• [2018/06/22]
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OFFICIAL - 5.1 Update Notes - Umbrella's Full Release!

I think that the one huge issue with this update is the dailies ticket system. Limiting players' ability to grind the dailies is a pure cash grab. It would make sense if tickets are used for skipping, and remember that to skip you have to clear manually first and sacrifice XP for character dailies. When the same tickets are used to just play, no one will be using them to skip especially with such a low yield of 2 per day.
This also sends a contradicting message to players. The rift update is encouraging players to diversify their roaster and avoid dupes, but with the dailies update players will need to save their tickets for their favorite characters only sacrificing the chance to power up others. RIP band.
This was not the dailies update we wanted nor the one we needed. It will reduce playtime of serious players from 'come in daily' to 'come when needed'. Please fix it.
 
UPDATE - July 27th 2022

After reviewing player feedback and some extensive internal discussions, we have increased the amount of Daily Event Tickets that players can claim every day from
2 to 3. As with any major feature adjustment, we'll be monitoring things closely as everyone spends more time with the update.

Everyone will start with 4/4 Daily Event tickets as soon as you log in (with 3 available to CLAIM as soon as you spend enough to make room).

Thanks as always for your feedback and support!


-------
Hey everyone,

5.0 finally brought Umbrella to Skullgirls Mobile, but with 5.1 she is finally ready for full release!

Aside from our pint-sized princess getting Prize Fights, Relics, Deployments and all the other full release bells and whistles, this update is also packed with big ticket items from the Most Player Requested Features list. Daily Event Updates! Move Loadouts! Rift Battle Improvements!

There’s a lot to unpack here, so onwards to the update notes!

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UMBRELLA FULL RELEASE



AVAILABILITY

Umbrella was released with limited availability in our last major update, but as of 5.1 she will be available in all standard Relics. This includes Premiere, Jackpot, Elemental, Silver/Gold/Diamond, and many other Relics. Any Relics you had saved up before 5.0 now have a chance to contain Umbrella!

Umbrella's Moves are also now available in all standard Bronze/Silver/Gold Move Relics as well as the Daily and Take a Break Relics.

Umbrella’s Character Relic, the Hangry Relic, will now be available to purchase for 200 Theonite while her Prize Fight is active. The Hangry Relic guarantees an Umbrella Fighter, so they’re a great way to fill out your Collection.

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Bronze/Silver/Gold Umbrella Fighters and Hangry Relics have also been added to various tabs in the Cabinet of Curiosities. More details on that below.



PRIZE FIGHT

Umbrella’s Prize Fight is now available. It will be added to the existing Prize Fight rotation starting on Thursday July 28th. If you're looking to bulk up your Umbrella collection, get ready for this PF - competition will likely be stiff!

Here's a sneak peek at the Modifiers you'll need to contend with, and the Fighters you can earn for each Prize Fight Tier:

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Bronze - NO MODIFIER
Featured Milestone Reward: Umbrella - Salty

Silver - SILVER LINING
50% chance when KNOCKED DOWN to gain HASTE, HEAVY REGEN or IMMUNITY for 10 seconds.
Featured Milestone Reward: Umbrella - Puddle Pirate

Gold - STOLEN THUNDER
When the opponent uses a BLOCKBUSTER, DRAIN 25% BLOCKBUSTER METER and TRANSFER up to 2 BUFF(S) from the opponent to yourself.
Featured Milestone Reward: Umbrella - Wunderkind

Diamond - RAIN OF TERROR
50% to suffer SLIME for 10 seconds when BLOCKING a HIT.
When SLIME expires, suffer a stack of permanent BLEED.

Featured Milestone Reward: Umbrella - Wunderkind



DEPLOYMENTS

Short, Medium and Long Deployments featuring Umbrella Bonus Reward Chances have been added to the list of possible Deployments. If you come across the Long Umbrella Deployment, make sure to maximize your Bonus Reward Chance so you can snag that Hangry Relic Reward!

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DAILY EVENTS

Daily Events are a vital source of many resources, including Canopy Coins, Skill Points, Special Moves, Blockbusters and Essence Shards. However, it requires a substantial amount of commitment to regularly glean the resources you need. Well, no more! Daily Events have gotten a hefty rework in 5.1 and should completely change how you interact with the mode.

The primary update to Daily Events are Daily Event Tickets:
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Daily Event Tickets are a free currency used exclusively in Daily Events. Every day you can grab your free tickets by entering Daily Events and tapping the CLAIM button on the top of the screen.

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You are given 3 free Tickets every day, and you can hold a maximum of 4 Tickets. If you have 3 or 4 Tickets you will be unable to claim any more Tickets until you use one to make some space.

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Daily Event Tickets can be used in two ways:



PLAYING DAILY EVENTS

The first use is you can spend 1 Daily Event Ticket to enter any Daily Event and PLAY through it as normal.

This is the classic Daily Event experience and once you have entered a Daily Event, it will proceed exactly as it always has in Skullgirls Mobile: You make your way around the map, and as you clear out the nodes you earn rewards and XP. If you complete the map you’ll get some additional, 100% Completion rewards.

There is only one minor update to playing Daily Events. To help players keep track of when one day’s Daily Events will end and the next day’s will begin, a timer has been added to the node map screen.

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SKIPPING DAILY EVENTS

Alternatively, you can spend 1 Daily Event Ticket to SKIP a Daily Event and immediately claim all the rewards you would normally have earned by playing it.

You can only Skip a Daily Event if you have proven you can complete that Event 100% by playing it normally. Please note that after 5.1 releases everyone will need to clear a given Daily Event at least once before they unlock Skipping, even if they have cleared those Daily Events before 5.1.

There’s a few different kinds of rewards in Daily Events (these are unchanged from previous updates):



When you use a Daily Event Ticket to Skip a Daily Event you will instantly collect ALL Guaranteed Rewards. You will also have a chance to pull Random Rewards, just as if you had actually fought and cleared the whole map.

Please note however that because you are Skipping the Event and not actually participating in any Fights, your Fighters will gain no XP.

If there’s a particular Character you’re trying to harvest Skill Points and Moves for, you can save your Daily Event Tickets and Skip that Event repeatedly, earning full rewards each time! However, keep in mind that you can only spend Tickets on each difficulty of each Daily Event 3 times a day, regardless if you Play or Skip the event.

For example, if you have 4 Daily Event Tickets available and are currently farming Fukua resources, you can Play or Skip Fukua’s Master Difficulty the maximum 3 times, then spend your final Ticket to Play or Skip Fukua’s Expert Daily once.



ACCURSED EXPERIMENTS AND HOLODECK HAZARDS

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These ones work a little differently from regular Dailies - namely that they cannot be Skipped.
They still cost one Daily Event Ticket to enter, but you will have to actually play them to earn rewards.

That chance at a Diamond Key in Accursed Experiments is a rare treat, and so it can only be played once a week.

Holodeck Hazards
can be played 3 times a day like any other Daily Event, and it has gotten a buff - every fight will now grant 2.5 times the usual XP instead of 1.5 times. If you’ve got a particular Fighter you’re trying to level up, this could be the place you want to spend your Daily Event Tickets!

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MOVE LOADOUTS

One of the most requested features in Skullgirls Mobile is finally here!

In a nutshell, Move Loadouts allow you to save presets of Special Moves and Blockbusters. You can then easily swap these presets onto your Fighters with only a couple of button taps.

You will need to reach level 30 before you unlock Move Loadouts, which can be accessed from the Move Equip screen.

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After you have equipped some moves onto your Fighter you can tap the Loadouts button to open a new window, which has 10 Move Loadout slots available. These slots are shared between Characters, so you get 10 slots for Filia, 10 slots for Cerebella, etc.

Tapping on any of the Loadout slots will give you two options:



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You can also toggle the Stats window on or off by tapping SHOW STATS / HIDE STATS. This is extremely useful for showing exactly how these loadouts will affect your Fighter. Swapping between Loadouts designed to boost Offensive Stats and Defensive Stats is now a breeze!

Even with Loadouts, the basic rules for equipping Moves still apply: a Move cannot be equipped to two Fighters at the same time.

If your Umbrella - Space Case has a Loadout equipped, then you want to equip that Loadout to an Umbrella - Eager Deceiver instead, it will remove all the Moves from that Space Case.

Move Loadouts are already an extremely useful and powerful tool in 5.1, but we have plans to expand them with more features in future updates. Keep an eye out for more news on that in the future!

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RIFT BATTLE UPDATES

We have wanted to make some adjustments and upgrades to Rift Battles for some time now, and we’re excited to finally reveal some of those changes in 5.1. This doesn’t represent a huge overhaul of the system, but smaller, more tactical adjustments that will still have a big impact on the mode.



DIAMOND RANK THRESHOLDS EXPANDED

One of the ultimate goals many players have in Skullgirls is to reach the coveted Diamond Ranks in Rift Battles. As the game has grown, the gap between the Gold 1 and Diamond 4 ranks has followed suit and Diamond Rank is getting more and more difficult for players to achieve.

As such, we have expanded all of the Diamond ranks to accommodate more players. Here are the new thresholds:

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These numbers may not seem like a lot, but based on recent Rift Battle results, over five times as many players will be getting DIAMOND tier rewards in 5.1!



ATTACKER DIVERSITY

To promote a more varied approach to Rift Battles, a new +1000 point Attacker Diversity bonus will be granted when you fully complete all the nodes in a Rift Battle without using any duplicate Fighters.

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This only applies to duplicate Fighters.

If you use Filia - Bad Hair Day, and Filia - Parasite Weave, you will still receive the Attacker Diversity Bonus because you used two different Filias.

However, if you use Filia - Bad Hair Day, and then another Filia - Bad Hair Day, you will not receive the Attacker Diversity Bonus.

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If you attempt to use a duplicate Fighter on any team you’ll get a big warning on the Team Select screen to let you know you’re about to forfeit some points. If you want to maximize your Rift Score you’ll need to build a collection of varied and strong attackers!



DEFENDER DIVERSITY

Also falling under the ‘more varied Rift Battle’ umbrella is Defender Diversity, although it’s quite different from Attacker Diversity.

If your Base has any duplicate Fighters, each node that contains one of those duplicates will receive the new FADED FACSIMILES modifier:

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(Sorry Nef)

Fighters are placed on this node that appear in Base 2 times, reducing the team’s ATTACK and HEALTH by 25%.

—-

Fighters are placed on this node that appear in Base 3 or more times, reducing the team’s ATTACK and HEALTH by 50%.

This Modifier comes in two varieties depending on how many duplicates are on your Rift Base.

If you have 2 duplicates, it’s a 25% ATK and HP reduction.

If you have 3 or more duplicates, it’s a 50% ATK and HP reduction.

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Any time you place a duplicate Fighter on a node, you will get a big warning on the Team Select screen to let you know you’re afflicting yourself with Faded Facsimiles. Each node affected by Faded Facsimiles will also get a warning indicator on the map screen.

This system can be a little tricky to explain, but it’s pretty simple in practice. Here’s some examples to show how it all works.

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If you have any other questions about how this all works, leave a comment below and we’ll try to answer!



RIFT RATING RESET TIERS

Prior to 5.1, at the start of a new Rift Battle Season every player has their Rift Rating reset to 1000. This has some unfortunate results where high level and lower level players were all thrown into the same matchmaking bundle, resulting in some very skewed fights at the start of every Rift Battle Season.

To alleviate this, players will now have their starting Rift Rating reset to different levels depending on how high they reached in the previous Season.

If your Rift Rating is less than 1200 at the end of a Season, you will be reset to 1000 at the start of the next season.

If your Rift Rating is above 1200 but less than 1400, you will be reset to 1150.

If your Rift Rating is 1400 or above, you will be reset to 1350.

This should ensure that all players are spread out a little bit at the start of a Season and should make matchmaking a bit fairer.

Whew, that is a lot of adjustments to Rift Battles to make in one update! We’ll be carefully monitoring how all of these changes are performing, so if you have any feedback, don’t hesitate to let us know here on the forums.

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MISC



NEW PLAYER IMPROVEMENTS

Giving new players a smooth early game experience is very important to us, so we’ve been rolling out several improvements over recent updates. That continues in 5.1!

Once the Tutorial has been completed, every player will be granted a selection of Bronze Special Moves and Blockbusters for every Character. This is intended to let players get a sampling of what every Character can do right out of the gate so they can get right into the fun parts of exploring a character’s moveset.

In addition, the Energy costs to play Basic Story Chapters has been completely removed so that new players can attempt to clear the current Story Chapters without interruption. This only applies to the Basic Difficulty of the main Story Chapters, and does not include Origin Stories.

Lastly, when new players complete the Tutorial, they will be presented with a special low price offer that will guarantee them a Valentine - Kill Joy to help aid their progression early in the game.



IN-GAME CHEATER REPORTING

Prior to 5.1, if you came across a suspicious team we asked that you visit the Skullgirls Discord and report them there. Now you can report suspicious teams directly in-game.

On the Prize Fight and Rift Battle Defense History screens, tapping on a player’s profile icon will present a new option: REPORT.

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After tapping this you will be asked to confirm if you believe this player should not have been able to defeat you. If you confirm the report, the player’s account will be flagged for investigation.

Reporting a player like this is extremely serious, so please only report players if you are genuinely suspicious of the match result. Abuse of the reporting function can lead to actions being taken against your account.

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ECONOMY CHANGES



CABINET OF CURIOSITIES

  • Trinkets Tab (Canopy Coins)
    • Peckish Premiere Relics have been removed.
    • Bronze and Silver Umbrella Fighters have been added at a premium price, and have a 2x chance of appearing.
    • Hangry Relics have been added at a premium price, and have a 2x chance of appearing.
  • Tributes Tab (Skill Points)
    • Bronze, Silver and Gold Umbrella Fighters have been added at a premium price, and have a 2x chance of appearing.
    • Hangry Relics have been added at a premium price, and have a 2x chance of appearing.



MISC
  • Fixed some issues where players could not access the Store.
  • Fixed an issue where discounted Fighter Variety Packs would be replaced by regular priced Packs in certain circumstances.
  • Updated the description on Spotlight Relics.
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OTHER CHANGES



COMBAT

  • Fixed an issue where the special color effects on Eliza - Mummy Dearest were not displaying correctly when she moved.
  • Fixed an issue where the special color effects on Parasoul - Star Crossed were missing on certain animation frames.
  • Fixed an issue where the All Your Buff Are Belong To Us Modifier would transfer the maximum number of Barrier stacks Robo-Fortune - Blue Bomber gained from her Signature Ability, regardless if she had already lost some of them. Always feels good to fix a Robo-Fortune Signature Ability bug.
  • Fixed an issue where if a Fighter received Death Mark and Permanent Death Mark, they would only be affected by one of them.
  • Fixed an issue where Umbrella’s Tag-In animation could be interrupted and look… weird.
  • Fixed an issue where some SAs and Modifiers would not account for timeless buffs correctly, resulting in effectively infinite damage buffs. (I wonder how many Jawbreaker players realized they could do this…)
  • Replaced Beowulf - Freedom Fighter with Beowulf - Wulfsbane on the Beowulf Node in Master Difficulty Ascent of a Woman. Freedom Fighter’s recent Auto-Block buffs made this a teensy bit too difficult!
  • Fixed some visual bugs with permanent Modifiers in the Spring Cleaning (April Event) Prize Fight.
  • Fixed an issue where Heal Block and Inverse Polarity would damage benched characters as they healed.



MISC
  • If for some reason you wish to permanently delete your account in Skullgirls Mobile, you can now initiate that process directly from the Options Menu. Once an account is deleted it will be completely unrecoverable, so please only use this option if you are absolutely sure you want your account removed.
  • Fixed an issue where the Theonite counter would linger on the screen after declining a Deployment Acceleration popup.
  • Fixed a bug where it was possible for Fighter Signature Ability popups to get stuck on the Team Select screen.
  • Fixed some localization errors, including Beowulf - Number One having an incorrect SA description in Spanish.
  • Updated the Portuguese names for Umbrella - Salty and Umbrella - Candy Crusher as they somehow had names that other Fighters were already quite attached to.
  • Fixed an issue where the Rift Battle Results mail was not displaying the date correctly.
  • Fixed an issue when choosing an opponent in Rift Battles, the projected Rift Rating for a win would appear incorrect.
  • Fixed an issue where the cute little spotlights on top of Spotlight Relics weren’t jiggling correctly during Relic Openings.
  • Adjusted the in-game camera so the game fits better on wide aspect ratio devices.
  • Fixed an issue where parts of the tutorial could become impossible to complete.
  • Fixed an issue in Daily Ops where Egret Point rewards appear claimable despite reaching the maximum number of Egret Points.
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COMING SOON



AUGUST PRIZE FIGHT EVENT

The Skullgirls team will be heading off to Las Vegas soon for the Evo Championship Series! We’re expecting Evo to be Slots o’ Fun, so Skullgirls Mobile will be getting in on the action. Look forward to this new Prize Fight starting on August 1st!

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NEW CHARACTER REVEAL

Speaking of Evo, be sure to tune in on the Evo weekend for the reveal of the next character after Black Dahlia!

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Wait, the character after Black Dahlia? Dahlia herself isn’t even in Skullgirls Mobile yet!

That’s true, but the Medici Murderess will be joining Skullgirls Mobile in 2022! Keep an eye out for news in the coming months.

However, before that happens…

We know there’s one Umbrella Fighter you’ve all been wishing for…

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This update has been a true labor of love, and we’re extremely happy with how it turned out, particularly since we finally got to address many features that have often been requested. Please let us know how you feel about the update - 5.1 is a testament to the importance of player feedback and how YOUR thoughts affect development of the game!

If you have any questions about the update, let us know down below!

Thanks so much as always for all your support!

- Hidden Variable <3
Thank you guys soo much for keeping this community alive for as long as you guys have,I have a question though.

Will we be getting guilds next year??I'm very big on guilds in competitive games!
 
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Hi again everybody, so, I went ahead and played the daily events using the ticket system and here are my thoughts (pardon me using mobile):

- It appears you are indeed limited to a certain amount of plays using the tickets, rather than being able to manually play the mode freely.

However, the change here is that whether you enter and play or skip, the event doesn't fill to 100% when finished, allowing you to replay the event for renewed rewards if such is your desire.

>> This isn't bad, if anything it is a nice touch, this could let someone make 25k canopy coins twice (and score multiple gold moves / skill points). However, because you are locked out after a certain number of plays (3), you will not be able to farm multiple difficulties as we would previously. (A bit concerning).


(On an anecdote, I noticed a slight uptick in skill points and move drop rates but that's prolly me)

Because this is also shared with Holodeck, it is a bit of a pain to only have 2 at a time per day because it punishes players who do have more time to play the game.

Thus, while the concept is very heroic and a bit innovative to the larger problem of making daily grinding less cumbersome, this unfortunately brings to light a few other issues among others.

1.) Coin shortage:

How will we farm coins beyond waiting for Medici PF's and what little we make from the tickets on daily events? (Assuming we don't use them for Holodeck or Accursed ofc)

2.) How will this balance out multiple daily events / player needs?

As noted before, this essentially forces everyone the same playing field, normally that would sound nice on paper... but this makes you have to really figure what to prioritize in your grinds. It can be a bit limiting and I think that is the issue I have with the system presently. If we had more tickets or were able to hoard / use them at our leisure, this would not be as harsh imho.

Suggestion(s)?:

>> Perhaps what would be a nicer touch would be that the daily events will be free to enter and able to be cleared as before, but tickets will be necessary in order to skip or "play again". In other words, once we finish a map, that's that, unless you use a ticket to refresh the map or simply skip it again.

I find 2 tickets per day to be a bit too small compared to the amount of events we get per day. Perhaps 3 tickets daily with a max of 5 tickets, and being able to score a free daily ticket as an added Egret Daily Ops (100/125 reward anyone?) Would give people a bit more flexibility in order to choose the dailies they want, and for those who wish to do more, can *play* more to earn an extra go at things.

Looking forward to everyone's thoughts, and, apologies for the lengthy analysis!
 
Copied from Discord from @Sairus if it helps the crowd here:

But for real, sarcasm hat off:
We really are paying attention to the feedback from players on this. It is a major shift in how a pillar of the entire game functions. We have to be VERY careful with any changes like this, and it went through a tremendous amount of design and testing to arrive where it is now.
Some players will hate it, some will like it, but all I ask is that you at least try out the new system as it is and give honest feedback after you've had reps with it.

That is a 'form-letter' reply for "Oops, we messed up but can't do anything about it until we have the opportunity after rolling out all these other updates already in the pipeline..."

It is what it is. True, change can be unpredictable; some people will like it others will not. "You can please some of the people some of the time, but you can't please all of the people all of the time."

So, buckle up and plan how to maximize your Daily Event Tix in the mean time.

My own two cents on the direction of new daily event restrictions. As an end game player, I see this restriction as a remedy to player burnout and spending too much time on a game mode that doesn’t provide meaningful experience.

Looking back over the years of reward restructure and improvements, we are gaining canopy coins and moves wayyy faster than the first couple of years of this game’s life span.

Rather than doing meaningless grind for some coins and moves (useless stats), then spending on lv15 RNG, I’d rather dedicate more time to PF and rift and earn more resources there!

Also, don’t forget they are working on making moves and stats situation for a future patch, so I want to believe that perhaps a year from now it would be much easier to get optimal moves and less RNG, therefore less a need for coins overall!

Finally, the restriction actually brings the overall population together on a fairer playing field in my opinion. Keep in mind that for every dedicated “do every daily possible” hardcore player on the forum, discord, and Twitter, there are probably 4 or more casual player who may only touch daily a couple of time a week, so this gives them more income than what they normally get. Because we don’t have access and insight to data that the devs have, our perspectives are often biased and skewed based on a small percentage of vocal player base that doesn’t necessarily represent the whole.

That said, I think the increase from 2 to 3 tickets in the near future is probably a good solution to round out days with 3 characters. Small tweaks will always happen as we have seen over the years.

Overall I’m the happiest I had been with the game from this update and looking forward to logging in!
I like your optimism and positivity! And some of your points maybe the reasoning behind these choices, but I'd like add my two cents to your two cents, as it got me thinking :)

Remedy to Player burnout? Maybe be. Depends on what the player is burnt out with. Dailies are obsolete compared to Character/Monthly PF. It's not burnout that a player figures this out. It's about efficiency with their time.
Personally, I have 'X' time to play SMG, I want to get the most yield of rewards for the least amount of time. That means not playing in every mode and not hitting the highest percentages in the ones I do. I haven't done Character Dailies in years. Sure, I do the new character ones when they first drop, it's new-ish content. Now there are other players who want the maximum resources regardless of time. They still do ALL tiers of Dailies for every character. They know is it boring AF, but they want to squeeze every reward coming to them. And as more 'fight' modes with rewards are added, even these players started to feel the limits of their play time. I feel it's mostly those players who wanted the 'auto-win' Dailies. And they got it...but at a cost...

Did skipping Dailies need to be 'balanced'? "Free" Skipping of Dailies does nothing but free up time. For the 'hardcore' players, they get the same rewards they were earning before, but now have more time. My 'X amount' of play time doesn't change just cuz I can skip Dailies I wasn't doing. If skipping is easy and quick, I might start harvesting Dailies again. So what does that do to the balance? Now I'm earing the same rewards as the 'hardcore' players. Seems balanced now, we both get the same rewards for putting in the same amount of time.

HVS may have 'tested' the Daily Event tickets...but is anyone there as "Enfranchised" as the most hardcore players in the top 200, hell, even the top 10% of Rifts? Who there has logged as many hours of SGM as those players? Even on 'paper' this system looks flawed to even to the most casual of players.

Again, why put skipping behind a 'paywall' of Tix? And why Tix if you're only gonna limit how times you play through a Daily anyway? The only reason for those limits was of being able to repeat a Daily for rewards...And now players are forced to choose between XP and coins/moves.

But I'm not saying the Devs don't deserve an 'A' for effort. Between Annie and Umbrella, they've had a lot on their plate and still do. At least they tried. I just don't think they were able to 'see' the Daily Event Tix through the prism of the Enfranchised player. Let's hope there is a method to this madness in the long run!

There's still plenty to be excited about with this update and for that I'm thankful to their hard work.
 
Thank you for the wonderful upcoming 5.1 update! I liked the new features such as in rift and the new prize fights. However, I’m not sure if I can find a way to deal with the daily event situation. Even though skips & speedthroughs are nice, many people point out the problem about how many times we can enter. May we please make the “manual fighting” free, while skips are charged with the tickets? Nevertheless, this update is still awesome. :)

p.s. please send me eager deceiver, I really want her badly.
 
Things I like this update:
Rift rebalance and dia rankings change.
Move loadouts are a nice qol change.
Umbrella :) Sadly my dia relics gave batman beo and a dupe freeze frame. Both my dia peacocks are prestiged noe.

Things I dislike this update:
The change of fov in game. Fighters gon a bit behind. Will take time getting used to it

Tickets to start daily events. Let manual play be ticketless. Charge a ticket for holodeck as it is buffed now but keep character dailies ticketless on manual. If someone wants to replay a character daily difficulty then charge them a ticket for manual/skip play.


And finally for everyone commenting on forums, while we all dislike this change to dailies and it is restrictive, I am sure only a small fraction of the community actually did expert and master dailies regularly. I myself would just do holodeck daily and 2 master character dailies a week or so as I am busy. Although if i needed some coins to upgrade something, I would grind out the master and expert dailies available that day which wont be possible now. For a casual player this seems worth it but for min maxing its not looking good.
 
And finally for everyone commenting on forums, while we all dislike this change to dailies and it is restrictive, I am sure only a small fraction of the community actually did expert and master dailies regularly. I myself would just do holodeck daily and 2 master character dailies a week or so as I am busy. Although if i needed some coins to upgrade something, I would grind out the master and expert dailies available that day which wont be possible now. For a casual player this seems worth it but for min maxing its not looking good.
Sure, only a small fraction might've done everything regularly, but even then, limiting them is not the right way to go at the problem. In my case, I nowadays played only HH and AE, but for HH, I completed all four levels, sure, Basic and Advanced were pretty much pointless, but it was nice to grab a little extra XP for some of my characters. And while I welcome the change to allow us to replay the events, I still think first playthrough should be free, with tickets charged for replay/skip.
 
(I wonder how many Jawbreaker players realized they could do this…)
I just got my first Jawbreaker. Kind of feel out of fashion now.

And while I welcome the change to allow us to replay the events, I still think first playthrough should be free, with tickets charged for replay/skip.
Exactly.

Okay, I tried that out as I promised. It was slightly better than I expected. Still wondering what I'm going to do during the weekend dailies ticket-wise.

As a regular dailies player, I didn't like the changes.

Other additions were amazing (loadouts especially), but this one just spoiled the experience.
 
let's go to the feedback

 
That’s all I’ve wanted 😭
Actually, it's not an issue for me. I tapped on the essence and the label comes out. This was a reward from dailies.
 

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After taking a hard look at the update. I decided to delete my first comment on the update.

Dailies need to be sent back to the oven, we can't be downgraded on canopy coins due to the inability to not complete all the dailies. I understand the tickets r there to complete the rest, but we can't be limited to a few daily plays. Many players hav raised their concern above me (so I won't elaborate too much - most described it pretty well). Dailies and pf r the bread and butter for most players, so nerfing it definitely harms the progress and effort players take to compete in this game. Basically I need a ton of coins from dailies to upgrade characters, moves, relics, catalysts (none of those r cheap and take months to sort out).

I know this may be harsh, but I do think it's best to sort this as soon as possible, cuz it will turn toxic quite easily.

Like I said in my deleted comment, a lot of the things added r gud 😊, but dailies hav been downgraded HARD.

Plz consider to remodel dailies as fast as possible. 🙏
 
OR you could play/skip Master x 2 for both characters. Unfortunately, Sat/Sun will be tough choices...hell, every day is a tough choice:

Holo = 1 tx (per play through)
Daily M-F = 2 characters = 1 tx (per play through)
Daily Sa/Su = 3 character = 1 tx (per play through)

So, 2 Free tx a day. In order to 'hoard' 4 tx, you'll have play less Dailies until you save 4 to start a new day.

Which means on any given day after saving 4 tx, you could MAX 6 Daily play throughs. Then you're out and have to either play 2 a day or save for a 'big' pay out day...not to mention you have to save 1 tx for AE each week...

Disappointed that tix are needed for Holo/AE which do not have skip options...(and no, the XP boost in Holo doesn't make up for the need for tix)
Yeah my comment was preemptive, sorry about that. After playing the update, I definitely misunderstood the dailies update details. Seriously needs to be reworked.
 
You can only Skip a Daily Event if you have proven you can complete that Event 100% by playing it normally. Please note that after 5.1 releases everyone will need to clear a given Daily Event at least once before they unlock Skipping, even if they have cleared those Daily Events before 5.1.
I am assuming that we need to clear a daily event atleast once after the update to make it available for skipping anytime after that, like you can skip that event next week without having to clear that "manually".


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Is it just me or there have been some changes to the camera also? Like it is looking wider?? Or the Big Band have grown bigger!
Or maybe ive not noticed it before .__.
 
Is it just me or there have been some changes to the camera also? Like it is looking wider?? Or the Big Band have grown bigger!
Or maybe ive not noticed it before .__.
Yeah camera has changed for sure.
Sure, only a small fraction might've done everything regularly, but even then, limiting them is not the right way to go at the problem. In my case, I nowadays played only HH and AE, but for HH, I completed all four levels, sure, Basic and Advanced were pretty much pointless, but it was nice to grab a little extra XP for some of my characters. And while I welcome the change to allow us to replay the events, I still think first playthrough should be free, with tickets charged for replay/skip.
Yeah usually games reward the top 1% grinders with additional rewards, here they are limiting resources to sell them from the shop. Manual should always be free and replays/event skips should require use of skip tickets.
 
UPDATE - July 27th 2022

After reviewing player feedback and some extensive internal discussions, we have increased the amount of Daily Event Tickets that players can claim every day from
2 to 3. As with any major feature adjustment, we'll be monitoring things closely as everyone spends more time with the update.

Everyone will start with 4/4 Daily Event tickets as soon as you log in (with 3 available to CLAIM as soon as you spend enough to make room).

Thanks as always for your feedback and support!
So I know it's only been the first day but I logged in, used up 3 of my tickets and hit the claim button to get 2. I'm not too sure whether this was intended and we'll get 3 tomorrow, but I just wanted to give a heads up in case it wasn't. Thank you always for reviewing player feedback swiftly, really appreciate it :D
 
So, I gave it a try and it is worse than I thought. I spent all of my coin after doing Accursed and one Daily. After doing the second Daily Master, I still had less than 50,000. So, the two tickets I got, net me a decent amount less than what finishing the Val Daily pre-update. Even at 3 tickets I'll be barely making more than Daily before hand.

So, it's looking like Dailies will give us 3M less per month. Awesome. Makes me thrilled with this update.

Well, at least some restraint was shown by not have a Canopy Coin offer. So, thanks for not adding insult to injury (this is assuming one doesn't pop up in the next few days).

And I think the idea of fixing player burnout is weird. Like, they could already just not play levels they didn't want. I don't see how stopping everyone from playing the game is supposed to help.

Honestly, this update feels like it will cause more player burnout. I made decent pace with improving my characters. It kept me involved. But with this sort of slowdown, I dunno. It feels like it's the sort of thing make people feel burnout when it takes so long to build a character up.
 
UPDATE - July 27th 2022

After reviewing player feedback and some extensive internal discussions, we have increased the amount of Daily Event Tickets that players can claim every day from
2 to 3. As with any major feature adjustment, we'll be monitoring things closely as everyone spends more time with the update.

Everyone will start with 4/4 Daily Event tickets as soon as you log in (with 3 available to CLAIM as soon as you spend enough to make room).

Thanks as always for your feedback and support!
While this is a very welcome change, it still feels like taking one step forward after taking several steps back.

If we're talking of the Master difficulties for character dailies, Holodeck dailies and the weekly Accursed, 3 tickets per day will allow us to complete 21 of the 24 events. This is definitely an improvement over the previous 2 tickets per day that allowed 14 out of 24 but gone are the times of being able to clear every Master daily, let alone Expert or other difficulties.

I'm still of the opinion that tickets should have been for skipping and nothing more - something the patch preview originally portrayed them as. If such a system has to exist for whatever reason, at the very least make Holodecks exempt from ticket use and return them to 'free play'.

As a side-note, I received 2 tickets instead of the aforementioned 3. Perhaps this is a change being implemented for tomorrow and not the day of release.

On a change of subject, I really dislike the new camera position. I am playing the game on a wide aspect ratio phone and shifting the camera down has caused (de)buff icons and health bars to be even more obstructed than before, sometimes by characters that previously didn't cause much of a problem. Whilst subjective, I also think the game looks a bit worse as more of the floor is shown and we can see a bit less of the background. I was hoping the camera would have been moved up just a touch if anything. Please could we revert these changes or have a toggle in the options based on player preference?

I will end this positively by saying I appreciate the work that has gone into the game. The two (admittedly large) gripes aside, everything else looks and feels wonderful, thank you.