• [2018/06/22]
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Fights Guess we need to buff Rift defenders. It's so unfair.

LemonJelly

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Hello this is LemonJelly, and I entered here for discussing about unfair stuff for Rift defenders.
At early Rift 1.0, Boss node has 200% bonus hp/atk boost as modifier but it was nerfed as 150% and currently Boss node has 100% stats boost.

We can understand that we didn't have enough fighters(defenders and even offense) at Rift 1.0 and this is why 200% stats boost felt pretty heavy.
But now, there is defender diversity(ofc there is offense diversity but defender diversity(stats downgrade) feels heavier than offense diversity) and also there is stats bonus as winning streaks that we can get 30% hp/atk boost. That also means the direct nerfing of defender.

We have enough offense fighters and also more developed skills than 2019 ~ 2020 (Rift 1.0). This isn't Rift 1.0 anymore. We're living in Rift 2.0.


Then how can we buff Rift defenders?


1. Adding more tricky special modifiers
There hasn't been update for long time about Catalyst and also each node's modifier. Adding more modifiers and Catalyst can help making more new Rift meta and also skill improving too

2. Buffing Boss node and Top node's stats boost (Boss : 100% -> 150% / Top : 50% -> 100%)
Investing defender is less meaningful than investing offense for now. So we need to make investing defender worth. Stats boosting could help defender worth and also now defender needs more power.

3. Removing stats bonus in Rift winning streaks.
Even there is some change that Rift streaks remaining time was increased 12h to 24h, still Rift makes newbies and also experts hard and tired that forces people playing Rift on purpose. So removing stats bonus could make people calm down from maintaining Rift streaks and also it helps defender buff.



In conclusion, 2023's Rift offensive skills are almost completely improved and now Top experts are getting 14900 or even 15k scores in Rift.
Now it's time to buff defender and remain Rift is the end game of Skullgirls Mobile.

Thank you for reading :)
 
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The root of the problem is that rift is currently just 1 division/tier for ALL players. Regardless of the meta, the current modifiers and catalysts were designed and balanced for players who are probably just having a few diamond characters and can enter rift. Buffing defense for all players will only hurt early and mid-range players.

With that said, it is true that diamond/end game players need more challenges. One suggestion I have posted before is to provide different level of challenges of rift bases that correspond to the reset threshold. Quick example:

Under 1000 - easy base, limited modifiers
1000-1300 - current modifiers
1300+ - new, more challenging modifiers such as those Lemon presented above

That way, players like Lemon can present a much more challenging base when diamond players selects his base. If for some reason a 1000-1300 player entrees that base, modifiers automatically adjusts difficulty (lower %) and some catalysts may be disabled. This allows that player to have a chance of clearing the base (to retain streak), but will still likely lose to revenge due to their weaker base for Lemon.
 
but will still likely lose to revenge due to their weaker base for Lemon.
yeah, I think the 'revenge' mechanic will always undermine any kind player 'balance'. The streak stat bonus is an example of this; having 10+ streak boost will help you win a map you wouldn't have without the buff means you'll most likely loss those points (and then some) when that stronger player wins their revenge battle.

The core issue with all modes in SGM (for endgame players) it that the 'difficulty' scaling has a cap that has not grown in proportion to the power creep of the new characters/variants and players collection of maxed out Diamonds/moves/catalysts.

SGM is basically solved* for endgame players. Sure, there's a bit of mix up when a new character and/or variant comes out, but that doesn't last long and the meta adjusts quickly.

And the fact that endgame players share their desire about adding more challenges means a lot. It says that they want to keep playing SGM, but the lack of challenge makes it difficult to stay motivated to do so.

My only hope is that a balance of difficulty/challenge and accessibility/fun for all can be implemented...without splitting the player base.

*IMHO, Adding 'new' modifiers/buffs/nerfs/catalysts/bonuses/etc. are only temporarily challenging, eventually players adapt cuz they know what to expect since all the info is there before they enter the fight. But, I think challenge can be still added for endgame players with a 'handicap' but not with just modifiers...by also 'hiding' information. Blind/random nodes found in Daily/Story modes can be challenging and fun. That's sorta what happens when a new fighter/variant drops; there's unknown info at first, makes encounters challenging. I dunno, after a certain threshold in Rifts/PF, players can expect to see HoloDeck type teams in the lineup; battle the unknown Challenger!
 
Yes, unexpected encounters could be both challenging and fun as long as it doesn’t ruin some kind of effort. Even if it’s something like, reach a certain rift threshold or streak you get a “bonus” round that is extremely hard but failing it doesn’t set you back or cost you anything.
 
Yes, unexpected encounters could be both challenging and fun as long as it doesn’t ruin some kind of effort. Even if it’s something like, reach a certain rift threshold or streak you get a “bonus” round that is extremely hard but failing it doesn’t set you back or cost you anything.
Agreed. LOL, it could be a variant of the 'bonus' car in Street Fighter, only it is the fabled "Ice Cream Truck" and you try to defeat it before time runs out and earn some bonus points/XP, and if you fail, you just move on to the next 'real' opponent. (I know Ice Cream Truck is a joke, but the premise is the same; a challenging bonus team/map - a like a 'shadow' version of yourself with no risk of your progress against 'real' opponents if you lose).
 
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