Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Even with those nitpicks This mod is executed pretty well especially with the last update fixing the shock wave animations a bit (yo-yo needs a bit of a fix still). Below are a list of changes I feel can make the mod more interactive and creative. Each chip having a description of why I think the chip is to buff and options to tone it down a bit. A through D are all separate changes to choose from or give you more of an Idea of how to handle it your own way.
I'll be adding more suggestions as time goes on. We are both in the same boat of school life so. I would love to see what you think about these changes. I know it must seem mad crazy to see someone passionate about this simple mod but you gotta understand we didn't get anything like this game to scratch this battle network itch in like 13+ years. Would love to see what you think of these changes so far.
[ Potential Change Log ]
X Chips - All of the X chips are way too strong. They need a rework overall. Maybe change the scaling, Increase the rarity and or cost etc.
Harp Note - Better than most spells in it's rarity. Does 25 damage along with fragile.
(A) A damage reduction 25 -> 15 or
(B) Rarity bump to blue with 20 Damage.
Heat Shot - Better than most spells in this rarity. I noticed the explosion damage does double the damage of the initial hit.
(A) 40 -> 25 damage or
(B) Bump to blue and make it a 2 cost.
Jetski - The damage for this is too high for it's rarity.
(A) 150 -> 100 damage or
(B) Bump up the rarity to purple or
(C) Damage reduced to 50 but, Applies 2 frost and is blue rarity.
Piranhakiss3 - the damage for this spell is too high having the
potential to do 225 damage because of the frost stacks. Even though it has a anchor effect it doesn't last long at all so the drawback can be non existent at times. I found most of my runs with this chip dominating everything.
(A) Bump the rarity up to purple costing 3 Mana or
(B) Decrease the damage to be from 0-5, mana cost 2, and blue rarity or
(C) Remove frost and instead gain flow (1 flow for 1 mana or 2 flow for 2 mana)
and bump it to blue
Wide Wave3 - to good for it's rarity tier. From front or second row can take 210 and has amazing range
(A) Bump up its mana cost to 3 and rarity to blue
Rolling logs - High damage and range while gaining 2 flow and it all cost 1 mana.
Range should be 2 rows instead of 3.
(A) 80 -> 40 damage and mana cost bumped up to 2.
Thunder Head - not much to say but the cost and rarity is makes it stand out from the rest.
(A) Bump up it's rarity to blue or
(B) Make it cost 3 mana
Aura - Being able to get 280 (or 300 after upgrade) over and over is really
strong.
(A) Yellow Rarity with 5 cost or
(B) Purple rarity with consume or
(C) 5 Second Anchor.
Elec Slash - the chip skips a row making it's range very deceptive and better than it should be Make the chip hit in front of the row instead of skipping a row.
(A) Mana cost 3 or
(B) Bump up to purple
Fire Slash - the chip skips a row making it's range very deceptive and better than it should be Make the chip hit in front of the row instead of skipping a row.
(A) Mana cost 3
Flame Axe - Too strong with low cost, low rarity, and high damage.
(A) Make it a 3 cost Purple Rarity. Damage 200->150
Icy Axe - Too strong with low cost, low rarity, and high damage.
(A) Make it a 3 cost Purple Rarity. Damage 200->150
Giant Axe - Too strong with low cost, low rarity, and high damage.
(A) Make it a 3 cost Purple Rarity. Damage 250->200
Icy Slash - the chip skips a row making it's range very deceptive and better than it should be Make the chip hit in front of the row instead of skipping a row.
(A) Mana cost 3
Jetski - The damage for this is too high for it's rarity.
(A) Damage reduced from 170 to 130 or
(B) Bump up the rarity to purple or
(C) Damage reduced to 70 but, Applies 2 frost and is Purple rarity.
Mad Vulcan 3 - Potential damage is high compared to other spells in it's tier.
(A) bump up to purple rarity or
(B) 3 cost mana
Queenophiuca - this was the spell that made me want to comment on the balance. it's way to good. I never pass it up. The X version is probably the best spell by itself.
(A) 80 -> 40 damage or
(B) Make it a purple rarity.
Risk Honey - Good chip but maybe the damage is a bit to high considering the cost and getting flow
1. 25->20 damage
12/6/2020
Thanks for the very detailed suggestion.
1. X Chips were supposed to be OP and they should be at least Purple rarity. (I think I might accidently make some of them be blue)
2. For non-X chips, I wanted to keep their rarity as low as possible so players can get the cards easily during the game.
3. I agree that HarpNote is really OP, I did a damage reduction(nonX:15, X:25+SpellPower*10).
4. Piranhakiss3 - Increased mana to 3
5. I also did a bit balancing on other cards (tone it down a bit) but I couldn't really remember the exact changes.
6. For Slash chips I think that is bug due to hitbox offset. Might investigate later.
28/6/2020
Added Airhockey, AirhockeyX (quick implementation).
Added a custom loadout for each main characters.
Damage balancing
Added chips for SaffronBoss
Enabled some chips for PvP
They don't even show up when previewing them before choosing them.
15/9/2020
Now the Yoyo chip should be fixed.
Also increased mana regen of Violette custom loadout.