100% Orange Juice
Please Buff my main man Shifu Robot!
I think Shifu Robot should get buffed he is killed and bullied way to easily I think he should A: Get +2 attack B: Have a max of 7 health. Please tell me any other ideas for buffs you have.
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Showing 1-15 of 30 comments
winter wave Nov 28, 2020 @ 8:22pm 
he was solid before when he had 6hp and no hyper
i support 6hp shifu
winter wave Nov 28, 2020 @ 8:51pm 
his balance is supposed to be that if he gets in a bad position he gets into a really bad position, but if he's in a good position he's in a really good position

with 5hp it's more like if he's in a bad position it's really bad but if he's in a good position it's just decently okay

plus he can more easily get put back into a bad position if he's at full hp because 6s can ohko him

hypers are mostly dead draws for shifu unless you have mimic and are playing against people with decent-to-good hypers
previously when he didn't have a hyper he just skipped over hypers in the deck which allowed him to more easily obtain actually good cards and also he didn't bring any hypers into the game which meant less hypers overall for people who actually want them


shifu won't get buffed no matter how many threads or posts are made about it due to being locked behind an experience gate which lowers the amount of new players playing him which inflates his winrate and fruitbat mainly balances based on winrates

tldr i miss how bosses worked before they got hypers
Hinalyte Nov 29, 2020 @ 3:41am 
The only buff I could think of for Shifu is to give him full HP when a match starts.
CarThief Nov 29, 2020 @ 4:10am 
Originally posted by stupid idiot:
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I really hope you're wrong, but damn, given FBF's shady behaviour regarding balance, i can only trust you're right... What idiot would rely on stats for balance though? In a competitive scene it's how good a person can be with something, not an community's overall succes rating.

If one person can 100% win with a character, that's a problem, even if the general community only has a winrate of 50% with it. (Ugh, doesn't help they'll never nerf their pet character, just to upkeep some stupid meme.)

You can't balance something on flawed statistics. You can't tell what those characters where facing, who was playing them (a pro, a newbie, someone fooling around, etc), what map, what cards, what strategies, if they where initially CPU-controlled (often behind in stars with poor deck), etc...

Honestly, it would be better to look at the highest ranking statistics of individual players. Who played it the most? What's their winrate? Get an average of players who have had playtime from X to Y, look at their winrates, and create an average % out of that. It's still (highly) flawed, but provides much more insight then global, unverified statistics.

---

Oh well, back to Shifu... Yeah, dude needs a minor buff.
Personally, i'd also settle for "start the match with full HP".

Though i've also seen/suggested stuff like...
-"If at 1HP, increase EVD by +1."
- Or "if at 1HP, increase ATK by +1."
-Or what about Hyper: "Increase ATK and EVD by every point of HP spent"? (You'd go from +3 to +2 EVD pretty fast, then +1... Aaand you're back to useless territory.)
Last edited by CarThief; Nov 29, 2020 @ 4:11am
Originally posted by Hinalyte:
The only buff I could think of for Shifu is to give him full HP when a match starts.
RyuuKarot Nov 29, 2020 @ 9:10am 
Originally posted by CarThief:
In a competitive scene it's how good a person can be with something, not an community's overall succes rating....

...If one person can 100% win with a character , that's a problem
I think your problem lies right here. This isn't some ultra competitive game where being the most skilled person in the room means you can't possibly lose. It's a board game where, regardless of what happens, if the dice don't like you, you're not winning, as well as a game where one dice roll can change the entire landscape of the round at hand. You don't have to like it, but, at the end of the day, it ultimately DOES mean that the balance doesn't have to be as tight as such a game significantly more based on skill.

...As for Shifu, I agree with giving him 6 HP. He'd still be worse than pre-hyper Shifu (Be honest, how often do you actually see a Shifu use their hyper?), but he'd still be pretty good regardless.
MarkVD100 Nov 29, 2020 @ 9:44am 
Shifu Robot really needs some sort of consistency buff, so it's not just constant BOOM BOOM BOOM dying all the time and lose 1/2 stars so easily. And his Hyper is nothing compared to like say Ellie's or Maynie's, or even Sweebo, but at least it's the cheapest compared to the other 3, and the duration could last longer the more HP you have. You might need Bloodlust or Portapudding to compensate that though, with the former being riskier. But good luck doing that, since some deck combos are humanly harder than others. (Especially the fact that the decks aren't separated.)
Last edited by MarkVD100; Nov 29, 2020 @ 10:02am
CarThief Nov 29, 2020 @ 10:53am 
Originally posted by RyuuKarot:
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Perhaps indeed not AS tight as a regular competitive game, but seriously, friggin' Poppo and Mio? That's out of control. Do wish they'd nerf that atleast. Take out the most extreme issues.
MarkVD100 Nov 29, 2020 @ 10:59am 
Originally posted by CarThief:

I actually found Mio pretty inconsistent to use compared to Poppo IMO. But I suppose that's fair for a couple reasons. Shifu Robot's worse though, I appreciate more variety than just being a sitting duck at 1 HP, like it's not fun to play as.
Last edited by MarkVD100; Nov 29, 2020 @ 11:07am
CarThief Nov 29, 2020 @ 1:23pm 
True, Inferno is far less consistent, but the payout is MASSIVE. And also guaranteed once you do get a line of sight for it (just a matter of time on almost all maps). Not even Specs can 100% guarantee a kill for you. I suppose that's the main thing giving both a leg up over the rest, no card nor RNG rolls can save you.

Well, not much else to suggest for Shifu. I suppose increases in the HP cap could provide better bonuses for his hyper, but they still don't fix the flaw of him getting (multi-)killed early game and don't make the recuperation period post-KO much easier either without cards.
Hm, though he's not THAT bad, just needs a nudge in the right direction.

Could also be they (foolishly) kept most bosses weak because that's aparrantly their "thing", having imposing looks on paper, but be weak in action. Though i suppose Manager would disagree, being competently strong. No reason to not to buff the other two bosses, i suppose.
Ah well, just rambling now, maybe one day we'll see Shifu/Castle buffs.
DrifT Nov 29, 2020 @ 3:56pm 
I would like to see Shifu starting the game with full HP, more than enough.

Also, this thread is about shifu, whoever brings up the irrelevant characters, cut the crap. One reason I don't really like people posting these "balance" discussions is how easily they end up with the debate going to some other characters.
Last edited by DrifT; Nov 29, 2020 @ 3:58pm
The first iterative step I want to see for shifu robot is for auto-repair to take effect at the start of turn, rather than start of chapter. And for it to activate every odd-numbered turn from revive/start instead of strictly on the same rate as board events.
This would mitigate situations where turn order is what decides how screwed he is if a bad situation comes up. And it makes for a bit of consistency when recovering.
mel Nov 30, 2020 @ 7:55am 
lots of characters need balance changes, both buffs and nerfs. shifu isnt anywhere near the worst though, worse than average but some characters are so much worse so i dont see why devs would act on shifu sooner than other characters
CarThief Nov 30, 2020 @ 8:08am 
His regen mechanic is indeed... Sloppily implemented. Inconsistent.

I suppose allowing Shifu to start a match with full HP would be reasonable, along with doing something like at match start/revival giving him a "Regeneration Cooldown" stock effect at 3 stocks, counting down at every time he starts his turn, and if it is at/becomes 0, he regenerates and it begins anew and resets the cooldown stocks to 3.

That way players can also keep track of when he's about to regenerate and plan accordingly. And much more overseeable then "uh, when was the last chapter he healed again?".

It also gives me a peculiar idea... What if Shifu's regeneration was per turn while his hyper is active? Hm, perhaps too much maybe...?
Marrow Dec 1, 2020 @ 7:57pm 
Full HP at game start is the most likely buff to actually be implemented but it's not enough by itself and everyone knows it. Because Portable Pudding exists, you can't just buff his stats without causing other problems down the line.
Turbo Charged is borderline unplayable if you don't have a Portable Pudding in hand and in no way compensates for Shifu's HP nerf by itself. I'll take a shot at making it less situational without infringing on other hypers: On top of the current effect, for every missing HP *before* the HP drain, player gains +1 to move rolls. This effect also degenerates by 1 every turn afterward, just like the attack boost. There, bam, the hyper is much more flexible and combos with itself rather nicely while still retaining significant risk, requiring judicious usage.

Originally posted by FAUCᴇT Psychopath:
The first iterative step I want to see for shifu robot is for auto-repair to take effect at the start of turn, rather than start of chapter. And for it to activate every odd-numbered turn from revive/start instead of strictly on the same rate as board events.
This would mitigate situations where turn order is what decides how screwed he is if a bad situation comes up. And it makes for a bit of consistency when recovering.
Although I agree that Shifu being very reliant on turn order is something to be addressed, being KO fodder for all three other players on *every* revive is also undesirable.
Here's my pitch: Auto-repair is set to occur every third chapter from game start and does not shift. Shifu gets a REC of 7; What that means is if Shifu gets KOed on an auto-repair chapter, he gets two revive rolls (both of which need a 6 to succeed) before the next auto-repair chapter auto-revives Shifu at 1 HP. Succeeding a revive roll manually gives you full HP. With this, Shifu retains his core weakness while still having a realistic hope of reprieve from successive KOs.

I know none of this will be taken seriously, but it's fun to theorycraft!
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Date Posted: Nov 28, 2020 @ 7:35pm
Posts: 30