Uh, I guess I'll give feedback since this is kind of an important issue.
Hmmmm, to be honest the biggest issue here is that the current economy for Skullgirls Mobile is kind of in a really bad place right now and greatly favors people who have been playing since soft launch while kind of really shafting newer players who aren't nearly as strong.
To give a clearer idea of what I mean, here are my thoughts on the 3 proposed suggestions on how to deal with unblockable Blockbusters
- Kill them fast
- Being able to tank the hit
The problem with these solutions is that for new players who came in at hard launch, this is actually kind of hard to do. Even if they can get the skill points and canopy coins needed to pull this off, the skill tree keys would still be an unavoidable obstacle. They're at a pretty big disadvantage in this area compared to people who started at soft launch.
For those of you who never played the game during soft launch, there actually wasn't any skill tree keys like there are now. So long as you had the skill points, the canopy coins and met the requirements to purchase the node, you could buy whatever nodes you wanted. So if the first thing you wanted to do with a character was buy all the nodes in the attack skill tree, you could do it. If you wanted to just focus on purchasing all their signature stuff instead, you could also do that. Nothing ever really stopped you...until the official launch where they added this skill tree key system. It's obviously there to stop you from just pouring everything into the more useful trees and slow your rate of development with characters, which is fine but the current means of giving players skill tree keys is really inadequate. Right now, you can only get keys from story mode and placing Top 30% in Prize Fights. This is kind of a big problem because you can only get a limited number of keys from story mode and Prize Fights are obviously being dominated by pre-official launch players who didn't really have to worry about this key system when upgrading their characters. So with the ability of new players to get Top 30% being pretty sketchy (Especially since 0 scores won't be counted in the percentile calculations moving forward), they don't really have much to work with other than the story mode keys. You can tell them to just go upgrade their chars attack and defense/health but they're inevitably going to hit a brick wall here.
- Just sacrifice one character then let the rest finish the job
But it's actually possible to get hit by more than one unblockable throughout the course of the match, especially for weaker players who aren't doing enough damage. Like, I don't think you realize just how much meter the CPU gets for BB3s just by getting hit. Like just to give an example of how fast they can build their BB3, I was just playing a match an hour ago with one of my weaker teams to get some XP and I had to fight a Big Band with a BB3 equipped off the bat. The match starts I immediately open him up and do a combo, block the predictable wakeup Blockbuster, do another combo, don't do quite enough to kill him but at this point, the Big Band had fully built his BB3 and of course, the first thing he did was use it and killed my character. As an added bonus, because we're currently playing with the Vampire modifier, he also got back a lot of health from it. Fun. Times.
And because they can gain BB3 so quickly from doing almost nothing, can gain even more by actually hitting you and there can be multiple characters with BB3, it can lead to some extreme situations where you just lose 2 characters to BB3s in a match. To give an example of just how extreme things can get, here's an example that's only happened to me 2 times but is worth noting because it is indeed a possibility that can happen under the current system.
- Get hit by a BB3
- As you're waiting for your next character, CPU tags out to another character with BB3 already ready to go
- Second character gets hit by a BB3, making you lose 2 characters in 10 seconds.
And then there's other stuff that isn't quite getting hit by 2 BB3s back to back but were so almost like it, that they had me joking about how this was more cheap than every Filia, Painwheel, Millia, Valkenhayn and Aigis mixup combined. Things like
- You're comboing Untouchable Peacock and then suddenly Bulletproof activates and she gets unflinching > Peacock immediately recognizes this and punishes you continuing your combo with Argus Agony and your character dies > Peacock has now filled her BB3 and proceeds to use it immediately on your next character as soon as they touch the ground.
- You're comboing Resonant Evil Big Band and then suddenly get stunned by his Master of Unblocking signature ability > Big Band immediately recognizes this and punishes with a full combo into SSJ to kill the character > He conveniently has filled up his BB3 and proceeds to use it on your next character
Personal Opinion/Conclusion:
Eh, to be honest, the first time I got hit by that BB3 > Tag out > BB3, I actually just tossed my phone on to my bed and didn't want to look at the game for an hour, lol. There have been a number of times I've questioned why I still play this game over the last week but I love Skullgirls and I'm a pretty easy going guy who'll often try to adapt and go with the flow. So I've stuck with it. Learned to joke about it when I play my weaker teams. Although I didn't play as hardcore as some others, I did play the game since Canada soft launch and I do have a team or two that benefits from the perks of upgrading characters when skill tree keys weren't a thing so I do get to play matches where I can limit the BB3 shenanigans.
To my give my thoughts on BB3s right now, I'd have to divide them into experience on the receiving end and experience on the using end
From the receiving end, my thoughts on BB3s is that yes, they can be beaten in the long term by improving your characters attack and defense but at the same time, every time I think about a new player getting hit by that BB3 > Tag out > BB3, I kind of get really sad. Like I have to really ask the devs, is this really what they want? I feel like this gives a really bad feedback to the player playing the game that I don't really feel is necessary. If the moral of the story here is that you need to make your characters stronger, I think it would be best to just alter the time limit of matches to properly match this idea. If a player tries to beat a team and fails to do it in the amount of time given because they're not doing enough damage, I think it gives clear feedback about what the problem is and what they need to do to win this match. There probably are other good ideas we can come up with if we all sit and think about it. I think if you leave things the way they are now, you'll probably lose a lot of players around this part in their journey where they have to deal with the unblockables but if the devs feel like this is what they want out of their game, then stay the course. Ride straight and true.
From the using end, I also feel like they're pretty out of place with the current game flow as well, at least for me. It just feels odd to suddenly go from playing very strategic to "Well, I don't have to care about anything anymore because my win button just lit up". I think if you like them, that's cool, I'm not trying to say this is fun or this is not fun. It's just that when you look at the overall design decisions for this game's gameplay, the presence of unblockable blockbusters that do a ton of damage feels awkward. This is another thing where I feel like it would be interesting to hear what the devs thoughts were on this and how they envisioned this feature working in tandem with everything else. I can't really get a good idea of where they should go from here from a player's perspective without this information from them.
Regardless of what happens with BB3s, I do really feel like the skill tree keys issue needs to be addressed above else.