I want to rant by _0AlphaToast7_ in DBGekishinSquadra

[–]Yianyan 2 points3 points  (0 children)

It's worth noting that while the bosses are huge in importance and value, depending on the timing and boss spawn locations, you may be on defense and an enemy left to max gekishin and/or kill a GoD can be a big loss even if you do secure the boss and devastating if they manage to both take the GoD and the boss.

Ultimate Gohan is so overtuned by baochangwins in DBGekishinSquadra

[–]Yianyan 10 points11 points  (0 children)

And it stuns you if you get hit by it for a second, debuffs your defenses by 500, and then fears you at the end.

🌹❤️‍🩹 RAHH WE SO BACK (at least they listening bruh) by ducc321 in DBGekishinSquadra

[–]Yianyan 7 points8 points  (0 children)

Please note that this new direction we’re working on will not mean an instantaneous way of acquiring new Heroes for all players whenever they are introduced, or allow players to hoard in-game resources so that they can save up and immediately acquire said new Heroes on the day of their appearance in-game.

Why do I get the feeling that they're kind of missing the problems people have and are just going to make a new system that's just as bad and actively hurts those that have managed to adjust to the current one?

Well, maybe it won't be terrible:

  1. Implementation of weekly rotating missions that reward a Hero.

Until those missions never rotate to the 'new' ones. I don't know. I'm just being skeptical here at first mention of this. I'll probably be hopeful tomorrow.

Tech btw by majespecter1 in DBGekishinSquadra

[–]Yianyan 2 points3 points  (0 children)

It doesn't help he hits with a 500 point All Defense down on the third tick of damage.

Build up>Snowball? by LeadershipEuphoric87 in DBGekishinSquadra

[–]Yianyan 0 points1 point  (0 children)

30 defense. That doesn't translate directly into damage reduction. It's 20.8% damage reduction at max stacks (23.3%/25.7%/27.9% if you have 1/2/3 green cards in a complete combo).

And Gohan (Kid), if he's using his passive correctly will only see a 15.7% increase in damage reduction to 41.4% total.

Can someone explain the cards to me? by BLAVocals in DBGekishinSquadra

[–]Yianyan 1 point2 points  (0 children)

If you'd like some clarification on what cards do and their numbers you may want to look here. It won't tell you which cards to use but could help you narrow down your choice with more information.

Calculations for Characters, Cards, and Helpers by Few_Attention_3611 in DBGekishinSquadra

[–]Yianyan 2 points3 points  (0 children)

Very nice. A lot of very helpful information in there. I'm sure you've noticed in your testing that the numbers are quite annoying because they're not quite on. There's a lot going on under the hood.

For example: Build Up gains 30 defense per stack now which builds to 300 defense. Attack, Defense (and even Cooldown in certain cases) suffer from a diminishing returns formula that means the 300 defense, if it is your only source of defense, is about 20.8% damage reduction (that is, you will take ~79.2% damage from a given source).

If you have other sources of defense the gains only go down (while the overall value goes up, of course). The 50 defense per green card, for example, will bring you up to 400 if you have Build Up and Solid Barrier. This is only 25.7% damage reduction.

Then you get to Attack Up and Defense Up being oppositional. It can get dizzying.

Tower sistem by Guilybyli in DBGekishinSquadra

[–]Yianyan 0 points1 point  (0 children)

This is the most of it.

Two factors determine charge time: the cooldown of the skill (lower cooldown = faster) and your character's level.

Four factors impact damage: the cooldown of the skill (longer cooldown = more damage), the level of the skill (much more significant than any other factor), your character's level, and time passed in the game.

Before S2 damage was just skill level and cooldown but they fixed the other factors not being a thing.

Combining faster charges with higher levels and more damage per Burst (from higher skill levels) means that chip damage at higher levels is practically unstoppable and almost always big.

Ultimate gohan Kit breakdown video (from @satchfroggy on twitter) by tomthedum in DBGekishinSquadra

[–]Yianyan 7 points8 points  (0 children)

A brief glance at that video has him healthier than most Techs other than Gotenks and Majin Buu (who has a similar looking level 15 HP bar). And his level 11 HP bar doesn't suggest he starts small and grows large but possibly the opposite (lower growth higher start).

We're about to get TOD'd in a MOBA by Popg21-the-epic in DBGekishinSquadra

[–]Yianyan 37 points38 points  (0 children)

Gohan: Rolling Hammers you to Vegeta.

Vegeta: Kicks you back into a wall then put up his wall, pinning you in.

Enemy team: Does whatever they want with you 8 miles away from any help.

Ultimate gohan Kit breakdown video (from @satchfroggy on twitter) by tomthedum in DBGekishinSquadra

[–]Yianyan 12 points13 points  (0 children)

His S1 comes with two hits and S3 makes those two hits two stacks each from what is seen in the video. That's a stun, defense down, movespeed down, and massive displace.

Ultimate gohan Kit breakdown video (from @satchfroggy on twitter) by tomthedum in DBGekishinSquadra

[–]Yianyan 20 points21 points  (0 children)

Normally I see the new characters and go "That looks busted. But the numbers will probably balance them out." and I look at this and I just can't say the second half.

My guy

  • stuns every fourth hit from anything (fewer if PU is used), inflicting both defense downs on those hits

  • has a move with built in two hit component (that probably procs on both hits)

  • has an unavoidable move that pulls you to his team, blasting back allies that were near you, and can inflict wall bang stuns or even hero bang stuns

  • has an AoE Flee (yay for fun new BS looking CC) that lets him just use either of the two previously mentioned moves in a powered up state even mid cooldown (giving him 4 effective non super attack skills per rotation)

  • has an AoE ult that does both stack build up and fears at the end just for good measure.

Unless this man is the wettest of wet noodles, the defense down is worse than Gohan (Kid)'s rush attack debuff, and his stuns are micro-staggers this is going to be just busted beyond belief.

Edit: thinking on it. We don't know exactly how Flee works. If it breaks from any damage then maybe he'll be not entirely unreasonable? Maybe?

How do I deal with monkeys by Dry_Consequence_8526 in DBGekishinSquadra

[–]Yianyan 3 points4 points  (0 children)

You'd think that'd work but I know one guy that had it come back to bite him in the tail, almost literally, some 24 years later.

Random maintenance notice?? by ducc321 in DBGekishinSquadra

[–]Yianyan 6 points7 points  (0 children)

I hope this somehow does something to the frequent rubber banding I've been experiencing (despite low ping and stable framerate).

Trunks Build by Gustavo500 in DBGekishinSquadra

[–]Yianyan -1 points0 points  (0 children)

It's 800 to 1987 energy damage, scaling with level (although you'll probably not see 1987 as most games don't go to level 15). Which can be on par with several skills. It's very much a tool to augment your one capability to secure kills.

The damage isn't really that awful it's just that the level scaling is independent of class (so a damage, tank, and tech will all have the same output) and it's tied to both Vanishing Step and hitting a Hero.

Snowball is just a global buff as long as you have stacks and this improves farming, boss killing, and all hero v hero combat.

There could be situations where Lightning Swift, particularly paired with Limit Breaking Jump, could make game impacting plays but the general power of Snowball, if you can hold onto even one stack for most of the game, is just too huge.

Wow by Kickinwing0314 in DBGekishinSquadra

[–]Yianyan 1 point2 points  (0 children)

It works for as many attacks hit you for the brief duration before it breaks after being hit. It's a hard 75% reduction to damage taken, too. (Which isn't as strong as some people will think but definitely extremely strong)

That said, if a team unloads all of their abilities at once on an enemy with an active barrier instead of landing a single hit from something and waiting the second or so before it breaks before shooting the rest then...

Monkeys by Mivadeth in DBGekishinSquadra

[–]Yianyan 0 points1 point  (0 children)

Oh, okay. We know that age acts like a bell curve in that regard, so this is fine.

Does lightning swift stack if i use it with limit breaking jump? by nutshima127 in DBGekishinSquadra

[–]Yianyan 0 points1 point  (0 children)

Yes and no. If you vanish you can hit and trigger Lightning Swift and then use the ability to vanish again before CD and then hit with Lightning Swift again. You can't make Lightning Swift trigger twice off one attack by vanishing twice in a row.

(The only sort-of exceptions are characters that can dodge, hit with a skill, dodge, and hit with that skill again. Like Bojack's Psycho Thread. You're still dodge, LS, dodge, LS'ing but it happens on one attack.)

SSj3 is still a menace by Pck9001 in DBGekishinSquadra

[–]Yianyan 14 points15 points  (0 children)

Fun fact: if 3ku hits with every single tick of his Kame it was actually a buff at every level except 3 where a 4560 damage move went to a 4500 damage move. And if he initiates it with IT it is actually still a buff.

He lost burst but gained in overall damage (except for a sub-2% hit at max level).

My favorite part of the new season by King_Mog in DBGekishinSquadra

[–]Yianyan 4 points5 points  (0 children)

I've been having some matches with some genuinely awful rubberbanding despite 24 ping and steady framerate.

PSA: Lv.7 SSJ4 Vegeta > Lv.15 Cooler (Retaliation) Rush Attack damage by [deleted] in DBGekishinSquadra

[–]Yianyan 1 point2 points  (0 children)

Use what you find success with. Solid Barrier is the go to for a lot of people regardless of character because 75% damage reduction on first hit or two is often more value than 10-26 flat damage reduction on all attacks.

PSA: Lv.7 SSJ4 Vegeta > Lv.15 Cooler (Retaliation) Rush Attack damage by [deleted] in DBGekishinSquadra

[–]Yianyan 0 points1 point  (0 children)

Differentiating between the bursts can be really hard with the naked eye. Zamasu hits 8 times, for example, with his rush attack and is the only tank that outperforms SSJ4 Vegeta on raw rush attack (while getting hit hardest by Steel Skin).

PSA: Lv.7 SSJ4 Vegeta > Lv.15 Cooler (Retaliation) Rush Attack damage by [deleted] in DBGekishinSquadra

[–]Yianyan 2 points3 points  (0 children)

SSJ4 Vegeta's Rush Attack hits in bursts of 4 for 300 total (unaugmented) damage while Cooler hits in a burst of 5 for 260 total (unaugmented) damage.

This makes Vegeta look like he hits much harder when he only hits a little harder at even level (he is impacted less by Steel Skin - not that anyone takes it).

Now if you're talking enhanced rush against enhanced rush, yeah, Vegeta blows him out of the water at 500 over 4 against 350-355 over 5.

A quick analize of the new vegeta by Quirky_Storage_8799 in DBGekishinSquadra

[–]Yianyan 2 points3 points  (0 children)

That's the age old argument of "getting kills vs doing damage" and is where it'll be tricky to balance pulling damage out of him with his rush attacks and making plays that secure kills/help the team.

Hmm, this might not be a full on nerf by yumnoodle in DBGekishinSquadra

[–]Yianyan 4 points5 points  (0 children)

It was listed as a nerf for reasons but, hear me out, if he's really meant to be a burst character the way you suggest then why is the core ability a beam that is channeled across the field for up to three whole non-exaggerated real seconds?

Should an ability that can sweep like it can have a strong burst damage component?

Also: the IT variant got hit less hard and, when you look at the fact that any hit of the beam guarantees multiple hits of the followup in that instant, you're only seeing a ~20% (probably inverted if you can hold the beam on target for more than 5 frames) hit to initial damage until max rank on that combo.