Liam said:
Will see about this, no promises.
Liam said:
Extended to 30s for the next update.
Let's gooo
Liam said:
When on point, I've always thought that Band should not be able to do frametrap SSJ after blocked Beat. He should just die for having his DP blocked, no questions asked. Yes you can delay your punish to avoid it, but it effectively shortens the punish window (I think it effectively makes L Beat -18 ish instead of the -24 that it ought to be).
As an assist, I dunno. It's definitely a fantastic assist and a top 2 DP assist (alongside Annie's), but I don't know what I would do with it. L/M already have targeted nerfs with increased vulnerability frames and lower blockstun as assist. I haven't played with H much because its stubby first hitbox is really bad for my team, but if people think its "DP+lockdown" quality is too much, maybe it could catch the same nerfs that L/M got. Nobody was playing H when L/M got those nerfs, so it never got the same scrutiny.
Liam said:
Honestly not sure what you'd do with this other than just making it do a bit less damage so it doesn't take as giant chunks out of enemy assist health bars as a countercall.
Liam said:
I think the amount that it does on eg. Filia is fine. It's less than some other Level 3s (Para, Eliza, Double, Robo, Starving Umby, HI PW) in the corner at ~3k max scaling, but marginally more than them midscreen at ~4.2k max scaling. It also doesn't do as well on happy birthdays as most of those other supers, because the two opponent characters tend to "share" the damage rather than get hit at the same time.
Meanwhile, the amount of damage that it does on larger characters (+ Peacock for some reason) is egregious, especially so on another Big Band. He does ~5.3k max scaling on another Big Band midscreen, which totally outclasses the most damaging Level 3s (starving Umby and HI PW at ~3.9k).
I think if there were fewer projectiles but their spread was made much tighter such that it did roughly Filia damage on everyone (or a little more), that would be a significant nerf while still making it a good damage super and rewarding going for side swaps out of the corner to get the midscreen version.
(Assuming HI PW has no Hatred Guard built up for the sake of comparisons here, yeah she can technically do a zillion damage if she has a lot of it built up but it doesn't tend to actually happen often)
Level 3 super damage comparison:
https://wiki.gbl.gg/w/Skullgirls/Game_Data#Level_3_Supers
Liam said:
Nah, I think he should have it. It's similar to Robo's in damage, but you get a wallbounce into OTG combo instead of a gigantic laser hitbox which is a fair tradeoff. If you're spending 5 bars they should DIE, and it's a reasonable step up over what you get for 4 bars with tympany+level 3.
I think the only really dumb thing about it already got removed (swinging on assists with it and using the wallbounce to make it pseudo safe).
IMO I'd like to see more really good Level 5s, rather than making any of the current ~3 or so good ones worse. Band's is the best in the game, sure, but he's only really competing with Robo's and Val's, with Double's coming in as a situational 4th. Squigly's has too many requirements to land it for the damage it does, Fukua's is hard to combo into and it isn't worth gambling 5 bars on landing it raw, Annie level 5 photo bop might as well not exist for all intents and purposes.
(Edit: for people who read this later, this was written back when Photo Bop was a very different super, it's practical to land now).
Level 5 super damage comparison:
https://wiki.gbl.gg/w/Skullgirls/Game_Data#Level_5_Supers