thanyou

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May 14th, 2019
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  1. Kaerf
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  3. Culmination of Efforts - Capstone
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  5. Neat idea, and there are a lot of different race rune generators across dragons beasts and elves, as well as defensive stance creatures. I just wonder if this would work with the upgraded forms from PR, if not it would kinda suck to be stuck with 5* monsters in your team when there are stronger forms available. It also seems like it can achieve damage numbers required for current SM content but it may struggle to passively deal damage when you have used your rationed race runes and are between actives. Cool for a jackpot for sure.
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  9. Bulwark of Drought - Drystone
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  11. Neat idea, and has a fun Mirajane vibe, but I'm curious what members you had in mind when creating this. I imagine you wanted to prevent the fire big bang card from being too game breaking with the "When no Runestones are turned in a Round (including Enchanted and Race runes), Team ATK 2.5x." clause, though with that it shifts the goal of the team to fill up with non turning actives and full boosters which I like a lot. I would love to play this for the firestorm of fire runes it would passively enjoy, like playing a Natsu team.
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  15. Elemental Brilliance - Gemstone
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  17. Awesome alternative with Daoloth with its own cool playstyle without it. The tie in with groups of 4 runes isn't lost on me, but now we just need more dragons beasts and elves with ameliorations for the column attack bonus. Arguably the most interesting active and leader skill of the jackpot/rares for this series, and the one I'd most like to see implemented. Shaking up existing leaders with new ones to use interchangably is a great idea and I'd love to see that idea make it into the game in some fashion with a future series.
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  21. Overseer of Restless Souls - Tombstone
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  23. Oh baby I see where this is goin. Alternative leader to x4 gnomes with Saruman! And it seems like it isn't half bad, a neat active boost with a way to beef up the passive damage with team skills. 4* doesn't give you a lot to work with member wise tho so I can't see it being anything more than a meme, even though I do love it a lot.
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  27. Fading Embers - Hearthstone
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  29. Wow. Crazy good active, almost too good for a CD 6 defensive and utility passive effect, but I think its fun so it works for me. As a leader, I'm in love, a much more fun version of primal greeks with an added runeshare effect. I could see it having some issues with today's content because of no HP boost
  30. so its susceptible to phantom but that's going to be something I'd say about any unboosted HP team in 2019 :p
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  34. Medicinal Bijou - Toadstone
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  36. Cool anti poison active for water/beast teams and has a ton of potential as a tanky stall team that can grind through stages with endless recovery and damage reduction. The only issue I see with it is I'd want to know for sure that the race portion of heart beast runestones is actually boosting damage when it counts as a water rune from the stoneheart leader team skill. If not its not a huge deal but since this team is going to have no trouble recovering double its HP every turn I'd rather it turn runes into water beast runes just so it can boost the passive damage a bit as that's where I see it lacking.
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  40. Fractured Igniter - Flintstone
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  42. Cool team skill for skydrops but I don't see a way to game it besides Ghroth who is already gonna help you overkill whatever you're facing. The active skill is also... weird. Its a neat booster/generator effect but on a CD 5 seems a little too good, coupled with the different attributes it launches can be critical though for bypassing dark shields which can make it a great member in other dark setups outside its own team.
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  46. Sheltered Speleothem - Dripstone
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  48. You've been defining some metas with this series :p This is another cool fusing of archetypes and creating something new out of it, though it has some misplaced elements. The leader/ally column not having any water runes drop is a cool concept but it may leave you bereft of water runes at critical times, and seeing as you already have ways to generate heart runes (of which are from dissolving water, which this doesn't help you contribute to) I can't see it actually being impactful, and rather being a source of frustration.
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  52. Resilient Passerine - Stonechat
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  54. Honestly a little gross. Frigg-like in its strength to Stonehearts, with almost no reason not to bring it. It generates beast runes for Capstone, it has a low spammable CD for Drystone, helps reach the 30% damage reduction in Hearthstone teams (or in another Stonehearts team with Hearthstone and Stonechat together) turns Fire runes into hearts for more healing/damage in Toadstone/Dripstone/Flintstone. Really just a core member, and I appreciate you creating it. As you could tell from some of my previous comments I was almost overwhelmed by the member options for this series.
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  58. Benthic Glow - Stonefly
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  60. Another wonderful member addition to a number of Stonehearts, honestly nothing more to say other than I love it and its contribution to every team in this series.
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  64. Pernicious Spines - Stonefish
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  66. Another good member for Stonehearts, probably most useful in Flintstone just at a glance, though the potential 2 columns of Azathoth levels of skydrops makes it a monster burst active. Honestly too strong even at CD 9 but I don't know how to bring it more in line with other members, considering all 3 of these biweeklies are very strong members for all the Stonehearts. Its honestly probably balanced at CD 9 (effectively CD 8 for all situations it'll be used in) just because it is a rather loaded active, but with serveral key conditionals.
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  71. Hammerlord
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  73. Diver of Eternity - Fydyntom
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  75. I'm a little confused here, if you're keeping the ability for petrified runes to dissolve in layers, then won't you be basically "dissolving" entire boards of petrified runes because you'll always be getting fresh ones once the 2 -> 1 layer runes are dissolved? Maybe I'm overthinking it and you including the duration the runes will be frozen/layers of petrification was a formality to describe the type of frozen/petrified runes it generates.
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  77. Also this will make rune shields difficult to deal with, despite you dissolving a large amount of mixed runes, the ones you're left with could be unamtchable, and the petrified/frozen ones weren't the type you needed. Also how easily could you see the type of runes under frozen/petrified? Off the top of my head I can't remember it being very easy to do.
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  79. The CD for the active is fine because it has a huge conditional requirement for it to reach large damage reduction values or for it to even explode anything at all. Though when it DOES do the most things it can do, it'll fully clear the board, then generate a board you can very easily spin, and then give you 48% damage reduction for free, and then another 48% if you can dissolve the whole board (which should be easy) So CD 8 in its best case is amazingly strong, almost too strong. But the fact that it only does it conditionally makes it somewhat OK.
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  84. poolofknives
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  86. Neat stage, Youmu doesn't seem extremely threatening of a miniboss, more of an annoyance. Seeing as she's on R6 it could be a little more dangerous, upping the HP or attack just to make the player think about whether or not they need an active to deal with the effect or if they're confident they can otherwise.
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  88. I'm assuming that was the first HP bar, and the ambush part is a second HP bar in which case I kinda take back what I said before and say its hard enough because THIS hp bar is pretty tough. Lots of actives remove black and white runes effects and if needed you could bring along something like Yog just to make sure you have a 5 color board. The recovery penalty isn't as strong as you may think it is because I imagine this would be an enemy worth bursting through and not thinking twice about using actives for.
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  90. R7... wow, what a slog of a fight, I'd just try and sneak in megumin and totally bypass dealing with that bullshit. Though its not the worst thing ever to deal with, the lower HP means you can use actives on it which helps lower the turns needed and the .5% recovery means at worst it adds 3 more turns worth of HP to grind through.
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  92. The second bar is even more rough. Relying solely on whatever board you have given for yourself to deal with this otherwise you're likely screwed. I can see some cool combinations of Haley and other passive boosters to help non touhou teams edge it out and deal with it so its not too strong of an enemy for sure. I don't know your touhou series but I imagine there's some members that can deal with this but not too specifically :p don't wanna accuse you of making tailored content :p
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  94. The fact that non touhou get their CD's reset from going from 6 to 7 makes R8 really tough. Doable for sure, but tough. You may want to rethink the defense and hp ratios, or the strength multiplier each time it revives because the HP doesn't really spiral too hard out of control but the defense does. The revive for this round is a cakewalk, just burst and be done. Considering the hp bar before gave you plenty of time to get actives up again. It only causes issues if you can't burst it down in one turn, but even then its not death for a lot of teams that one would take to challenge this stage in the first place.
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