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i support 6hp shifu
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
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.
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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.)
...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.
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.
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.
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.
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.
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...?
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.
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!