Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
She doesn't have a passive so I think she's fine
It's also more of a comeback hyper than it is a build-the-lead hyper. But I haven't seen it used enough to get a feel for how easy it is to play on the player you want to kill.
It's got a sweet animation, though.
Yeah until you roll lower one turn or she dashes. Now that you mention it, I wonder what it would be like if she dropped her hyper when she died. Not presenting it as a balance option, just think it would shift some pressure back to her.
Also consider that Mio has setups that can basically force people into this bad situation. Example: Party Time, it lands on a line somewhere, everyone is forced to act first, everyone gets blown up next turn.
Edit: (380 something stars, forgot i got killed pretty easily at the end by a bad combat roll -_-)
Like all hyper-reliant characters, she's weaker to hand disruption as her stats while usable, aren't great. There's also the fact she's reliant on drawing her hyper in the first place which is far from guaranteed. The only real thing I'd change about her is make it visible when she has her hyper and you absolutely must try to plan your movement around it. I have a few alternate ideas, but her hyper's textbox is already filled to the outright brim.
Honestly, rather than complain about Mio being possibly too strong, I'd think it would be better to consider characters that are too weak though somebody else has recently started a thread on that topic already. It's best to avoid reactionary balance changes when games are likely to have 2+ Mio or play on her personal map as they're, well, new. Something I noted was that Mio's hyper specifically doesn't affect the square she's on, so a bully that constantly bullies her has a decent chance of killing her. Her hyper basically deletes tanky or evasive characters though who have extremely little way to counter play her besides stuff like hand disruption. Since she has +1 evade, negative attack characters won't accomplish a lot against her most of the time.
Edit: After thinking about it more, Mio's hyper is more comparable to Extraordinary Specs than anything. If you step in a certain panel radius of either, you're liable to get hypered. However I'd give it to Specs for versatility as movement is an extremely important tool. It's way weaker combat-wise since it can be countered, but I remember using Specs for game winning normas more than the random KO. While Sora is more frail at neutral defense, but 4 HP, positive attack makes it a way better stat spread. Being around Sora's powerlevel is a good target, while Sora may be considered one of the stronger characters in the game, she's not considered broken or anything. The only thing I think Inferno needs if it does need a nerf is an indicator if she's ever holding it as the lack of possible counterplay will probably annoy most people playing against her. Best to let people know when they should try at the very least.
x16 Big Rocket, Air Strike, and Big Bang Bell all require the target to be weak in order to work best. Rocket and Bell can kill some units outright, but it requires a larger cost or a longer setup to achieve. Magical Inferno requires just level 3, 50 stars, and waiting a few turns for a good position, to get the same results as a Big Bang Bell with might require 10+ turns to cook and a miracle to get all the players in range of.
The problem is it's just too easy and simple, and that's not fun. There's no fun in dunking the entire lobby if there wasn't a big setup for it. Since there's no setup that means there's no fun to be had in destroying a player's huge Magical Inferno play either. Magical Inferno doesn't need a larger cost or lessened effect. It needs a risk to go along with it, and way for it to backfire.
Her hyper is very map-dependent, on a map like Tomomo's Abyss with lots of corners it's hard to get a good hit with it, while Dark Citadel is clearly tailor-made to maximize its effectiveness.
Its range is very specific. Direct line from you, but that line stops at a gap, and it doesn't hit your panel so you can't use it like Christmasher.
Though dangerous on paper, she's not without her flaws. She can't use her hyper on you if you attack her since you're on the same space. She's also in a bad spot when being attacked due to having -def and not having +atk to scare off potential attackers. If ANYTHING was to be changed about her, I would say give her 6 REC instead of 5 but even deciding to do that now would be jumping the gun. I really think everyone needs to calm down for a bit, this happens with every new character.
Honestly would've thrown in a range limit like 3-4 tiles. And made it level 4.
Bleh, seems pretty cheesy so far, though. It's rather worrying. Like playing with a plague of Poppo's all over again... Overpowered characters make the game no fun to play...
Most offensive characters cripple her with relative ease because Mio's hyper has no effect on her current panel.
And before making profit with that hyper, you need to make sure your target(s) worth that amount of stars (or you can negate that ridiculous cost with President's Privilege). No one will use Extraordinary Specs and Accel Hyper (60-star combo) on someone with less than 120 stars unless with President's Privilege or some dire situation that you need to KO said target to slow them down and give you time to turn the table, so the same thing goes for Magical Inferno (50 stars).
Also, Magical Inferno is heavily map-reliant. Highway Heist and Dark Citadel surely make it a decent WMD to easily KO multiple targets. But if I were to choose Ocean Dive or Night Flight for field, good luck trying to KO just one target that worth that amount of stars. Not every map has long straight paths so that again relates to pure luck if the host is using random map.
With a bit of game sense, you'll actively try to not align with her, why do we need a indicator for that anyways? If its effect goes through gaps, well, sure. But as of now? No need.
Furthermore, with that stat, even a CPU poppo dares to challenge her to battle, so you can see how weak she is in CPU's eyes. I personally treat Magical Inferno as a revenge tool (much like Suguri and her Accelerator) to reclaim your lost stars rather than making you profit, and again most other hyper cards do a way better job than that.
Its power level varies hugely depending on the map, there's no possible counterplay besides avoiding her all game, and tanks are powerless against her.
Some characters are built around the idea that they're going to get KO'd a few times during the game, then swipe the victory back with their hyper or passive. I'm thinking of characters like Suguri, Islay, Nico or Saki.
For others, the win condition is simply to gather stars and avoid dying at all cost, because when they do, they have a hard time taking back the lead. That's most star gatherers, but mainly Fernet and Kyoko. They rely on healing and defensive tools to make sure they don't die, or at least without losing their stars. That's how they play the game. Resource management. And then comes Mio.
Magical Inferno is basically a magic "♥♥♥♥ You" card that renders the entire toolkit of defensive characters completely useless. If you reach lvl5 with Fernet, 200 stars in hand, full life and with good cards in hand because you've played the game masterfully, but randomly warp into Mio's range while she has hyper… you're dead. You weren't outsmarted, she didn't take any risk or had to make any kind of big decision, she was just given a free kill and took it.
Of course, there are a lot of "♥♥♥♥ You" cards in the game already. Things like Exchange or For The Future Of The Toy Store can ruin games in the same way, but the crucial difference is that bringing these cards into the deck always creates a risk that you'll end up on the receiving end. And of course some characters already counter some others, but never to this degree and never without leaving some chance of counterplay.
I certainly don't think her hyper is broken though. It's an Accelerator or Extraordinary Specs that doesn't give wins. If Suguri or Sora charge into two opponents (a little trickier since they need to have been on the same tile and potentially fighting, a little easier since they can be around a corner, so that balances out) they get just as many stars, hold on to 20 more thanks to their cheaper cost, and get 4 wins out of it.
The thing we need to get a bit accustomed to is the mind games around Mio. People with over 100 stars are going to be averse to being on the same line as Mio whenever she has a card, so I feel we need to see how that plays out for a while before jumping to any conclusions.
Edit: I also feel the hyper as it is can help level out the game. If Mio has one opponent on 120 stars she can hit now and one on 180 stars she might be able to hit next turn, she's generally not going to use her only Magical Inferno on the 120-stars character because it does her very little good. And of course she ultimately might never end up being able to reach the 180-stars opponent.