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Fights Suggestions related to the guest star

Aoskull

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I see that many of you are unhappy with the guest stars, don’t you ? Tbh Me too.
But I think there is room for improvement with some tweaks. Here are my suggestions related to the guest stars! If you have better ideas, feel free to comment here!

Suggestion 1: Make Guest Stars unequipable on Rift defenders
- If players choose stats for Rift defender, they will surely choose HP, DEF, resistance or crit resist to increase. This kind of inflation making things even more hellish, combined with the synergistic effect of Catalysts. Imo this is not good for most players, especially newcomers.

- By making it impossible to equip guest stars to the Rift defenders, only the attacker's status will increase additionally, make it easier for all players, include newcomers to tackle the game. As for PF, since there’s no troublesome catalysts, I think it’s less of a problem than Rift.

Suggestion 2: Disable Special/BB change

- I think it would be good to add an effect that disable guest star in Disable Special and BB. This will make some fighters stronger relative to others, and will also put more emphasis on immunity. Since the guest star is not a special or BB, so it would be nice to add it to both one, right?

Suggestion 3: Set a usage limit

- Imo it would be good to set guest star can only be use 3 times per match. If you use it 3 times, the gauge will no longer accumulate. So the key is which fighter and how many times to use which guest star.

- This prevents high rotation rate Lv1 and 2 from becoming OP, while at the same time creating a wide range of strategies, such as spamming Lv 1 and 2 or saving the powerful Level 3.

Suggestion 4: Lv3 guest star change

- Since Lv3 guest star has grabbing effect, it's almost unblockable like a Lv3 BB. This is a big problem because there is almost no way to avoid it. By removing the grab start and making it a strike, it would be less OP and more strategic than ever before.
 
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Suggestion 1: Make Guest Stars unequipable on Rift defenders
- If players choose stats for Rift defender, they will surely choose HP, DEF, resistance or crit resist to increase. This kind of inflation making things even more hellish, combined with the synergistic effect of Catalysts. Imo this is not good for most players, especially newcomers.
Not entirely sure I agree on this one, since a mid level player getting a good Guest Star can help with progression, totally see the issue with new players though .
- By making it impossible to equip guest stars to the Rift defenders, only the attacker's status will increase additionally, make it easier for all players, include newcomers to tackle the game. As for PF, since there’s no troublesome catalysts, I think it’s less of a problem than Rift.
I'm torn on this one, by negating GS on Rift, you actually keep the Rift staleness as it is and can potentially inflate or make PF basically unplayable for new players. However by keeping them effectively both nodes are now gonna experience a HUGE power creep and the gap will become huge between old and new players

Suggestion 2: Disable Special/BB change
- I think it would be good to add an effect that disable guest star in Disable Special and BB. This will make some fighters stronger relative to others, and will also put more emphasis on immunity. Since the guest star is not a special or BB, so it would be nice to add it to both one, right?
That's a start, some of these GS are way too good
Suggestion 3: Set a usage limit
- Imo it would be good to set guest star can only be use 3 times per match. If you use it 3 times, the gauge will no longer accumulate. So the key is which fighter and how many times to use which guest star.
I see someone played or has seen KOF 99' striker system
- This prevents high rotation rate Lv1 and 2 from becoming OP, while at the same time creating a wide range of strategies, such as spamming Lv 1 and 2 or saving the powerful Level 3.

Suggestion 4: Lv3 guest star change

- Since Lv3 guest star has grabbing effect, it's almost unblockable like a Lv3 BB. This is a big problem because there is almost no way to avoid it. By removing the grab start and making it a strike, it would be less OP and more strategic than ever before.
This one is kinda weird, because it makes no sense for all of them to be a grab (although some might whiff but that's entirely on the player's skill and timing), maybe giving them a higher cooldown could help?