u/MuglokDecrepitusFx

QoL improvement: Allow us to look and choose the Augment/Eternal selection menu before having selected our hero

QoL improvement: Allow us to look and choose the Augment/Eternal selection menu before having selected our hero

Right now we can't look at the hero augments and eternals until you have selected your hero, which is a problem as the latest you select your hero, the least time you have to look at augments and eternals, and if you have the bad luck to be the last player on selecting hero you will only have 30 seconds to select them.

So a possible solution for this problem would be to allow us to open the Augment/Eternal selection menu while we are still waiting to select a hero in the hero selection process, putting a small Augment/Eternal menu at the bottom of the screen.

Augment/Eternal selection menu in the bottom left of the screen

The system would work in the following way:

  • The menu is minimized and put at the bottom part of the screen as there are certain roles have more heroes that occupy the whole screen
  • When you click in the bottom left menu, the normal size menu would appear in the middle of the screen
  • The Augment/Eternal selection menu needs to automatically close when your turn to select hero starts, this is so people don't miss that it's their turn to select the hero
  • You can look the augments/eternals of any hero you want, this allows you to learn about the augments of different heroes, and to look the recommended eternal each hero have, so you can make an idea what eternal enemies could use, in case they use the default eternals
reddit.com
u/MuglokDecrepitusFx — 2 days ago
▲ 345 r/LowSodiumCrimsonDesrt+1 crossposts

Equipment wheel could be highly improved by separating the secondary weapon slot and tool slot into 2 different slots

The equipment wheel could be improved by adding a "secondary weapon slot" separated from the "tools slot", the mask selection could be moved to hold left D-pad + Y (or any other button) to make room for the tools slot

  • Equip mask as quick access by pressing Y on the weapon wheel menu (bottom left)

The mask could be added as a unique item that you always have equipped and you just enable and disable it, like how the lantern works

==========================================

Additional improvements:

  • Add an option to enable or disable items from the quick wheel, so the weapons, armours, food and tools that appear in the quick wheel are just the ones you selected from the inventory menu

  • Add a 3rd tab on the quick wheel menu to save and select different loadouts

u/MuglokDecrepitusFx — 7 days ago

12 DP proposal, trying to make the characters of each DP tier more balanced between them

Now that we are going to get many new characters, with many of them being original Dragon Ball characters that will be low DP, I imagined how a 12 DP character distribution could be, trying to fix some of the problem the current DP distribution brings

Some of the important changes done here:

  • Add up to 12 DP tiers to make room to separate fusions and other strong characters (UI Goku Jiren) from normal 40k HP characters
  • Move full HP characters out of the 2-3 DP tiers to make room for weaker Original DB characters
  • Move characters that can transform out of 4 DP characters to let the 4 DP tier as full 40k character but without the possibility of transforming (with some special exception explained below)
  • Put SSJ2 in the same DP tier (6 DP) instead of having some costing 6 DP and others costing 7 DP

Additionally, some balance changes would be needed to make things fit a bit better

  • Master Roshi Full Power would need to be balanced down to have a similar power as the other 3 DP characters
  • Android 13 would need to be balanced down to have a similar power as the other 5 DP characters
  • Goku Mini and Vegeta Mini would need to have the same treatment as Goten and Trunks, for which they have 0.5 HP bar less
  • Gohan SH would need the HP change to be reverted to have the normal HP as any other 5 DP character
  • Transformation cost values should be standardized, making that the SP cost is based on 1 SP per each DP the transformation increase + 1 SP if the transformation grants full KI + 1 SP if the transformation grant 1 additional HP bar (basically the change that Ultimate Gohan SH got for which his transformation to beast cost 3 SP)
  • 12 DP character scaling would be exactly the same as current 10 DP character scaling

As a summary, the objective of the changes is to be able to look at each DP tier independently, and more or less have all the character of that same DP tier having a similar strength and value in the game

To avoid having things like Master Roshi Full power making all the other 2-3 DP characters irrelevant, or fusions making the majority of the other 6-7-8 DP characters irrelevant.

Also, the list is not perfect, there are some things that still are not well-adjusted as Toppo and Ultimate Gohan Super Hero than would be strong in the 8 DP tier

🚨Disclaimer🚨

Emphasize that this is not a DP accurate list, that is impossible to do and the game itself doesn't even attempt to do it, having things like both Broli's having the same DP cost, all base Goku/Vegeta having the same DP cost, or with things like Cell Jr being a 3 DP and Frieza Full power having more DP than Cell or Buu, this is a video game and devs have taken decisions based on the gameplay design, with lore accuracy just being a little guideline not the absolute truth to follow

u/MuglokDecrepitusFx — 9 days ago

Damiane's Pistol/Rifle usage need some QoL

Being forced to do the slow reload animation EVERY TIME you shoot, makes Damiane's ranged weapon really uncomfortable and unpractical to use in combat.

The pistol/rifle usage would improve a lot if you could cancel the reload and perform it latter the next time you want to use the ranged weapon, having a little icon above the HP indicating that the ranged weapon needs to be reloaded before using it again

u/MuglokDecrepitusFx — 11 days ago