Sometimes i randomly remember moments of just absolute genius game balance for no reason and it makes me laugh a little. Some old game I played a bunch like 3-4 years ago decided it would be incredibly funny to release a weapon for their 1 year anniversary of forgetting to patch out the christmas event. IIRC it was a weapon that boosted frostbite, one of the game's multiple DOT effects that scales to magic damage for some reason, by like 50,000 percent (yes the game has comically overtuned numbers. None that you would notice though since mid-lategame the weapons pivot away from numeric boosts and opt for percentage instead).
Seems like the devs forgot that there was also a weapon that boosts damage by your frostbite (that was complete hot garbage on release, honestly the only good stuff from that event was the weapons and even those are just good for midgame progression) and needless to say that build was meta for a solid 3 months before the devs got back on and nerfed it. (To this day it's one of only 2 builds that got nerfed without a corresponding major update).
There's also the fact that when MBTL released blocking was comically good and as long as you knew your opponent's blockchains you could pretty much just hold 1/4 until their moves staled and counterattacked. Having a fighting game where playing offensive automatically reduces the odds in your favor seems like a bad idea especially considering the game has literally zero zoners, which is honestly part of why I like melty so much as a FG franchise, the only proper zoner in past games was nero who is blatantly fucking overpowered and shit to play against but some pseudo-zoners (aka characters that are kinda hard to approach because of like air-unblockable disjoints or being able to jump and deny a third of the platform instantly or something) like f-hime or c-roa are fine to play against even if they are comically low skill characters (c-roa is definitely a high-floor high-celing character but f-hime is busted on anyone with a shred of competence)
It wouldn't be a certified RainWaiv Special (tm) without a 5 minute tirade on ruina so i'd like to point out how fucking absurd yesod's floor is. It's a huge glass cannon floor considering it lacks a proper defensive abno page bar none, but it has the most consistent dice power through chained wrath and clean (especially when paired with myongest) and some really good tier 1s in request, metallic ringing, and lament. The real secret comes from bar none the strongest synergy in the game, as well as an incredible spread of EGO and dark flame.
Myongest is already one of the most consistent power cores. The main draw comes from both passives being on d'art pages, so you can only use it on one. In return, you get a consistent +5 power on at least one die, and being able to redirect anything is a nice bonus as well.
The interesting part is what happens when there are two dice that roll the same value, and that value is the lowest. Instead of picking a single one of the dice at random, BOTH dice become changed.
Additionally, when changing to the "maximum possible value" it does not change it to the highest possible natural roll (which at this stage in progression is generally 6-7 speed) It instead changes the dice to a dice marked with an infinity symbol which can redirect anything (except other infinity dice). It also will ALWAYS proc myo's +5 power boost.
I'm sure you see where I'm going with this. Chained wrath will set speed values BEFORE strongest does. This means all of your speed dice roll infinity, meaning you will ALWAYS hit a +5 on ALL of your dice, and be able to act first no matter what. All for a lovely cost of 8 attribution slots.
It's worth noting that this is technically not the most cost-efficient power up. Lone fixer is a +3 for 3 attribution slots, although it only affects offensive dice and requires you to have no other teammates on the field. The immediate following is wedge+stilleto, which is a +3 to pierce dice for 11 attribution slots, albeit with zero major drawbacks. Generally you should expect 4 attribution slots to be equivalent to 1 dice power.
Now for dark flame.
damn aura farmer
This page's entire gimmick is to full swing into the "if you get hit you fucking die" mentality of yesod's floor except it's a tier 3 page meaning you get it as your last abno page and should have everything set up to win literally every clash and never get hit anyways. Any damage type where you would take reduced damage instead makes you take increased damage. It doesn't take a genius to figure out how this is really fucking powerful.
It also gives you +2-4 dice power on your offensive dice. The haste doesn't matter on myongest (that just boosts your speed rolls)
If you want an explanation of baseline game mechanics, you can either look it up on the wiki (Da Linky?) or better yet play the game because it's unironically one of the best games ever made (if you can't read you're already halfway to becoming a real ruina player).
Compared to the other floors which quite frankly do have nutty ass tech and synergy as well, yesod is comically easy to set up and play with zero issues. There's a reason this floor is used in speedruns from the second you get a 4th librarian on the floor to the end of the game.
Malkuth is my personal main floor and she has tech with puppet strings, matchlight, and loyalty to stack 20+ strength every turn on all your teammates. Binah gets complete power null and -3 on those rolls to deny your opponent the ability to do anything meaningful. Netzach and Gebura get literal immunity if played right. Chesed gets a fuck ton of obscure and complicated tech that's actually really fun to use sometimes. The difference is that you can't unga bunga your way through an entire reception just by pressing buttons, you actually need to consider what and how you're building.
Anyways complain about game balance in this thread
(the eternal torture of having thread ideas too smart for smogoff but too stupid for cong)
Seems like the devs forgot that there was also a weapon that boosts damage by your frostbite (that was complete hot garbage on release, honestly the only good stuff from that event was the weapons and even those are just good for midgame progression) and needless to say that build was meta for a solid 3 months before the devs got back on and nerfed it. (To this day it's one of only 2 builds that got nerfed without a corresponding major update).
There's also the fact that when MBTL released blocking was comically good and as long as you knew your opponent's blockchains you could pretty much just hold 1/4 until their moves staled and counterattacked. Having a fighting game where playing offensive automatically reduces the odds in your favor seems like a bad idea especially considering the game has literally zero zoners, which is honestly part of why I like melty so much as a FG franchise, the only proper zoner in past games was nero who is blatantly fucking overpowered and shit to play against but some pseudo-zoners (aka characters that are kinda hard to approach because of like air-unblockable disjoints or being able to jump and deny a third of the platform instantly or something) like f-hime or c-roa are fine to play against even if they are comically low skill characters (c-roa is definitely a high-floor high-celing character but f-hime is busted on anyone with a shred of competence)
It wouldn't be a certified RainWaiv Special (tm) without a 5 minute tirade on ruina so i'd like to point out how fucking absurd yesod's floor is. It's a huge glass cannon floor considering it lacks a proper defensive abno page bar none, but it has the most consistent dice power through chained wrath and clean (especially when paired with myongest) and some really good tier 1s in request, metallic ringing, and lament. The real secret comes from bar none the strongest synergy in the game, as well as an incredible spread of EGO and dark flame.
Myongest is already one of the most consistent power cores. The main draw comes from both passives being on d'art pages, so you can only use it on one. In return, you get a consistent +5 power on at least one die, and being able to redirect anything is a nice bonus as well.
The interesting part is what happens when there are two dice that roll the same value, and that value is the lowest. Instead of picking a single one of the dice at random, BOTH dice become changed.
Additionally, when changing to the "maximum possible value" it does not change it to the highest possible natural roll (which at this stage in progression is generally 6-7 speed) It instead changes the dice to a dice marked with an infinity symbol which can redirect anything (except other infinity dice). It also will ALWAYS proc myo's +5 power boost.
I'm sure you see where I'm going with this. Chained wrath will set speed values BEFORE strongest does. This means all of your speed dice roll infinity, meaning you will ALWAYS hit a +5 on ALL of your dice, and be able to act first no matter what. All for a lovely cost of 8 attribution slots.
It's worth noting that this is technically not the most cost-efficient power up. Lone fixer is a +3 for 3 attribution slots, although it only affects offensive dice and requires you to have no other teammates on the field. The immediate following is wedge+stilleto, which is a +3 to pierce dice for 11 attribution slots, albeit with zero major drawbacks. Generally you should expect 4 attribution slots to be equivalent to 1 dice power.
Now for dark flame.
damn aura farmer
This page's entire gimmick is to full swing into the "if you get hit you fucking die" mentality of yesod's floor except it's a tier 3 page meaning you get it as your last abno page and should have everything set up to win literally every clash and never get hit anyways. Any damage type where you would take reduced damage instead makes you take increased damage. It doesn't take a genius to figure out how this is really fucking powerful.
It also gives you +2-4 dice power on your offensive dice. The haste doesn't matter on myongest (that just boosts your speed rolls)
If you want an explanation of baseline game mechanics, you can either look it up on the wiki (Da Linky?) or better yet play the game because it's unironically one of the best games ever made (if you can't read you're already halfway to becoming a real ruina player).
Compared to the other floors which quite frankly do have nutty ass tech and synergy as well, yesod is comically easy to set up and play with zero issues. There's a reason this floor is used in speedruns from the second you get a 4th librarian on the floor to the end of the game.
Malkuth is my personal main floor and she has tech with puppet strings, matchlight, and loyalty to stack 20+ strength every turn on all your teammates. Binah gets complete power null and -3 on those rolls to deny your opponent the ability to do anything meaningful. Netzach and Gebura get literal immunity if played right. Chesed gets a fuck ton of obscure and complicated tech that's actually really fun to use sometimes. The difference is that you can't unga bunga your way through an entire reception just by pressing buttons, you actually need to consider what and how you're building.
Anyways complain about game balance in this thread
(the eternal torture of having thread ideas too smart for smogoff but too stupid for cong)