1. [2018/06/22]
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2.5 Update Notes (LIVE!)

Discussion in 'Official News & Announcements' started by Liam, Jul 31, 2018.

  1. BambooEarpick

    BambooEarpick Member

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    Hello everyone. Hopefully I am not just shouting into a void.


    This is a large update with a lot of changes and I wanted to discuss a few points.

    1. Offer Tuning

    I think that this is definitely a step in the right direction for SGM. It provides better value for the players and will, in turn, entice them to purchase them. Making offers inline with a 10+1 pull is a great idea.

    Of these new offers, I think the “Fighter Variety Pack PLUS” is great for players that want to quickly fill out their roster.

    One dimension which I think is untapped is also selling rarity relics. To combat the ‘feel bad’ of pulling all bronzes, maybe make certain bundles or pulls include a Shard to Get Relic to guarantee at least a silver for the player. With the introduction of Diamond characters I don’t think that this kind of rarity inflation (more people getting silvers) should be problematic.

    2. Fight Assist and Economy Adjustments

    Great ideas, both of them. Fight Assist change is a great quality of life improvement and actively encouraging players to level up (as passive as it is) to gain rewards is a great feedback loop for them.

    3. In-Game/Combat Adjustments

    The change to Cerebella’s Marquee Ability is a drastic one. True, with Pummel Horse counting at a (blockable) command grab, it would completely drain the opponent’s BB charge and completely fill up your own. This is obviously too strong. However, the MA becomes lackluster – outside of Pummel Horse shenanigans – without the transfer of meter.

    My own proposed change would be to change how Pummel Horse is handled. If Pummel Horse is no longer is counted as a throw there’s no need to demolish Cerebella’s MA. I’m not certain if maybe the coding for this is too hard to change leading to this MA change but it seems that the only reason why Cerebella’s MA is too strong is its interaction with Pummel Horse.

    The stagger changes for Eliza are a long time coming and are fair. I am slightly surprised by the change to her charge attack recovery. I personally found her charge attack to be only moderate in difficulty to punish. However, I find Painwheel and Squiggly to be near impossible to punish consistently. Maybe their charge attack can be reviewed next.

    4. Fighter Specific Adjustment

    Untouchable Peacock change is great. Unflinching can be very frustrating to fight against; especially when launcher does not allow for combos if unflinching is triggered on launcher.

    Ivy League Parasol change is very, very strong. This is basically BB denial for as long as Ivy League is able to put out tears and detonate them. Is this too strong? I’m not sure yet but it is a LOT of wither.

    Rage Appropriate change is a step in the right direction but I’m not sure if this will actually put her into contention as a usable character. Still, though, much better than nothing.

    Finally, the biggest adjustment to a character this patch. The assassination of Parasite Weave. Haha, that’s a joke. However, I do think the change nerfs her too hard. First I’d like to examine what her proposed change means for her.

    Let’s suppose that someone has built Parasite Weave to have 50% crit – a non-negligible amount. That means she has a 50% chance to crit, or a 25% chance to inflict (10s) slow and (3s) stun. This doesn’t sound too bad but we should examine this a bit more. While an enemy is being hit they are unable to react as they are in hit-stun. So, if this ability procs early or even midway through a combo, by the time the combo is finished the 3 seconds of stun is over. So, really, the stun is inconsequential and Parasite Weave is only inflicting slow. The second part of her Signature Ability also means she’s inflicting bleed, though, right? That is a 15% chance on a 50% chance on a 50% chance – and only for a span of 3 seconds. To make matters worse, the bleed is only 5 seconds long.

    There are other ways to approach this problem without having such a strong blow to her usability. One example is to keep the first part of her Signature Ability and change the second part of her ability to “15% chance on HIT to inflict BLEED for 5 seconds if the opponent is debuffed.” This allows a constant stream of bleed to be applied. The 3 areas for tweaking this could be % chance on hit, the length of the bleed, or the status of the opponent to allow the SA to trigger (slow instead of any debuff).

    Another change could instead be done to the first part of Parasite Weave’s SA. I think it would be more interesting to have it read “50% chance to CRITIAL HIT to inflict SLOW for 10 seconds. When SLOW expires, STUN the opponent for 3 seconds.” This allows for the stun to happen while the enemy is not actively being comboed and is a defensive play just incase you are being comboed yourself. This does not always create a permanent lock down situation as the opponent can tag out, activate immune, or be mid-air combo or BB while attacking.

    Lastly on the topic of Parasite Weave, while I believe that being a bleed based character is a defining trait of Filia, that does not mean that Parasite Weave must be married to Crit or Stun. I am sure there are other ways to approach the problem. However, as it stands, the new Parasite Weave seems less powerful than Bad Hair Day at higher streaks.

    5. Bug Fixes

    Bug Fixes all seem fine. The timer change to block busters (reverting to how it previously worked except for when the lock is at 0:00) will make it much more difficult to win at higher streaks. This will be especially felt by characters with long BB3s that don’t deal a great amount of damage. I can understand dropping the timer pause on BB2s but the change for BB3s feels like a step back. However, this is only my opinion on the matter and if the devs see fit to revert to a non-pause timer on BBs then so be it.

    One “fix” I would like to see is i-frames on certain BBs. I don’t have an exhaustive list but as Double there are a few BBs that are easy to get hit out of. Beowulf’s Airwulf also has this problem. The reason I bring this up is that this does not seem consistent across the board. If all characters could be interrupted during BB start up then I would think it’s fine. However, some characters having invulnerable reversals makes those that do not stick out.

    6. Closing Thoughts

    This new patch brings interesting changes, both good and maybe not as good. I look forward to its release. I also hope that HV will keep an open mind about player feedback on the character variants that were changed.
     
    Chocostix, PHPP, Tao and 3 others like this.
  2. Valentine

    Valentine New Member

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    I don’t know if this has occurred to anyone, but when you select parasoul’s inferno brigade, there’s a chance it might not start up properly and it won’t hit the character little to not at all
     
  3. HarveyG

    HarveyG Member

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    i recently tweeted about teen parasoul. but this future update was more lit than her. i mean, ms. fortune will coming guys!!! a neko fighter steps on a fight soon...
     
    rexturtle1120 likes this.
  4. Inked

    Inked Active Member

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    don’t worry, this bug has been reported many many times before. hopefully we’ll get a fix for it sooner than later.
     
  5. Neferu1109

    Neferu1109 New Member

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  6. Graveyard Heart

    Graveyard Heart New Member

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    • Great update!!!!! But I'm getting confused about sekhmet's charge attack. Can someone explain please? Thanks!
     
  7. Inked

    Inked Active Member

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    basically when Eliza is in Sekhemet mode, the charge attack she does staggers the opponent (aka briefly stuns them, allowing you to start another combo). currently you could charge attack the opponent and stagger them indefinitely, allowing you to infinitely combo them. in this next update you won’t be able to do that infinite combo because you’ll only be able to stagger once per combo.
    hope that helps!
     
  8. Graveyard Heart

    Graveyard Heart New Member

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    Ahhhh....i get it. So in order for me to stagger an opponenent one more time, i have to start a new combo? That makes ense. Thanks!
     
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  9. Beldr447

    Beldr447 Active Member

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    You still have at least one more update to save up theonite
     
  10. Rashonda Love

    Rashonda Love New Member

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    I need more origin stories and main stories ASAP. Parasoul should have not been the only one added. The lack of opportunities to get keys suck.
     
  11. Beldr447

    Beldr447 Active Member

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    you have prize fights and accursed for keys
     
  12. FriendlyWolf

    FriendlyWolf Member

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    Ohhh this is gonna be fun!!!

    Well the two reliable infinites are gone. But it's for the best. I do feel like parasite weave's SA2 should be changed as well to accommodate this as it would only affect such a small and unreliable time span and it would otherwise make her too weak.
    This should work!!!

    Now every late game player should now consider their stats carefully to produce maximum output! No more relying on Diva Intervention and Parasite Weave!

    By the way, will there be an ETA on how long the exclusive fighters will stay exclusive in their elemental relics? While I do want Idol threat, I feel like it would be a waste of time and theonite to get Water Elemental relics and then have Idol threat be released on regular relics right after I get her.



    OOOOOO social features!!! This is gonna be fun!! Will we be able to reserve guild names like we did with usernames??
    The future looks fun for skullgirls mobile!! I can't wait!
     
  13. Beldr447

    Beldr447 Active Member

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    Aren't they gonna add elemental relics for elemental prize fights? That should help a little
     
  14. FriendlyWolf

    FriendlyWolf Member

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    Yeah, but I'm gonna have to wait 4 weeks for the water element pf again. And I don't have enough theonite for the 10+1 bundle right now. Oh well. In due time. I'll be patient to get idol threat! The point I'm saying is that I hope they don't put the exclusive characters in regular relics anytime soon because, for me it really does add to the value of elemental relics, but that's just me being salty honestly because I'm grinding a lot of theonite to get those bundles so I can get Idol Threat. One day...
     
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  15. Liam

    Liam !Robot
    Hidden Variable Dev

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    Still working on this, sorry for the inconvenience =(

    Never! The whole team will read this. Thanks for sharing your thoughts!

    The move is mostly balanced around Pummel Horse at the moment, that's correct.

    Slightly behind the scenes, but due to technical time constraints, we don't have a way of tracking different Cerebella grabs and applying unique rules for all of them when it comes to interacting with her MA. Experimental changes closer to what you suggested would have required serious code changes, which we didn't have time for this release cycle.

    Her MA (and Parasite Weave) are two changes that I'll keeping a very close eye on. We'll keep tuning if necessary until we're all completely satisfied with the implementation.

    I have a running list of everyone who needs their Charge Attack adjusted to be punishable on whiff, and Eliza just happened to be top of the list. There will be a part two to this where all characters have their Charge Attacks recovery bumped up if it's too low, including Painwheel and Squigly.

    There's a lot to respond to here, but like every other major change that we roll out, we'll be watching like a hawk to see how things shake out in the wild. (Prize Fights is a good example of that!)

    I'm sure this will be a hot topic for discussion amongst the design team in the coming weeks.

    I completely agree, but the amount of changes that this will require has this task closer to the complexity of implementing a new feature rather than simple bug fixes.

    We want to make sure that this happens eventually, but we just have to prioritize it in light of all the other bug fixes and tuning adjustments which need to be made. Quick example, I'd rather Painwheel's Charge Attack be punishable on whiff before Beowulf's Airwulf BB grants invincibility correctly...

    I can't give an ETA on when that invincibility pass will happen, but I'm personally invested in getting it done sooner rather than later.

    At the moment, there are no plans for this to happen, so there's no ETA for that change. Sorry!
     
  16. BallotBoxer

    BallotBoxer Active Member

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    Parasoul origin story mode hype! The five so far have been great, but this one appears to be the most ambitious. Of the three known Skullgirls, Queen Nancy is the most consequential and the one we know the least about.

    These checkpoint treasures are much appreciated. Recent PFs have become an endless climb with no sure goal. Like in non-elemental PFs, for a time, 5 mil was a guaranteed gold. Now it is around 10 mil and inflating even higher as everyone gets bigger and stronger in this Diamond Age™

     
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  17. TonyPartridge30

    TonyPartridge30 Active Member

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    For Parasoul Ivy League’s updated SA, does this mean detonating 1 tear will apply 10 sec of Wither, 2 will apply 20 sec, 3 apply 30, etc?

    About the changes to Megalith Array: will this BB3 be made available to players? Any status updates on the moves that have thus far been unavailable?
     
  18. Kassem Shour

    Kassem Shour Member

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    HELL TO THE BLOODY YEAH, I can't wait to finally play Parasoul's origin story. Great job game devs. Now the only think left to do is to release Ms Fortune before this year end.
     
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  19. Liam

    Liam !Robot
    Hidden Variable Dev

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    Since WITHER stacks, detonating more than one tear will just apply extra WITHER stacks.
     
  20. BambooEarpick

    BambooEarpick Member

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    Thank you for your considerations.

    I understand that there must be prioritization of implementation of fixes and changes.
    As much as I 'complain' about things in the game, it's only because I like it so much.

    Thank you (all) for your hard work.
     
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