• [2018/06/22]
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Characters Big Band Mega Mix - Suggestions Compilation

SvenZ

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!!! TOP PRIORITY !!! - 🪲FIX THIS ANNOYING BUG ALREADY🪲

Bassline

Max Heath increased from 55,988 to 58,791

Old SA 1

On TAG IN, gain HEAVY REGEN and ARMOR for 5/7/10 seconds.

New SA 1
On TAG IN, gain EVASION and 2 stacks of REGEN for 5/7/10 seconds.

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Old SA 2
On TAG IN, gain 20/25/35% BLOCKBUSTER METER.

New SA 2
On TAG IN and successful DASH ATTACK, gain 15/20/30% BLOCKBUSTER METER.


Notes
- Bassline is bad, really bad. There's no argument about it. There is 0 reason to ever use Bassline on either offense or defense. Beatbox has better damage, and better access to Blockbuster meter, which in turn makes him also scarier on defense, without the need to rely on Tag-Ins
- As such, Bassline should be focused more as an early game defender Big Band. He is one of the introduction characters and is teaching players on how to utilize tag-ins. What better way to do that, than introducing a safe tag-in character. That's where the Evasion comes into play.
- Next we switch the Heavy Regen to Regen, so you actually get to benefit from his Prestige ability. Again, one of the earliest you get in the game.
- SA 2 will provide less meter, but will now also trigger on successful Dash Attacks. The game should introduce the mechanic of prestige in the tutorial, where players get to Prestige their Bassline. Such a tutorial does not exist yet, and many new players are confused on how prestige works and how to even trigger it. With these changes, Bassline will be the perfect guide.
- HP has also been increased a bit. Stats comparison he's much worse than Beatbox and SA wise he's even worse. Bass should at least have a bit more HP.
- Not too strong, but a more adequate variant in today's environment.
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Robocopy - WIP


Old SA 2
When defeating an opponent, gain 2 stacks of ENRAGE for 30 seconds and 25/35/50% BLOCKBUSTER METER.

New SA 2
While benefiting from BARRIER, gain PRECISION every 5 seconds. PRECISION HITS inflict DISABLE BLOCKBUSTER for 5/7/10 seconds


Notes
- DISCLAIMER: I'm not perfectly satisfied with this rework and am open to improvements or hearing other potential reworks for this variant.
- Robocopy's original design was providing bonuses on opponent defeat. Those bonuses were honestly weak. He then got the second chance Barrier effect of SA1. I personally think it's a fun reference to the source material (on death, revive mechanized and stronger). SA2 kept the on kill components, but they're still not the greatest. It doesn't help Band enough on offense, as he has to get the killing blow first, and it doesn't help him on defense.
- This rework aims to provide some utility to Band. He can access Barrier himself, however plenty of supports can grant it as well. Precision every 5 sec is not too powerful considering his damage and overall kit, but is enough to give him a niche at providing a definitive killing blow. It's also a reference to his integrated targeting system (aka giving him better precision).
- Precision alone would not be enough imo. Stacks could be increased, but I think that would be too good and overshadow Vintage V a bit. So instead, Precision hits also Disable the opponent's Blockbusters. This can be useful on both offense and defense.

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Vintage Virtuoso


Old SA 1
Gain 1 stack of PRECISION every 20/15/10 combo hits.

New SA 1
Gain 1 stack of PRECISION every 15/10/5 combo hits. After 20 combo hits, combo requirement is reduced by 1 for the following PRECISION gain.

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Old SA 2
PRECISION HITS grant ENRAGE and inflict GUARD BREAK for 5/7/10 seconds

New SA 2
PRECISION HITS grant HASTE and ENRAGE for 3/4/5 seconds.


Notes
- After reaching a combo of 30, every following hit will be a precision hit one.
- Here is the 30 hit break point for each Precision stack gain: [ 5 - 10 - 15 - 20 - 24 - 27 - 29 - 30 ]
- Due to the much, much easier access to Precision, Enrage duration got reduced, as to make it present mainly during your long combo and not in neutral or when opening up the opponent. This should help balance out his damage, since you no longer need to invest in Crit Rate and pretty much just need Crit Damage and % Damage.
- HASTE replaces the GUARD BREAK, simply because you'll apply 5 stacks of Guard Break too fast in the old version. And keep Guard Break only at 5 seconds is not going to very useful. HASTE on the other hand will allow band to access his toolkit faster, as VV is quite dependent on BBs in order to access those super long combos.
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EPIC SAX


Old SA 2
Gain a random BUFF for every 20/15/10 COMBO HITS. Each buff lasts 5 seconds.

New SA 2
Gain a random BUFF for every 20/15/10 COMBO HITS. Each buff lasts 10 seconds.


Notes
- There are too many buffs in the game. The general fear here is getting too many strong buffs, and I say, great, let's do it! You barely get to utilize anything those 5 seconds.
- "Oh no, Epic Sax has invincible and unflinching while he's comboing me already and will probably lose them 2 sec after the combo drops, whatever shall I do?"
- I hope my sarcasm was enough to convey my point. Epic Sax is simply not very epic right now.
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G.I. Jazz


Old SA 1
Once per match, gain 3/4/5 stacks of REGEN and 3 stacks of ARMOR for 10 seconds each when falling below 25% HEALTH

New SA 1
Once per match, clear all debuffs, gain 3/4/5 stacks of REGEN and 3 stacks of ARMOR for 10 seconds each when falling below 25% HEALTH


Notes
- He was very bad before his buff. He's much better now, but still lacks something. His predictable Regen makes it very easy to counter, especially with Guest Stars who can easily apply Inverse Polarity, Curse or Hex.
- Jazz's current version of SA1 is arguably worse than Robocopy's SA1. Both provide 3 stacks of ARMOR at near death situations, Robocopy however isn't melted by Inverse Polarity or negated by Heal Block.
- This change does not remove his counters, but makes it so you utilize them AFTER he actually triggers SA1, thus giving him some time to benefit from it.
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Private D!ck


Old SA 1
5% chance on HIT to STUN opponent for 2/2.5/3 seconds. Also, BLOCKBUSTERS deal 50% BONUS DAMAGE against opponents suffering from STUN.

New SA 1
5% chance on HIT to STUN opponent for 2/2.5/3 seconds. Also, deal 20/35/50% BONUS DAMAGE against opponents suffering from STUN.


Notes
- The 50% bonus damage for Blockbusters is very hard to utilize. You can't rely on your SA's stun to trigger when you're about to use a BB in your combo. Yes, cymbal also offers a stun, but again, you don't always go for a BB after it.
- Private PPs damage is also quite pitiful for a Gold fighter. Sure, he can gain Enrage when suffering a debuff, but that still doesn't make up for his lackluster damage output.
- Now, all sources of Stun provide Band with a damage boost, incentivising a more stun heavy build for Private PP, which will consistently boost all of his damage sources.
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Heavy Metal got buffed, so I can sleep peacefully knowing that at least. Less changes this time around. I don't think Band's variants are perfect, but I also don't think everything should be viable for every stage of the game.
 
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