thanyou

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Nov 27th, 2019
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  1. Flam's poopy series
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  3. Leader Sowon: Stats are quite high in this series, and they get a boost from the team skills as well... What did you base them off of for this guy? Wording issue for the active: I'm not sure if the delay also lasts one extra round in a team of all humans. Either way either effect is _ok_ for a CD 8 but together it makes me a little uncomfortable. Particularly being able to potentially double up a Delay for multiple turns. Other than that I think its alright in strength. But then we have the leader skill. Hoo boy. So for the (I) part, you need to be a little more specific on that singly stipulation. It should read "Only in the initial batch" because "excluding the first batch" means the second... third etc could potentially have this effect which I feel you aren't intending. On its own, this is pretty gross, but not extremely powerful. There's already a huge consistency issue with the dark/light singly nonsense but with all the team skills with Thumb, this just becomes busted. Way too much power given for free, and you're placing HUGE utility on your REQUIRED TO USE LEADERS for this team series. Who needs teambuilding when your leader and ally give you everything you need? :p Also having a 15% heart AND 50% all runes runeshare going on is fucking nuts dude. The problem that comes from teams like these, where this is the power standard, is stages become absurdly difficult. We've seen that as a real reaction to MH's own powercreep, stages like Super Seven's which aren't impossible but certainly designed to be easily cleared by a few select teams. Additional thoughts: The total multiplier is _ok_ but factoring the runeshare and the raw stats this team will have, on top of having every single possibly needed utility to ever clear a stage is u n r e a l. You didn't think this through enough, you can't just have your win button team. The game becomes boring, if there's no struggle or challenge to completing content why play it at all, and there's certainly no fun to just playing this team. The main gimmick this team has is "separate all the darks and lights" which doesn't carry the consequences the rest of the team brings. Also an on-command no attack launcher AND tumbler as spin gimmicks with team skills are crazy strong. I love the idea, but with everything else that's going on, its just not acceptable. Not even to mention the lack of team building limitations set forth here. The most you have is a disincentive to bring non humans, which is the classic YZ problem. Anyway, there's a lot that's needed to make Sowon + Thumb ok in my eyes, and if you gave it more thought I feel you'd be able to understand that too.
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  5. Ypoo: A crazy amount of stuff is going on here. This passive damage comes out to roughly a ~x4.8 boost. There is no meaningful condition for this damage either. (Assuming one batch is a group using normal TOS terminology.) Its incredibly easy to spin at least 5 combos a turn :l Then on deactivating you get Sun Shangxiang's active but better. AND you've set up a a pretty abusable CD reduction loop too. With a full board of human runes, it'll reduce all human's CD's by -10. Which means this guy will be activatable again. With two in the team you can loop this and create a potential engine to quickly fire (or infinitely fire off) actives depending on human rune generation. Pretty busted man. Note on the leader skill: No. Multiplier is so strong that you don't even need actives at that point. But that said, you DO need actives to help you sneak around tricky shields and such. Power isn't everything, and power like that can't come without a reasonable cost. Right now with the current state of the game there is no reasonable cost for power that strong.
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  7. Espoo: YZ + Pompeii? W h y. And if you're getting a that many runes why even add in the puzzle shield pierce effect lmao. You think anyone would even try to Overkill an enemy that hard even with a SET board with plenty of ways to solve a puzzle shield, all just so they don't have to spin a puzzle shield? Is this the kind of thinking you went into making this series?? Also just call the leader skill: Nil if you're gonna make a troll leader skill like that lmao.
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  9. Yuppy: This is _ok_ but its just crazy how much utility you're giving this team. This is likely a common card, that has the utility an entire different series has as one of its main gimmicks? (Hindus) I just can't see why you'd feel this is necessary to create is the thing.
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  11. Beagleton: First off "12/3" active skill? Did you mean "3/12" because that follows the format of your other cards. If its CD 3, its unforgivable. If its CD 12 its also unforgivable but still broken and a little more in line with normal power levels. But you do understand that the reason that purge effects remove ALL effects is because if you could choose what to get rid of it would make them way too strong? Because you just sorta danced around that. Even "pushing out" debuffs takes a ton of actives and can get rid of beneficial stuff if it was used before the negative debuff was played. Just a total lack of gameplay knowledge, this is absolutely unreal in power, there's no justification for it either.
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  13. Thumb: The bow that ties this shit all into a pretty package. And its a Human Obsidian with enchanted runes thrown in there too just in case that wasn't enough. And with the leader skill, here's the human rune generation that can fuel Ypoo... Not to mention at all how good this is on its own, but you also tie in a hefty damage reduction effect as well, on top of everything else that this team can do. Again, the condition is irrelevant, how hard is it to dissolve all types of runes every turn? Conditions usually imply a need for the player to go above and beyond in their skill to execute it successfully, or are otherwise negatively impacted by something. For example the Enchantresses have a reasonable drawback for their supplied power. No healing? No DR? I take extra damage? Seems fair for no frills boosts. This alone isn't disgusting, but since it is intended to be used as the leader/ally with Sowon and exclusively fielded with ypoo espoo yuppy and beagleton as members, its gross. It does entirely too much for free. Lets take stock of it just to illustrate:
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  15. This team has this utility:
  16. * Passive Single dissolving of multiple attributes (Combo helping, damage boosting, etc...)
  17. * Delay
  18. * Launch extra attacks
  19. * Selective attribute exploding
  20. * Team CD Reduction actives
  21. * Adjustable Attribute set board actives
  22. * Puzzle Shield Ignore (arguably yes, but realistically negligible)
  23. * Board Cleanse
  24. * B&W Board Restore
  25. * Time extension (Not "regardlessly", but still noteworthy)
  26. * ONLY NEGATIVE DEBUFF PURGE (still tilted from that)
  27. * Steady and selective race rune generation (To note: Also is of the race of the team, Human, and because you can select where it goes you can choose to undo rune effects like weakened-for-healing/damage runes which is particularly strong)
  28. * Passive Damage Reduction
  29. * 32k HP (32401 HP to be exact. Assuming no duplicate members, in a Sowon + Thumb setup)
  30. * Initial CD reduction (noteworthy for how important actives can be vs dangerous midlevel enemies in difficult content nowadays)
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  32. This is not a normal list a series can provide. For this series, its a Sins list.
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