. She's inconsistent in general though.
I'd just really appreciate if YukiD didn't have that passive. It would also make her not a nuisance in coop where wins norma is sometimes the only viable option a group has if the boss cripples star count in some way. There's absolutely no way she's going to jump into some super top tier with it at least. Landing on traps is something players have the ability to actively avoid comparative to Marc's Big Rocket which is generally inavoidable.
It's been my most griped about character personally as I've always liked Yuki, but I've always found YukiD's weird design issues mentally off-putting.