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Fight scores (FSs) in prize fight mode, as currently implemented, don't make any sense and don't actually reflect the difficulty of a fight
There seem to be two main problems:
1) FSs currently favor some characters over others. After a certain point you only fight combinations of Cerebella, Beowolf, Big Bad and Eliza, and even then most of those are Cerebella. It makes the game more uniform and boring. It's ridiculous that you will almost never fight 2/3s of the available character in the game in prize fight mode. And not because they're bad characters that no one likes, but because they just have a lower max FS.
As a minor additional complaint, this also means that the game rewards you with more points for using these top FS characters, and there doesn't seem to be a reason to arbitrarily favor players for using those characters.
2) FSs don't accurately reflect difficulty. Three Cerebellas with all their nodes unlocked are currently always be the max possible FS in prize fights, but their actual difficulty could vary immensely depending on how much has been invested into their moves. This doesn't reward players for investing in their characters and also makes it somewhat impossible to judge which fight will actually be harder when you're selecting one in Prize Fight mode.
3) 1 and 2 combine to make for even more non-sensetical results. My Parasite Weave tears apart almost everyone I throw her against in seconds, and I've invested a lot of my canopy coins to make her even tougher. But her fight score will always be almost 2k lower than a Cerebella, even if that Cerebella has no moves equipped. It's bonkers.
Addressing the problem in (1) seems relatively straightforward. We'd probably need to make a character's base fight score depend on the character's level, and the nodes unlocked, and not base it on the character's inherent stats. There doesn't seem to be a good reason for all Filia's to be considered worse than all Cerebellas, etc.
(2) is more tricky, because some stats and moves are considered more valuable than others. A character with maxed defense and attack is generally going to do better than one with maxed disable and bleed resist, and attack +% is generally better than the flat attack bonus +N. Which we might be able to address, but weighing the value of things like bleed resist against disable resist gets tricky. I think the best solution here might be to just give a character a flat bonus per move level so long as it's of the same grade (gold/silver/bronze), and if someone really wants to take a gold move to level 15 with what's generally considered to be terrible stats, that's their own prerogative.
TL: DR
Fight scores in prize fights favor some characters over others, and don't represent investing in moves at all. This could be addressed by making the base fight score for all characters uniform if they have the same level and nodes unlocked, and making moves provide a flat bonus per move grade and level.
There seem to be two main problems:
1) FSs currently favor some characters over others. After a certain point you only fight combinations of Cerebella, Beowolf, Big Bad and Eliza, and even then most of those are Cerebella. It makes the game more uniform and boring. It's ridiculous that you will almost never fight 2/3s of the available character in the game in prize fight mode. And not because they're bad characters that no one likes, but because they just have a lower max FS.
As a minor additional complaint, this also means that the game rewards you with more points for using these top FS characters, and there doesn't seem to be a reason to arbitrarily favor players for using those characters.
2) FSs don't accurately reflect difficulty. Three Cerebellas with all their nodes unlocked are currently always be the max possible FS in prize fights, but their actual difficulty could vary immensely depending on how much has been invested into their moves. This doesn't reward players for investing in their characters and also makes it somewhat impossible to judge which fight will actually be harder when you're selecting one in Prize Fight mode.
3) 1 and 2 combine to make for even more non-sensetical results. My Parasite Weave tears apart almost everyone I throw her against in seconds, and I've invested a lot of my canopy coins to make her even tougher. But her fight score will always be almost 2k lower than a Cerebella, even if that Cerebella has no moves equipped. It's bonkers.
Addressing the problem in (1) seems relatively straightforward. We'd probably need to make a character's base fight score depend on the character's level, and the nodes unlocked, and not base it on the character's inherent stats. There doesn't seem to be a good reason for all Filia's to be considered worse than all Cerebellas, etc.
(2) is more tricky, because some stats and moves are considered more valuable than others. A character with maxed defense and attack is generally going to do better than one with maxed disable and bleed resist, and attack +% is generally better than the flat attack bonus +N. Which we might be able to address, but weighing the value of things like bleed resist against disable resist gets tricky. I think the best solution here might be to just give a character a flat bonus per move level so long as it's of the same grade (gold/silver/bronze), and if someone really wants to take a gold move to level 15 with what's generally considered to be terrible stats, that's their own prerogative.
TL: DR
Fight scores in prize fights favor some characters over others, and don't represent investing in moves at all. This could be addressed by making the base fight score for all characters uniform if they have the same level and nodes unlocked, and making moves provide a flat bonus per move grade and level.