The more i play, the more issues i face with the rift boss node. ...
This is just an example and maybe i just need a better strategy to deal with this node. But due to the 200% HP bonus it is very hard to deal with a strong healer like SG, but getting her to tag in is purely a matter of RNG, wasting a lot of time. ...
Personally i feel like the node may deserve to be nerfed a bit in the HP department, or to have the mod changed to allow for more easily inflicting debuffs. Again, this may just be a matter of me being outclassed in my current ranking, but from my perspective the node may be a bit much at the moment.
I have her but haven't leveled her yet. But Doom shouldn't be the one thing required (and i use that word quite liberally here) to beat the node.
I'm only on level 30 and my strongest fighter is about 3.1k ish, so keep that in mind when I speak on numbers since I don't know exactly how hard top tier attackers are hitting the defenders with, but I'm logically applying a scale based off FS having a drastic spike from bronze lvl 1 at 90 FS to a diamond level whatever packing upwards of 40,000.
IMO it's not so much the numbers and effects at play as a whole that cause an issue but their distribution. The mode is of course trying to emulate letting the player "be the boss" while also give room to play around with "evil plotting" for the thematic skeleton of the mode, and this is (more or less) a unanimously well received decision over all so they're on the right track with much of the framework. Where I see issue though, is balance and/or sensibility. For one, any PvP based game/mode should be striving to do its best to accomplish two things:
1) Establishing a formula that will give the same (by scale) level of incentive, fairness, challenge, consistency, and reward for players on the lowest end of the spectrum all the way to the highest end of the spectrum.
2) Being centered around and dictated by the element of skill as the #1 factor that plays into the outcome of competition.
Being that there's no real-time PvP obviously there are things they should and have to do to achieve these things or the defenders will always be at a disadvantage, to the point of endangering the mode entirely, so having buffs and the most aggressive (not mindlessly) AI possible (debatable since some have said it performed questionably but in my experience it's borderline brutal at times, depends on the defender(s) though) is logical.
However, the nodes are "all your eggs in one basket" structurally- assuming a match between two teams and
only considering unmodified damage and 0 team synergy:
First node- is practically meaningless, side nodes range from "better than nothing" to "decent generally, potentially quite obnoxious on the right defender".
Middle-side (singles)- more or less appropriate (imo)
Bottom "Miniboss"- sequentially about right but debatably overtuned about 25% on numbers and undertuned on buffs (comparatively)
Top "Miniboss"- basically beat the ever living s*** out of them relentlessly and quickly as possible or risk getting run down even by defender teams with practically no synergy, or just use fighters so stompy that it doesn't matter
Boss Node- Basically a final battle of the arc anime fight; not just that, but an anime fight themed around mobile games. Ideally in my opinion the numbers need to be dropped about 50-75% at least for HP and ATK.
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Proper balancing in for game that wants to base itself on skill and strategy while offering diversity means it's quintessential that all players have the same resources and restrictions on a basic enough level that they physically have the capability to make the right choices and then be lead to victory if they capitalize on the fact they did with skill.
If you're anywhere between new and a veteran with enough time sunk in to have gotten at least one copy of every unit you'd need to counter pick (not even considering if they're viably leveled like Ryouhi's case) which competitive Skullgirls in its original form has, which is the reason it has a competitive scene. On mobile, if you don't have one of those things for reasons out of your control you have to simply posses brute power of a high enough caliber that you can just remove/cushion the severe disadvantage if you don't.
I played League of Legends for close to five years and it has around 140 characters, 100+ items with varying stats and their own abilities in the game, and 4 min abilities on each character but as many as 6 for some. Now that's alot of variables to account for, and yet the only difference in the number 1 player and the lowest ranked player is skill and knowledge. Skullgirls has enough things going on between all the characters that even in a perfect matchmaking situation your loss or win can come down to straight up luck, and as it's been said there are situations where essentially loops can be exploited to make a battle virtually impossible.
In League the numbers on stuff needed changing very frequently for the sake of one handful of champs/strats from being undisputably the best, but even then situations where players found abusable correlations with champs/strats result in imbalances that made things essentially just "play it, ban it, counter it, otherwise lose." At that point skill is not a factor but to the smallest degree. At that point nobody but those who like hollow wins and doing the same stuff repetitiously enjoy the game. The structure of this game dictates veteran players should have an incontestable advantage over new players, and that is perfectly fine as its the cost of accessibility since League took 6 months before I even had the basics remotely under wraps- that game was like super chess as for learning curve.
This one should still have a balance though, even it were merely differing nodes for different tiers. The sad thing is, these things scale IMMENSELY- to the point where genuinely the stronger you are the more unfair it becomes. 200% means waaaaay different things for people with 1 fighter strolling up with 20k FS than one with 2000, just stat buffs alone. Throw in stuff like the boss node and you're talking about having to play flawlessly as far as I'm concerned, and this description you gave pretty much seals that for me. These things are acceptable for a campaign boss, they're intended to be, well, a boss. You have time to lose, grind, restratetgise, get new fighters, etc.
But PvP is woorlds different, at it's core it is a measure of you vs someone you should be considered more or less equal with, which isn't the case here for a handful of reasons. You don't have all the luxuries that you do in a repeatable fight scenario.
Prize Fights are much more accurate to a true PvP mode even with the gimped AI, but even then I still virtually only lose matches when the streak builds so high that my 3 opponent choices spike dramatically from "If I'm in the zone I got this" to "Wow just one fighter is stronger than my entire team and there's three. Time to reset the streak I guess." I've pretty much laid it all out there but by this point any unspoken aspects should still loop back off what I did, because all these things need to be in sync or the whole thing crumbles inevitably.
I still love the game but objectively this is reality of it, and I'm sure I'm not the only one who's observed this.
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***"YOU'RE a F2P? HOW ARE YOU THIS POWERFUL? Well, I was actually lying when I said this was my final form 6 minutes ago, like I was the other 4 times.
Beep Boop Power Creep Engage
"Your grind means nothing! Now I can magically match the strongest warrior, haha! In this form all abilities reflect and home in on the energy of the one it originated from, and when it inevitably hits you it adds my power to the impact as well- in addition to everything else at my disposal. CAN YOU SURVIVE TRIPLE YOUR OWN ATTACKS, CARROT MAN!? Also there's 3 of me now, I learned the shadow clone jutsu during that flashback you watched."
Hmm. By all logic this narratively is not possible, Vegetable and Pickle died and matchmaking screwed him regardless. Even if he had 2 plot convenience beans to give Carrot another two full HP revives this is doomed to end the same way. There's 3 more arcs though so obviously somehow this happens.
"Wait just a minute Frigidaire! You think that you'll get me to make me choose between forfeiting the Dragon Bells or spending my family's savings on Need To Win Beans, but I'm F2P! I don't have any money, and if I did I wouldn't need it to beat you- so I'll never lose to you! While you were explaining your transformation, I used the plot hole jutsu to change types, power my strength to the maximum, and create two more versions of me that are your COUNTER PICKS! HAAAAAAAAA"
Teleports, single dramatic punch, combo, blockbuster, repeat 2 more times
"You might have won if I hadn't trained for so long that I countered you, and honestly my skill alone wouldn't have saved me from your brute strength. But luckily I only needed Pickle and Vegetable to carry the other two important nodes, and your base fodder wasn't stronger than my sacrificial lambs. That doesn't matter now though, I've won. It's over, Freezer Burnt. I'll probably have to fight your dad next and lose, and then
I'll go against your brother again when the matchmaking resets my streak, but he'll end up the same way."