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Nov 13th, 2019
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  1. Hammerlord
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  3. Armaments series
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  5. I appreciate you revitalizing the transformed maidens series by turning them into proper machinas in teams with Armaments monsters that said they don't really add too much to the team, just a lower CD when aligned to the proper attribute of the armaments leader. Still neat tho.
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  7. An issue I see right away is the disparate uses for and ways of gaining bullets across all these leader/ally combinations. Its a little too inconsistent, it almost seems like each one could get its own unique effect not tied to bullets at all, considering bullets are different for each one. Its not a huge gripe, just sorta sets me off a bit. Additionally, I need to know how the usability of these skills actually plays out. Since most of these effects are "tap a member to trigger a bullet skill" but you can have multiple bullet skills active at once, for example Colt and Beretta, how do I distinguish which one I want to activate? If its only one, then I need to build my team around one bullet skill then, and if multiple can be used at once, I would like to know how the player actually inputs that command to the game. Is it something like, tap on the buff icon on the left side, then you can trigger that bullet effect? does tapping on the member's portrait bring up a huge list of effects possible? Its multiple possible bullet skills, then its active skill(s) too? Just curious, because it was the first thing that popped into my head when going through this series.
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  9. Winchester - This guy is probably the most balanced of all these. His actual throughput is really low and you'd almost never want to actually use him as a leader. The ability to pierce defense and permadebuff all enemies is a bit extreme, giving him some crazy strong survivability. Probably extremely reliant on boilerman for rune generation since there is no runeshare, and you can't rely on randomly getting full attack procs just so you can reach max multiplier. Seems it could frequently feel superdry to play. On the flip side, he's a supremely strong member in every armaments team, including his own. Always being able to play with a 5 color board is extremely good. Considering you can still bring heart converters as you need them too, and in his own team the debuffed attacks of enemies hurt less so healing may not be as important for things you aren't outright killing. A good mix of weird and strong, but overall mostly useful just for the active. One thing I'm confused on and want some clarification for - Is this a portrait effect? So it will always debuff enemies to have the -30% attack and lose uncontrollable? I would personally like this to be clarified in the description, because perma ignoring uncontrollable is WAY too strong. It feels like the removes uncontrollable should be a 1 turn, or perma effect on one enemy, and then the heart exploding stuff is the portrait buff part.
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  11. Kalashnikov - Straight away I see some Mirajane jank. Is there no cap on how much you can inflate the team multiplier in a single turn if you keep activating skills? This one's active is a good use of bullets, but does a LOT of stuff... and can be presumably be used repeatedly over the 3 turn duration. But... there is no bullet generation at all for him when used as a leader :l Only his active, which also expends bullets to actually trigger any effects. You rely on other Armaments' actives to generate a store of bullets for the team skill, which is another story entirely. But this is sorta what I mean by the bullets feeling like they could all be different unique team skill effects, instead of united under this keyword, but disparately generated and used.
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  13. But here's the real red meter rising - This monster can potentially avoid the following boss skills when used as leader:
  14. • Trivialize puzzle shields by making them smaller
  15. • Ignore Initial Shield
  16. • Ignore Summon Shield (can hit the main summoner without killing the small mobs i'm assuming)
  17. • Turn Puzzle Shield EX into Puzzle Shield - Runes can be dissolved outside the frame and still count for the puzzle
  18. • Turn initial combo shields into >= combo shields
  19. • Ignore Enchanted Shield
  20. • Ignore all spin time reduction effects
  21. • Ignore all black and white colored runes effects
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  23. ALL of this in a single card is way too much. Even with the build up of slowly gathering bullets, and the amount of win more it would take, I personally can't abide it. It gets to do far too much for just stalling out and using actives to pool bullets.
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  25. Beretta - This card finally adds some fun gameplay to bullets. I really really appreciate this card design, and its a superb use of the bullets mechanic. It also gives a reason for the synergy with Transformed Maidens! The only thing I can suggest is to adjust how you gain the additional runestone movement time. Since every bullet gaining effect comes all at once, to all members of the team, you'll be playing for 8 rounds with normal spin time, then after using Beretta or any other armament you suddenly go up to 11 seconds. Its a pretty steep jump, and you can game it really easily to maintain a large amount of time while still utilizing bullets from then on. I say just give it a flat amount of additional time to move, because its almost too much of a tradeoff for not using bullets, and always holding onto at least one on every member. That said I still really appreciate this design, well done.
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  27. Colt - This unfortunately is where things fall apart a bit for me. Colt as a member is extremely centralizing. This monster is your go to bullet user, and his bullet skill is incredibly strong. It has 100% uptime too! In a team of multiple Colts, you could makeshift your multiplier by activating colt's bullet skill multiple times in a single turn and blowing up an enemy, then stalling back with the superior healing from its team skill as a leader and extra HP from the leader skill. I just... think we lost the plot a little here. It seems really fun but its probably a bit too strong. I don't know what you could do to bring it in line either. Having so many bullets and giving it a super powered bullet skill is just... nuts.
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  29. Mauser - Pretty strong, launching tons of extra attacks and capable of minibursting frequently, and abusing some effects like Delta to reach trillions of damage. Giving this guy runeshare on top of the massive multiplier, effectively boosted x6 further by the multiple attacks is a little nuts. It has a slow burn, you need bullets and those bullets are easy to use, but its way stronger to always keep 4 bullets on each member so you can have a massive amount of runeshare.
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  31. Bazalt - An odd card, really interesting though. I like the trade off and makes it into what is essentially a modern day Trojan team. You die to just about anything but you do more damage. That said his active seems a little difficult to actually stack up runes for, it reminds me of old Primal Greeks and how frustrating it was to always have to keep an enchanted rune on the board every turn. It would work well with something like Mauser who gives you lots of enchanted runes though and that must have been what you had in mind. Overall I don't think it does what you think it would in reality, it the tradeoff strength in the leader skill isn't as strong as it seems, and trying to work around that active all the time would be a real pain.
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