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Tips for Teams |
Posted by: llucc4ss - 05-14-2024, 11:30 AM - Forum: Team Help and Strategies
- Replies (1)
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Hey guys,
I'm doing a mission that need a team with Ikkaku and/or Tessai.
I tried them together and failed.
My best try was with Ikkaku, Menos Grande, Fullbringer Ichigo lvl3. But wasnt enough.
Any tips for teams with Ikkaku and Tessai? (Together or not)
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Balance 2.24 |
Posted by: leaderfirestar - 04-14-2024, 05:31 AM - Forum: Latest Balance Changes
- Replies (3)
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Buffs:
- As Nodt - "F - The Fear" changed: "For 2 turns, any enemy who targets this character or their allies will take 5 affliction damage and be marked permanently. During this time, this character will have 5 unpiercable damage reduction." Affliction/Instant
- "Reishi Thorns" now deals 10 damage, plus 5 for every mark on the enemy
- "Impale's" stun condition removed
- "Stolen Bankai: Murderscape" now marks the victim
- "Stolen Bankai: Eviscerate" clarified to mean it does separate damage for each mark
- The goal of the kit was to be annoying for AOE characters. The issue with it was that there were too many bizarre conditions tied to "F - The Fear" and with the effect being cost increase, no way of buffing it meaningfully without making it too strong. With the marks having clear purpose now, his base kit should feel stronger and "Stolen Bankai: Eviscerate" will now hurt consistantly
- Bankai Ichigo- "Flash Step Combat" now lowers the cost of "Getsuga Tenshou" to 1 random for 1 turn
- "Getsuga Tenshou" now lowers the cost of "Flash Step Combat" to 1 random for 1 turn
- While his self preservation has been solid, he really suffers when he can't synergize his 2 skills. As such, it's now a little bit easier to pair them up
- Bankai Komamura- "Heavenly Punishment" now grants 10 damage reduction to Bankai Komamura while active
- Ever since the bug fix addressing the fact that he was doing extra damage to all enemies rather than the person he marked, this skill hasn't felt like it provides much value. As such, value
- Giriko Kutzusawa- "Number Shot" now deals 10 affliction damage if the enemy uses a new strategic skill (up from 5)
- A small middle finger to strategic skills
- Gengar- "Will o Wisp" now lowers physical and energy damage the target deals by 50%
- I wasn't even certain I wanted to buff this guy, but he smiled at me and I couldn't say no to that face
- Ggio Vega- "Sabre-Teeth Projectiles" cost lowered to 1 red + 1 random
- Since players now gain energy at the start of their turn and can't be drain locked, this skill has felt weird to consider using. It's good to reach a threshold, assuming you haven't reached 4 stacks. I have some other thoughts for this skill, but figured trying something small like this literally can't hurt
- Jackie Tristian- "Dirty Disrupt" cost lowered to 1 white
- "Sludge Armor" cooldown lowered to 2 turns
- "Dirty Disrupt" was nerfed before the correct issue was addressed. Looking at where she sits now, I think it's safe to bring the cost back down to where it was. As for "Sludge Armor," this will give a little power back to the other kit
- Katen- "Game Invitation" tasks can no longer be removed
- She has one offensive skill with a cooldown. Quality of life
- Kirikaze- "Sword Absoroption" now stuns the enemy (in addition to the other effects)
- "Ground Impact" cost changed to 2 red, cooldown lowered to 1 turn
- Glory to the moo cow
- Pre Ascension Aizen- "Absolute Hypnosis's" healing + extra damage effect now works on all new harmful damage
- TLDR affliction damage now amps this skill. For a little while now, this has been the weakest form of Aizen, and this little nudge will give a gentle nudge. I still firmly believe he's a solid character, hence the tiny overall change
- Saru (and Hebi)- "Long Range Approach" cost lowered to 1 red
- The Zanpakuto batch was weird
- Szayel Aporro Granz- "Fraccion Call" damage increased to 20
- "Ally Consumption" healing increased to 25
- These skills both got nerfed instead of "Reiatsu Nullification" a couple of years ago. When the nerf hammer finally hit that skill, Szayel has been a little rough to try and use. As such, I'm giving back some of his lost power
- Yachiru Kusajishi- "Face Stomp" damage increased to 15
- "Dangerous Stare" cooldown lowered to 2
- "Dangerous Stare" is now a more reliable skill to consider using against low cost spam. As a bonus, her damage output is slightly better now too
- Zaraki Kenpachi- "Eyepatch Removal" will increase bloodlust's damage reduction by 10% (if it's active) when gaining an energy. The percentage still cannot go over 80.
- Small quality of life change to help him power up if he's being ignored. To clarify, the initial use of this skill will not increase the damage reduction. Only the second use and beyond (when he would be gaining energy for using this skill)
Nerfs:
- Hozukimaru- "Beast Jab" now only deals 5 extra damage for every 25 missing health
- Boy I'm tired of the pattern of buffing and nerfing this guy. I want him to do damage, but like, not what he's been doing. This should kill the 50 health threshold that was easy to reach with his s1
- Ichimaru Gin- "Sword Barrage" cost changed to 1 white
- Action/control skills are pretty nasty when paired with any form of damage amplification. Especially so when the skill costs only a random energy
- Resurreccion Yammy- "Self-Rage" cooldown increased to 1, now grants 2 rage points
- A net-zero change to how quickly he can rage, simply halving the number of boosts he can give his other skills with this one
Tweaks:
- Dangai Ichigo- "Physical Shatter" rework: "This skill makes Dangai Ichigo invulnerable for one turn." This is now his fourth skill. "Become Getsuga" is now his second skill, and "Mugetsu" is now his third skill
- More quality of life than anything. Arguably more useful in many cases, though in the niche circumstances where you'd want the original effect, well, there's a reason I categorized this as a tweak. It is meant to feel like a buff
- Hueco Mundo Byakuya- "Destructive Spell #1: Thrust" cooldown lowered to 0. Damage lowered to 20
- I hate the thought of a direct buff to this guy, as in the right hands, he's already scary. That said, he's sat a little low for a little too long now, while still seeing play. I don't want him to fall into the 25 + 25 + 50 strategy, hence the damage change. I might tweak the effect from this skill at some point to if it seems like he needs it, but I'm sure you'll (not) forgive me for electing to hold off when I had so many other characters to touch
Random Tip:
Noteworthy Bug Fixes:- Ebern Asguiaro's "Ebern's Medallion" no longer counters allies
- Kurosaki Masaki's "Sacred Volley" correctly pierces
- As Nodt's "Stolen Bankai: Murderscape" grants the correct destructible defense
- As Nodt's "Stolen Bankai: Shredding Wave" damage over time lasts the correct duration
- Senbonzakura's "Barricade" now interacts correctly with "Slaughterscape"
- Kurosaki Masaki's "Hollow Bait™" race condition fixed
- As Nodt's "Bankai Theft" no longer classified as energy behind the scenes
- Fixed issues with Yukio Vorarlberna's "Save State Load" not correctly reassigning references to state loaded effects and skills, causing them to not work in some conditions
- Kyoko Haida's "Slay" and "Unfortunate Gift" now correctly enable/disable each other
- Mahito's "Spirit Body: Black Flash" now correctly classified as strategic
- Bankai Hitsugaya's "Ice Puppet" now works, and cannot be used while active
- Aisslinger Wernarr's "Trap Room - Flak Boulder" skill change now happens on the correct effect behind the scenes, which now correctly applies to the victim to prevent instances of the victim having "Boulder Destruction" as their skillset for the rest of the game
- Shiba Kuukaku's "Destructive Spell Thunder Roar Cannon" now correctly categorized as energy
- Runuganga's "Sand Vortex" can no longer be active on multiple enemies
- Mila Rose's "Headhunter" now correctly ends when she dies
- Fixed global issue with effects that would swap skills incorrectly leaving characters stuck with one skillset when an even number of the skill swap effects were active on them
- Fixed bizzare issues with Kurotsuchi Mayuri's "Rip, Ashisogi Jizou" stunning the enemy for an inconsistent number of turns
- Koga Kuchiki's "Raging Light Fang" no longer deals double damage to enemies ignoring stuns
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2.23.1 |
Posted by: leaderfirestar - 03-16-2024, 08:56 AM - Forum: Latest Balance Changes
- No Replies
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Buffs:
- As Nodt
- "F - The Fear" Duration increased to 3 turns
- It's a bit difficult maintaining stacks for "Stolen Bankai: Eviscerate," so this should double as making that easier while making his regular form a little scarier to deal with
- Ebern Asguiaro
- "Fire Away" cost lowered to 1 blue 1 random
- I think it's pretty clear what Ebern is supposed to do, but getting him started takes some effort, so this should lower that
- Isshin Shiba- "Drive to Protect" damage reduction increased to 10 (on both himself and his ally)
- The original sketch had this skill giving 15, which I thought would be a bit nuts considering how much damage he's capable of outputting. As such, I had nerfed it pre-release. As he stands now though, he does good damage, but chews through his own health, and he's a dying duck if he's stunned
- Masaki Kurosaki- "Echt Blut Vene" is now invisible
- Makes it a little harder to just be "ignored" when you use this skill
- Quilge Opie- "Blut's" makes his damaging skills deal an addition 20 damage
- "Crucifixion" cooldown lowered to 0
- Smaller change. There was a communication error between the designer and I, but "Blut" was meant to boost the damage of skills he steals with his medallion. So, wording has changed. Want to make it clear as well that executes are not damaging skills, and therefore crucifixion will not be dealing 20 damage when "Blut" is in effect
Nerfs:
- Mahito
- "Adaptive Transformation" only copies helpful invulnerability skills in the fourth slot
- This was kind of the intention to begin with. I expected some minor shenanigans with "special" fourth skills, but completely forgot Sogyo No Kotowari exists and that his fourth skill is helpful. It's a helpful invulnerability skill as well, so in the spirit of fixing this synergy bloating Mahito's numbers, he's seeing a minor change as well
Tweaks:
- Sogyo No Kotowari- "Tag: You're It!" now targets all enemies.
- As mentioned directly above, I'm not really meaning this as a nerf. Since this skill is still an invulnerability skill, the same issue was going to exist unless this skill changed. Sogyo will probably be seeing other changes in the future, so I'm not opposed to making this change now in favor of giving him a touch up at a later date
Random Tip:
I'm not sure the people who need the tips I give in here actually read the tips I put in here. On the off chance they do though, here's a reminder on the difference between invulnerability and ignoring damage. Being invulnerable means you cannot be targeted by a skill (the character won't light up and you can't click them). However, if a skill ignores invulnerability, they will suffer the effects of that skill, including damage. If you're ignoring damage, you can be clicked on by skills, but when it's time for damage to be dealt, the effect will refuse to let damage be applied to them, meaning they'll lose no health. Ignoring invulnerability won't change that
Noteworthy Bug Fixes:
- Bankai Gin's "prep skills" can no longer be ignored
- Niche interaction where Zommari Leroux's "Amor" would crash the server resolved
- Fixed several issues with characters not counting for certain missions
- Fixed several typos both in game and on selection screen for new characters (Sorry again about that, I will do my best to take my time with characters in the future to prevent as many of those as I can)
- Fixed issue where older characters used "old" way of ignoring stuns that stopped working after I fixed another stun related interaction
- Nirgge Parduoc's "Trunk Wrap" no longer boosts its own damage
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Balance 2.23.0 |
Posted by: leaderfirestar - 03-11-2024, 01:21 AM - Forum: Latest Balance Changes
- No Replies
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Noteworthy Game Mechanic Stuff
Buffs:
- Moe Shishigawara - Stacks of support are now counted
- Moe could (and would) roll support over and over, giving him a bunch of white energy, but none of the other helpful things he'd have liked. Now I count what he's received in that category so he can easier get his other buffs
Nerfs:
- Menos Grande- "Cannibalism" cooldown increased to 1 turn
- I hate nerfing starters. However, with 2 of them being pretty damn popular, there comes a point where I have to bit a bullet. On that particular team, menos is the only person with an aoe skill, so making the bonus damage less frequent seems like the more appropriate change
- Sarugaki Hiyori- "Serpent Strike" cooldown increased to 2 turns
- Since this is arguably the strongest skill in her kit, this is the one I've decided to touch. A team wide stun ignore is pretty strong to begin with, but increasing the active cooldown of a skill used by the enemy is nasty as well. Raising the cooldown should encourage her to use her other skills more often
- Sode no Shirayuki- "Dance of the White Lady" now changes the blue costs of her skills to random for 1 turn (no longer reduces by a blue)
- To hopefully conclude the Sode saga, let's recap. First, I had her just gain a blue energy, and she was very strong. Most recently, I tried reducing for a turn, with the hope that it wouldn't be as strong because stuns would nullify it. It wasn't as strong, but still stronger than I'd like, so now I'm going to try this. Once she gets running, she's pretty strong, so the goal has been to make it easier to get her "prep" skills out there
- Yamamoto Genryuusai (THIS HAPPENED LAST PATCH AND I FORGOT TO ADD IT TO THE NOTES)- "Reduce all Creation to Ash, Ryuujin Jakka" changed from instant to action
- As mentioned, this already happened and I forgot to make note of it last patch. However, I'm pretty happy with the change; he's seen over 1500 games this last month and is hovering right around a 50 percent winrate
Tweaks
- Ascended Aizen- "Immovable Object" can be ignored
- PLEASE READ! A while back, there was a meta team this guy was on. my bandaid fix to stop the spam was make the sun unable to be ignored. When investigating an interaction with this and giriko's skill that makes people ignore stuns (which cannot be ignored), I realized the stun that was being placed on allies was harmful rather than helpful, which allowed people to just ignore his stun. Since I figured that out, I fixed that, and now the stun no longer needs to be unable to be ignored because the problem is fixed this way
Random Tip:
Noteworthy Bug Fixes:- Fixed (I think) issue with players getting queued twice and getting put into multiple games at once
- Fixed more issues with reflects across the board
- Fixed issue with Yasutora Sado's "Wide Arm Cannon" only damaging one character
- Kurosaki Karin's "GOAL!" no longer damages herself
- Yukio Vorarlberna's "Save State Load" is no longer failing to tie references correctly
- Segunda Ulquiorra's "Lanza Throw" correctly damages allies
- Butterfly Aizen's "Black Coffin: Full Enchant" correctly damages on second turn
- Segunda Ulquiorra's health lost tracker can no longer be removed
- Ruri Iro Kujaku's "Split and Deviate" can no longer be removed
- Fixed issues with Shrieker's "Tuning Fork Bomb Explosion" not being able to be used at times
- Matsumoto Rangiku's "Ash Tornado" now stuns the correct number of turns
- Numb Chandelier's "Viral Seed" only heals if the victim takes damage
- Hollow Ichigo's "Rage Shield" correctly damages himself before ignoring all effects
- Hollow Muramasa's "Hollow barrier" now costs the correct amount on turn one if you have unmodified hollows on your team
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Balance 2.22.0 |
Posted by: leaderfirestar - 02-11-2024, 07:34 AM - Forum: Latest Balance Changes
- No Replies
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Buffs:
- Demoura Zodd - "Concentrated Wave" tweak: The next time "Palm Thrust" is used, this character will gain 1 random energy. For 2 turns, if this character uses "Battle Roar," "Palm Thrust" will permanently deal 5 additional damage. This skill stacks
- Another balance, another buff for Zodd. Of all of the energy drain characters, he was hit the hardest with the change to characters gaining energy at the start of the turn to prevent "drain lock." The effect I'm intending this to have is making him less prone to being "rei screwed" and allow him to more consistently see benefit from the energy gain effect, and reward him a little more for using "Battle Roar," especially since his team gets to use it more than he can
- Fullbriger Ichigo lvl 1- "Full Getsuga Blitz" cost lowered to 1 white
- Speaking of the energy drain characters, this skill was increased at one point in an effort to make drain less oppressive from him. He stayed pretty strong regardless though, so I never bothered to revert that. For the first time in a long time, he didn't perform well this patch, so I can justify reverting that change
- Karin Kurosaki- "Foul" now hits all enemies, regardless of if they're affected by "GOAL!" or not. Cooldown increased to 2, and now Physical/Instant
- "Foul" has always been a weird one, in that you do all this setup to use "GOAL!" only to get rewarded with a physical skill stun. The goal here is to give her a utility she can use more reliably
- Ruri Iro Kujaku- "Rip and Tear" cooldown lowered to 2 turns
- This will help his sustainability, and give him more options other than hope he has a red energy to use harvest
- Sode No Shirayuki- "Dance of the White Lady" will lower the energy cost of her skills by 1 blue for 1 turn
- She needs it. The difference between this and the last time I buffed this skill is that this is only for 1 turn, so more time to react. Ideally this gives her the intended amount of strength and not the stupid strong amount, but we'll see
- Suzumebachi- "Flash Step Marking" cooldown lowered to 0
- Worth noting that I removed the text stating that it increases the duration of Soifon's "Sting all enemies to death, Suzumebachi" because it wasn't actually doing that. I removed that a while ago and apparently forgot to change the text. Sorry about that. Don't be surprised to see suzu again in a balance soon, she probably needs more than this. Then again, Esdeath made her work on a couple of teams, so I'm curious to see what this does for her before I pull the trigger and give us a bubz meta
Nerfs
- Broly- "Powered Shell" grants Broly 1 random energy on use (no longer grants energy every turn he has destructible defense). All other effects of this skill remain unchanged
- "Gigantic Meteor" cost changed to 1 white, 1 yellow, 1 random
- "Gigantic Hammer" now deals 15 physical damage after making the target ignore helpful effects
- On paper, the initial thought was "For this skill to net positive energy, he needs to have destructible defense for 3 turns." Pre-Ascension Aizen spends 2 energy to gain 1 back as well, and nobody (at least, not these days) is making the argument that he's busted. The key thing that happened with Broly was 2 powerful dd stacking options came around, in the form of Byakuya (TLA) and Senna's tweak. The former took the spotlight, but both teams took their respective teams well into the unhealthy power levels (and that's ignoring the other already good destructible defense providers like kidou kira). So, I'm dialing it back a little bit and compensating his alt skills, making them either more affordable or have more value outright
- Byakuya (TLA)- "Scatter" destructible defense per turn lowered to 5 (both in close range and long range)
- "Senbonzakura Kageyoshi" now grants Byakuya's team 10 permanent destructible defense if he uses it in long range. All other effects with this skill remain unchanged.
- The other maestro of chaos, Byakuya has proven himself to be quite a good support/anti aoe option. Even if Broly wasn't around however, I think he would still be pretty strong, hence the nerf. He pumps out destructible defense very fast, and while I want him to be a good dd option, I need him to pump the brakes a little bit. With that in mind, some power has been shifted to the other skill in an attempt to make that skill not feel like an outlier since the original nerf. Can still provide good dd, just has to pay a bit more for it, while remaining a solid anti-aoe character
- Hozukimaru- "Awakening Spirit" only boosts non-affliction damage
- "Beast Jab" deals 10 extra damage for every 30 health the target is missing (was 25)
- Affliction damage bonus nerf purely because cheesy teams. The beast jab nerf is aimed at hurting his one shot potential (or more importantly, delaying it a turn)
- Kurosaki Isshin- "Getsuga Tenshou - Isshin" deals 30 damage to an enemy and 0 damage to all others
- [i]The wording here is very intentional; "Agitowari" can increase the damage done to the other targets. In his original design, the 10 damage only existed if "Getsuga Tenshou - Isshin" was improved, either by "Agitowari's" old effect or "Burn, Engetsu's" old effect. Through the changes this character has received, he has much more reliable damage output and the kit flows a bit better, and is stronger overall. He's been pretty strong for a little while though, and I think it's because he synergizes very well with "spammy" aoe teams due to the value of his Getsuga Tenshou. That at least is the aim of this change[/i]
- Metastacia- "Metastasis" may only be active on one enemy
- Metastacia has come a long way over the past several months, and is decently strong now. I don't like nerfing starting characters (they need to be strong), but I can justify toning down his damage output. I'll keep an eye on him though, I'd really like for these "low level" characters to be worth
Random Tip:
If your opponent is running counters/reflects, try tricking your opponent into thinking you'll attack a different character than you actually want to. A large chunk of the player base will throw that protection on their character with the lowest health
Larger bugs I'm aware of and working on:- Sometimes reflected skills will damage you more than they should
- Sometimes players match against someone, only to lose by the timer in the middle of their or their opponent's turn
Noteworthy Bug Fixes:- Hueco Mundo Byakuya's "Pivotal Scene's" ignore helpful effect no longer lasts the whole turn
- Fixed issue with aoe skills not getting correctly disabled, allowing them to be used at times they shouldn't be able to
- Selecting a hat/title on the settings page should correctly select/save
- Fixed issue with Findorr where "Mask Shattering" would get applied to his own team
- Pre-Ascension Aizen's "Absolute Hypnosis" and "Hogyoku Fusion" now shows when they end
- Kaien Shiba's "Crushing Flood" no longer gives the enemy team the damage reduction
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OG player |
Posted by: HellfireDior - 02-03-2024, 12:03 AM - Forum: Introductions and Farewells
- Replies (1)
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I started playing SA back in 2002. I'm glad to see this game back alive. Even though I am struggling to win and get missions done because I keep on encountering high level players lol I'm just glad this game has returned.
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