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We have a productive discussion here. Sure the level fives are powerfull, but enough to risk the time and the arsenal of lower level blockbusters?
To me these are the high-level Blockbusters that are not much used.
-Peacock's level 3.
-Valentine's level 2 counter and level 5 ressurrection.
-Double's level 5 and level 3.
For Peacock the issue seems to be that good players manage to extract more damage from an Argus combo following the throw than using Goodfellas.
-Experimental buffs: no throw escape if it is activate, all damage is black instead of red.
Valentine's counter. Level 1 supers can be used as cheaper counters and an ensemble can save her if it goes wrong.
-Experimental buffs: Heck, just put it at level one and see if it goes cheap or not.
Ressurrection: Costs a full bar, must be properly placed (hard to combo and ressurrect), life restored is one combo away from death.
-Experimental buffs: Larger amount of life restored, bigger damage, level 4
-Double's moai. Too costly. Cat heads, cars and team eat the bar first.
-Experimental buffs: Level 4.
-Nightmare legion. Same reasons of level 5.
-Experimental buffs: Reduce damage scaling to sweet it to combos.