Touhou: Lost Branch of Legend

Touhou: Lost Branch of Legend

VariantsC
6 Comments
Tlatchga 5 Oct @ 5:41pm 
Playing a lot more SakyuaC, I would also reccomend having the Blood Drain healing happen BEFORE death triggers, that makes it more possible to survive the wisp enemies that explode on death- thought I would heal and killed 3 of them in the Rin fight, and died to their death explosions and got no healing.

That said, I do agree SakuyaC can get really strong in the late game if you spec it right, but that's not really an issue considering that other characters can go infinite and become infinitely strong (i.e. infinite damage/infinite block, maybe infinite buffs/healing with the right setups), so maybe that's food for thought on balancing SakuyaC's late game. Regardless, loving the C sets, though ReimuC and MarisaC have not help my attention in the way that SakuyaC has. Thanks again!
neo  [author] 5 Oct @ 2:15am 
Glad you're enjoying this. Honestly, i haven't played SakuyaC in a long time but i remember early game being extra hard and probably requiring a bit of luck. It's definitely possible, i cleared with her several times, even without certain rare exhibits which makes SakuyaC pretty busted.

I do like your suggestions, particularly the one with 6 stacks but idk how i feel about tweaking balance since i haven't played her in so long. Maybe it's ok for SakuyaC to be a bit of a puzzle character for masos, heh.
Tlatchga 4 Oct @ 7:55pm 
Another thought would be making throwing knives leaving the hand without being played build up the blood drain counter, though you'd probably need to make it a counter of 6 and playing attacks increment by 2, and non-played knives increment by one.
Tlatchga 4 Oct @ 7:52pm 
Really loving the mod though, Sakuya C is really addicting to smash my face into trying to make work!
Tlatchga 4 Oct @ 7:52pm 
Another way that might be workable is making the blood drain status effect go to one stack at the end of turn instead of zero, that way if you can only play 3 attacks in a turn, you can still heal the next. Alternatively to this, make the blood drain attack counter not decrease at turn end so you can set up to be able to heal with 2 attacks instead of always needing at least 3 attacks per turn to heal.
Tlatchga 4 Oct @ 7:52pm 
The RNG bled of 1-3 on every card seems really harsh- maybe make it so the bleed is equal to the Blood Drain counter (so any card with zero progress towards gaining blood drain bleeds zero, the first attack and any cards between it and the second attack bleeds 1, and so on). This would help make the drain more predictable, still make you want to be aggressive and attack a lot in one turn, but would also not super punish players if they dray a bricked hand- they can defend up then play an attack or 2 for minimal bleeding and still make progress in the fight. As it is now, it feels like unless you highroll the early card rewards, you just don't have the sustain to make it.