To adding to the bugged robos section: If Overclocked gains thorns while benefiting from Barrier, for some reason, she will get 5 timeless thorns from the nowhere.
Hopefully they’ll include blockbusters and special moves update as well as Some characters kit(big band and annie for example) are quite underwhelming and deserves some buffs I also hope for new character updates,the filia’s update was a great one ,valentine’s update while i hope for more it at least made checkmate more reliable to use as a means of inflicting bleed
I'd like to see Hack n Splash get a rework to her SA. Activation on block screws with Fortune's marquee, and players proficient in headless block very little, if at all. It's a good SA but I just don't think it works for Fortune.
Interesting perspective, i was curious with how you tackled the night terror rework since the whole "switch SAs" idea was agreed upon for quite some time now I actually do agree with some of the changes you mentioned to the variants in the video, what did stuck the most was the "not everything needs to made for one game mode" i thought that was a great reminder, keep up the good work Mista Peppin'
On Regal, thinking needs to be changed to popping tears (or call needs to be absolutely deleted). It's just borderline impossible to justify running it without the 15 SAs SSalt has for it (and even then a vast majority would prefer Mass last I checked), since you give up so much damage and an easy precision BB finish. Even with that, she'd still like to see more buffs, but still. On Purrminator, the devs have confirmed her damage scaling is not a bug on release. It's intended by her design. Then again, they also say Inverse not preventing revives is intended and it was advertised to prevent revives. Could be a similar case here. In general the bad damage formula is used for fighters that could get insane scaling without it, but then Djinn exists lol. They really did TByte dirty by adding inverse to Blitz. Betch is a bella with immunity, she's already good and doesn't deserve inverse (even if it's less consistent). If TByte is meant to be supportive, then they put her in the right direction, but they should add more threat to her, or at least something to give allies.
Im kinda surprised that none of the Ms Fortune variants were in the video. I mean, many would consider Windstalker mediocre, even after the drain buff. Which I like to joke about a lot, because I think she is quite good, especially the 15 second doom.
I’m sorry to break it to you But that 15 seconds doom niche is taken by space case and unlike wind stalker who’s doom is only a normal doom,space case’s is a permanent doom
@@outofides6857 space case has normal doom as well. In fact, its much easier to get rid of it, because the opponent can still tag out, not to mention that it only triggers when you are ravenous. Also, if you are defeated, the doom goes away. With Windstalker, you can bait your opponent far better with your head until the 15 seconds goes down, meaining an almost 100% guaranteed doom trigger.
imagine a gold tier fighter cant do what bronze fighter can do, and that is resisting modifiers, yes im talking to pdick getting shafted while just kitten was unharmed
I have multiple buff ideas that would totally make it into the game: Augment Scared Stiff's stats by 50-100% so I can use her as my main without running out of time Bio should get a 3-4% drain instead of 2 because 2 is too slow compared to LC's Heavy Bleed (bleed still works from away: Opera, etc) Gang Green should gain miasma even when she's blocking (and since she's technically dead her SA should work with herself) Rerun should reduce tag ins by 75% and give you a timeless stack of enrage (this is not Dead Heat related, I swear) Thrill Shrieker shouldn't take thorn and reflect damage on tagging out opponents when she has enrage Stage Fright should have a second SA that's actually useful and reliable
I agree with your parasol choice but I also think that star crossed needs to be changed/ updated in some way because as it stands I don’t believe she is as useful as she can be
I think I have an idea for how we can rework Parasite Weave. It may sound a bit janky and a bit broken, but here goes: 50% chance on critical hit to inflict Slow and Wither for 10 seconds each. When reaching 5 stacks of Wither, remove all Slow stacks and inflict Stun for 1 second per Slow stack applied. 15% chance on hit to inflict Bleed for 5 seconds if the opponent is suffering from Stun. I kept the original SA2 with only a slight grammar change, but the SA1 is completely reworked. I kept the Slow from her nerf and added more into it with Wither by making her a proper meter control Filia variant, a nod to how she was originally listed as a control variant in the old versions of SGM, that didn't rely on disabling blockbusters. I enjoyed the thought of putting Curse on her SA, but it didn't mesh well with what I came up with and I felt Parasite Weave wasn't the most suitable for a Curse inflicter. Maybe a future dark type Filia variant could do the Curse infliction. If any of you any opinions on my ideas, feel free to reply to this comment.
I just rewatched this video for the sake of retrospect and amazed for how half of mentioned variants got buffed in 5.3 close enough to what proposed here. I hope the other half receive the same treatment next update coming in April 2024
my strongest variant is an ex shitty diamond (mummy dearest)and DAMN do i regret not investing in her the moment i got her, she has carried sooooomany of my matches!!
11:40 you say that as if its a problem is using their gimmick to activate their gimmick, like hype mode is quite literally beowulfs identity, so him utilizing it for his abilty is somethign i find for it to ever be unoriginal, since thats what his character is based on. it would be weirder honestly if a variation needs beowulf to not be in hype mode as at that point you are quite literally restricting yourself.
4:39 look ma im famous now :^) As for discussing the video contents, I think you've got most of them down pretty well. One thing id like to add is that even if they dont buff star shine's duration (kind of silly but its HVS) they should at least make it so it works like beo's catalyst, and that it doesnt go away on tag out. 30 secs is already a chore so letting the timer tick down on match start at least lets you abuse supports like sketchy or rockstar or even IP.
great video, you’re incredibly fucking funny and actually helps me understand why these variants need the buffs other than “oh it’s outdated” when you were talking about how cold stones was good for getting a grip on the game until you get better variants, then so nonchalantly said “dark night is not one of those” i lost my shit instant subscriber
Assuming Terror Byte, the SA1 would be the main culprit applying very little threat, and overlapping with DDoS. Making it more frequent for one would be a start, and perhaps replace Power Surge for something different
the variant i want to be buffed most has to be HoD more specifically the part of the SA that transfers debuffs.most of the time my HoD would just kill the opponents with many debuffs and before they could tag out or they refuse to tag out my take on buffing this part of the SA is to make it also transfer from dead opponent to alive opponents not just the opponent tagging out to another opponent
Con nerviosa podría mejorar, recuperando un leve porcentaje de vida al usar un BB categoría 3 para tratar de tenerla al margen de vida para subir su daño
Honestly... even with the fact that Purrm permanent attack increase isnt based on total attack but base attack, she's still usable (in Prize Fights, there's no way she's rift viable at all) Even at high streaks, she can shred with enough time and a lot of intercepting. Does this make her good? No way. She's still suffering from takes a while to be usable. Of course with multi-hit moves like Cat Cannon Alpha, Omega and Circuit Breaker, you can increase the damage pretty quickly (apologies for no Cat Cannon Alpha on the Purrm, dont have any good ones). Of course a good fix is what Kevin said but I will add that I personally don't find her SA1 useful at all, it's hardly used and has little to no value in the long run. The Precision is a 1 hit guaranteed to increase damage by 3% and ignore the SA and the Death Mark increases the Crit Damage... however they're applied when hitting a blocking opponent. As Purrm, you want to be hitting all your attacks as much as possible to gain the most amount of damage so trying to get the debuff and buff from it is pretty useless and a time waster (more than her SA already is). If anything I feel like it should have another effect to it (what that effect is I have no clue). Anyways sorry for making this long comment about Purrm.
Risky ginger needs to lose buffs when she falls instead of on block hit. That would make her easier to use but still have the risk factor of intercepting. She would actually be a upgrade to primed instead of a downgrade.
@@kevin_pepino If you end up doing that kind of video I like to suggest a change on Strike Up The Band,instead of giving meter when you defeat an opponent it will give a barrier stack per 10 or 15 combo hit for (again) 10 or 15 segs In any case,good luck in your future project (even if it comes in 2023)
Brain Freeze.. well her first ability could be something like "Every 20/17/15 combo hits gain 1 stack of enrage" or something stupid like that. Cerebella can deal combo counts like that with the right moveset so it isn't a problem and would actually force a bit to be creative with your combos. The buff doesn't have to be enrage but maybe she could inflict death mark or other nice offensive stuff like that (no hex or curse because that would be a massive overkill)
Gee, I'm fucking impressed. That was the most God damn insightful comment I have ever seen in my entire fucking life, and it only limits itself to say "big band". Wow, insane.
"People that think they know better than the devs do", half a braincell is better than that entire team at this point But for variant talk, for PDick (and taking only SA into account cause Band) would make his SA2 do what it says, you know resist all debuffs regardless of where they come from like before For his SA1, and for the love of dont make this come out bugged too, for every resisted debuff gain 1 stack of enrage and inflict inverse polarity when used on offense, when used on defense gain 1 stack of barrier and inflict slime Also general buff for all the "dashing opponents" variants would be to switch to "attacking opponents" cause I think even the devs realized that it doesnt work all that well since every ability that came out after Infernal has the "attacking opponents" proc Other than those I only have one thing to say rn for the 4.10 buffed ones... stop trying to buff Pyro with wither if you dont plan to fix the meter vial first Thx for coming to my Ted Talk and sorry for the wall of text
Best I have at the moment is this testing done with Fly Trap, done by brdv, who has the same scaling formula as Purrminator. But simply put, the overall increase in both 100% attack and no attack invested is very similar, leading to a flawed scaling and therefore, Purrminator's inability to use Attack on her set. cdn.discordapp.com/attachments/981586072796557372/997599041993068564/unknown.png
To adding to the bugged robos section:
If Overclocked gains thorns while benefiting from Barrier, for some reason, she will get 5 timeless thorns from the nowhere.
Hoping there are some major balance changes in the next update, just so more variants are viable/have a reason to use.
Hopefully they’ll include blockbusters and special moves update as well as
Some characters kit(big band and annie for example) are quite underwhelming and deserves some buffs
I also hope for new character updates,the filia’s update was a great one ,valentine’s update while i hope for more it at least made checkmate more reliable to use as a means of inflicting bleed
I don't have much to say, but two variants I'd like to see buffed for sentimental reasons are Firefly and Ultraviolent.
I'd like to see Hack n Splash get a rework to her SA. Activation on block screws with Fortune's marquee, and players proficient in headless block very little, if at all. It's a good SA but I just don't think it works for Fortune.
Interesting perspective, i was curious with how you tackled the night terror rework since the whole "switch SAs" idea was agreed upon for quite some time now
I actually do agree with some of the changes you mentioned to the variants in the video, what did stuck the most was the "not everything needs to made for one game mode" i thought that was a great reminder, keep up the good work Mista Peppin'
On Regal, thinking needs to be changed to popping tears (or call needs to be absolutely deleted). It's just borderline impossible to justify running it without the 15 SAs SSalt has for it (and even then a vast majority would prefer Mass last I checked), since you give up so much damage and an easy precision BB finish. Even with that, she'd still like to see more buffs, but still.
On Purrminator, the devs have confirmed her damage scaling is not a bug on release. It's intended by her design. Then again, they also say Inverse not preventing revives is intended and it was advertised to prevent revives. Could be a similar case here. In general the bad damage formula is used for fighters that could get insane scaling without it, but then Djinn exists lol.
They really did TByte dirty by adding inverse to Blitz. Betch is a bella with immunity, she's already good and doesn't deserve inverse (even if it's less consistent). If TByte is meant to be supportive, then they put her in the right direction, but they should add more threat to her, or at least something to give allies.
Im kinda surprised that none of the Ms Fortune variants were in the video. I mean, many would consider Windstalker mediocre, even after the drain buff. Which I like to joke about a lot, because I think she is quite good, especially the 15 second doom.
I’m sorry to break it to you
But that 15 seconds doom niche is taken by space case and unlike wind stalker who’s doom is only a normal doom,space case’s is a permanent doom
@@outofides6857 space case has normal doom as well. In fact, its much easier to get rid of it, because the opponent can still tag out, not to mention that it only triggers when you are ravenous. Also, if you are defeated, the doom goes away. With Windstalker, you can bait your opponent far better with your head until the 15 seconds goes down, meaining an almost 100% guaranteed doom trigger.
imagine a gold tier fighter cant do what bronze fighter can do, and that is resisting modifiers, yes im talking to pdick getting shafted while just kitten was unharmed
I have multiple buff ideas that would totally make it into the game:
Augment Scared Stiff's stats by 50-100% so I can use her as my main without running out of time
Bio should get a 3-4% drain instead of 2 because 2 is too slow compared to LC's Heavy Bleed (bleed still works from away: Opera, etc)
Gang Green should gain miasma even when she's blocking (and since she's technically dead her SA should work with herself)
Rerun should reduce tag ins by 75% and give you a timeless stack of enrage (this is not Dead Heat related, I swear)
Thrill Shrieker shouldn't take thorn and reflect damage on tagging out opponents when she has enrage
Stage Fright should have a second SA that's actually useful and reliable
I agree with your parasol choice but I also think that star crossed needs to be changed/ updated in some way because as it stands I don’t believe she is as useful as she can be
Star Crossed is quite good though
It's quite hilarious the difference in broken ness that is Dream Band vs Star Shine.
How dare him! I use Oh Mai all the time. She is a good murder your team variant. LEAVE OH MAI ALONE Lmao
I think I have an idea for how we can rework Parasite Weave. It may sound a bit janky and a bit broken, but here goes:
50% chance on critical hit to inflict Slow and Wither for 10 seconds each. When reaching 5 stacks of Wither, remove all Slow stacks and inflict Stun for 1 second per Slow stack applied.
15% chance on hit to inflict Bleed for 5 seconds if the opponent is suffering from Stun.
I kept the original SA2 with only a slight grammar change, but the SA1 is completely reworked. I kept the Slow from her nerf and added more into it with Wither by making her a proper meter control Filia variant, a nod to how she was originally listed as a control variant in the old versions of SGM, that didn't rely on disabling blockbusters. I enjoyed the thought of putting Curse on her SA, but it didn't mesh well with what I came up with and I felt Parasite Weave wasn't the most suitable for a Curse inflicter. Maybe a future dark type Filia variant could do the Curse infliction. If any of you any opinions on my ideas, feel free to reply to this comment.
I love this kind of videos
I just rewatched this video for the sake of retrospect and amazed for how half of mentioned variants got buffed in 5.3 close enough to what proposed here.
I hope the other half receive the same treatment next update coming in April 2024
I've been making something like this for months and I hope you would be able to see it and hear what's your opinion it.
Ur damn lucky this isnt a band guide
Just for that its odds of being the next video increased tenfold :^)
@@kevin_pepino mf dont you do it
Band Guide abridged " Just build hp, take the hits like a man and stop trying to do damage, is just not your thing " XD
Band guide abridged 2.0*: dont use band
Bones had acknowledged that Hex not converting is a bug somewhere
my strongest variant is an ex shitty diamond (mummy dearest)and DAMN do i regret not investing in her the moment i got her, she has carried sooooomany of my matches!!
Do part 2, I want to see how would you buff Star Spangled
11:40 you say that as if its a problem is using their gimmick to activate their gimmick, like hype mode is quite literally beowulfs identity, so him utilizing it for his abilty is somethign i find for it to ever be unoriginal, since thats what his character is based on. it would be weirder honestly if a variation needs beowulf to not be in hype mode as at that point you are quite literally restricting yourself.
Dark might not having his level 3 blockbuster
4:39 look ma im famous now :^)
As for discussing the video contents, I think you've got most of them down pretty well. One thing id like to add is that even if they dont buff star shine's duration (kind of silly but its HVS) they should at least make it so it works like beo's catalyst, and that it doesnt go away on tag out. 30 secs is already a chore so letting the timer tick down on match start at least lets you abuse supports like sketchy or rockstar or even IP.
But at what cost
If it means band rework then no price is too cheap
a part 2 would be hella dope
great video, you’re incredibly fucking funny and actually helps me understand why these variants need the buffs other than “oh it’s outdated”
when you were talking about how cold stones was good for getting a grip on the game until you get better variants, then so nonchalantly said “dark night is not one of those” i lost my shit
instant subscriber
Not me having all of what he mentioned and i fully invested on them because i thought all gold were good
Good vid! Though I would've liked to see how you would've buffed terror
Assuming Terror Byte, the SA1 would be the main culprit applying very little threat, and overlapping with DDoS. Making it more frequent for one would be a start, and perhaps replace Power Surge for something different
its good for newbie
the variant i want to be buffed most has to be HoD
more specifically the part of the SA that transfers debuffs.most of the time my HoD would just kill the opponents with many debuffs and before they could tag out or they refuse to tag out
my take on buffing this part of the SA is to make it also transfer from dead opponent to alive opponents not just the opponent tagging out to another opponent
Con nerviosa podría mejorar, recuperando un leve porcentaje de vida al usar un BB categoría 3 para tratar de tenerla al margen de vida para subir su daño
15% y si funciona tanto con oponente y Nerviosa lo podria ver
me encontré a un wn en un chat q defendía a dark might hasta la tumba, si único argumento era que hacía mucho daño
I can agree with everything else but not star shine
Honestly... even with the fact that Purrm permanent attack increase isnt based on total attack but base attack, she's still usable (in Prize Fights, there's no way she's rift viable at all) Even at high streaks, she can shred with enough time and a lot of intercepting. Does this make her good? No way. She's still suffering from takes a while to be usable. Of course with multi-hit moves like Cat Cannon Alpha, Omega and Circuit Breaker, you can increase the damage pretty quickly (apologies for no Cat Cannon Alpha on the Purrm, dont have any good ones). Of course a good fix is what Kevin said but I will add that I personally don't find her SA1 useful at all, it's hardly used and has little to no value in the long run. The Precision is a 1 hit guaranteed to increase damage by 3% and ignore the SA and the Death Mark increases the Crit Damage... however they're applied when hitting a blocking opponent. As Purrm, you want to be hitting all your attacks as much as possible to gain the most amount of damage so trying to get the debuff and buff from it is pretty useless and a time waster (more than her SA already is). If anything I feel like it should have another effect to it (what that effect is I have no clue). Anyways sorry for making this long comment about Purrm.
Sidenote found it funny how the Regally Blonde section had Summer Salt footage because who actually invests in her.
Risky ginger needs to lose buffs when she falls instead of on block hit. That would make her easier to use but still have the risk factor of intercepting. She would actually be a upgrade to primed instead of a downgrade.
Here we go
Wait, I just got Jawbreaker so should I invest in her atk% or just crit rate and dmg?
Both atk and crit rate. She may suffer from the scaling bug but it's not as major with her as it is with Purrminator
@@kevin_pepino ok, thanks for the tips
I have shine parasite wave(2 but i maxed onky one) would be good
Buenas linea directa miami referencias
HOLD UP! OVERRATED VAPORWAVE VIXEN???? I think you need to learn what tigalone had to all this time ago.
I learned that Shadow t-poses in dominance on all Fukuas
@@kevin_pepino Fair enough. VV still best gold tho
Haras el video analizando alas umbrellas?
Quiza sea el siguiente ya, lo tengo que considerar
@@kevin_pepino also puedes pasarme toda la musica que uso?
@@azazel09982 Es todo del OST de Hotline Miami, pero buscas en particular Paris, Knock Knock, Crystals, Inner Animal y Horse Steppin
Now buff Band's kit.
Melon_n_n will start mailing pipebombs if I do that (may work on it lol)
@@kevin_pepino If you end up doing that kind of video I like to suggest a change on Strike Up The Band,instead of giving meter when you defeat an opponent it will give a barrier stack per 10 or 15 combo hit for (again) 10 or 15 segs
In any case,good luck in your future project (even if it comes in 2023)
@@kevin_pepino you should do annie’s and peacock’s as well
Brain Freeze.. well her first ability could be something like "Every 20/17/15 combo hits gain 1 stack of enrage" or something stupid like that. Cerebella can deal combo counts like that with the right moveset so it isn't a problem and would actually force a bit to be creative with your combos. The buff doesn't have to be enrage but maybe she could inflict death mark or other nice offensive stuff like that (no hex or curse because that would be a massive overkill)
15 combo hits? Isnt that too much?
@@civicmimiv not really, again, she can do this type of combo once with certain moves
@@Blaze-ow8cc oh sorry, I thought "every 15 combo hits suffered". Yeah, Bella can do some combos at this point
big band.
Gee, I'm fucking impressed. That was the most God damn insightful comment I have ever seen in my entire fucking life, and it only limits itself to say "big band". Wow, insane.
@@kevin_pepino soprano saxophone.
"People that think they know better than the devs do", half a braincell is better than that entire team at this point
But for variant talk, for PDick (and taking only SA into account cause Band) would make his SA2 do what it says, you know resist all debuffs regardless of where they come from like before
For his SA1, and for the love of dont make this come out bugged too, for every resisted debuff gain 1 stack of enrage and inflict inverse polarity when used on offense, when used on defense gain 1 stack of barrier and inflict slime
Also general buff for all the "dashing opponents" variants would be to switch to "attacking opponents" cause I think even the devs realized that it doesnt work all that well since every ability that came out after Infernal has the "attacking opponents" proc
Other than those I only have one thing to say rn for the 4.10 buffed ones... stop trying to buff Pyro with wither if you dont plan to fix the meter vial first
Thx for coming to my Ted Talk and sorry for the wall of text
13:47 what is your source? I am interested in knowing more about these "curiosities"
Best I have at the moment is this testing done with Fly Trap, done by brdv, who has the same scaling formula as Purrminator. But simply put, the overall increase in both 100% attack and no attack invested is very similar, leading to a flawed scaling and therefore, Purrminator's inability to use Attack on her set.
cdn.discordapp.com/attachments/981586072796557372/997599041993068564/unknown.png
@@kevin_pepino woooow , now im a stupid bruh THX U
It's ok, it's not a thing most people are aware of anyway, one needs to really dig into it to notice that
keep up the good work man :)