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Burningblaster — DBTB Mini: Raider vs Premade

#cell #premade #dragonballthebreakers #supertimemachine
Published: 2024-02-14 02:55:56 +0000 UTC; Views: 2814; Favourites: 6; Downloads: 0
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Description Raiders have it rough in Dragonball: The Breakers. In this game, 7 Survivors have to evade the Raider as they flee and try to escape. Or... That's how it's supposed to be... Due to how the game sets up matches, an entire team of 7 Survivors who are all close friends with one another can form a group in a Survivor Queue to prematurely be made to fight an unsuspecting Raider instantly. Because they would be on social media platforms to Voice Chat and telegraph their strategies without relying on pings or stamps, they can perfectly alter their strategy to deal with any scenario. This allows Power Keys to be set quickly, Dragon Balls to be gathered so much and so often, that I'm surprised Omega Shenron isn't a Raider yet from how often Survivors get their wish. This also means they can easily gather Change Power quickly, step in when an ally is about to be Downed and trap the Raider in Stun Limbo, a state where Premades spam stun skills to prevent the Raider from making any progress, forced to watch as either the Super Time Machine activates without a hitch, or the Raider gets attacked from every angle from a barrage of punches and Ki Blasts. Because of this strategy of forming a flexible and unbeatable team, this has left a negative effect on matches. Even when luck is against them, Premades can win even if almighty Alakshmi herself tries everything in her bag of tricks to hinder them. The Raider would find all the Golden Level 3 Radars, spawn surrounded by Civilians, it will not matter. Even when every move has been thought up, countless outcomes repeated through some clairvoyant fortune teller, the results never change. Against the unbreakable bond of a Premade, Raiders have either abandoned the game, forced to play as toxic as physically possible, or simply shut the game off upon seeing a Premade on the prowl for their next victim. With this heavy decline in fun, it has caused countless players to abandon Breakers in favor of other games with a promise of a proper balance and actual enjoyment. The ones who do stay and endure this premade ridden game are those aiming to complete Daily and Weekly Missions and collecting DP to play a Gacha game for a skill they're still missing. Because of this toxic, tryhard nature, solo survivors also suffer the wrath of Premades as they're faced with a dangerous foe who refuses to give the Survivors even the faintest glimmer of hope for victory. Several Raiders even suffer to competent players who know how to perfectly avoid even the most dangerous of attacks. Being unkillable either through spamming vanish dodges for invincibility frames, stunning the Raider and forcing them to waste their escape skills or running combinations that make them near uncatchable such as running Android 17's Barrier and using Goku's Instant Transmission to teleport away when backed into a corner. Because 17's Barrier lasts just long enough for Instant Transmission to lock on to another Survivor, unless Raiders use a skill that stuns Survivors through their Barrier like Guldo's Time Stop or Broly's Aura Trap, Instant Transmission is a 100% chance to work. Like, imagine if the moves Protect and Teleport take up one move slot in Pokémon, blocking even the strongest of moves while switching out for another, more suitable Pokémon with no risk of either taking damage. What's more is that many skilled Survivors opt for Cell and Piccolo who have Special Beam Cannon, which fires out with very few startup frames and end-lag for a powerful and speedy attack. Or run Super Saiyan Kid Trunks who sports twin beams as a standard Ki Blast and can run Double Buster, which has 2 chances to land every time the move is fired. And with his small size, Kid Trunks also makes use of his shorter hitbox to better evade attacks with Whis's Unconscious Control improving vanish dodges by teleporting even further away with the press of a button. Many veteran Survivors even run Hercule's Immortal Champion skill as a one-time escape option, being launched hundreds of meters away instead of being downed. If used correctly, Survivors can even snag Dragon Balls, blast off Team Rocket style and preserve their Dragon Change for later.

In conclusion, the Meta of Dragonball: The Breakers is heavily Survivor oriented, with the ability to form a team of 7 with 6 of your local friends on Voice Chat co-ordinating strategies to outmaneuver the Raider at every turn, overpowered Skills that make being killed near impossible and Raiders hardly having the tools to handle 1v7s, this has caused the game itself to take a massive nosedive in player base. There can be ways the game can be improved for a more balanced experience for both Survivors and Raiders. I can think of several.

1. Removal of Survivor Queue: By having matches play out with teams of random Survivors, there will be a huge decrease in players knowing one another as they have to use the communication features provided by the game itself. And without the reliance on Voice Chats or Texts, Survivors should only communicate via stamps or pings. The only place Premades could exist is in Practice Mode where players can still host a room of 8 to experiment with the game's features.
2. Nerf the Barrier/Instant Transmission combo: Either by making the Barrier have a shorter duration or extending the time players must wait until they get a lock-on, (or both), this makes it much harder for Survivors to escape Raiders when they're backed into a corner.
3. Power Scaling: A Raider against a full team of Level 250 Survivors would feel an immense pressure from fighting a group of hardened pros. But, if the Raider's stats and skills change depending on the opposing team, this can make it harder for a full tryhard team to overwhelm a Raider. Stuff like increasing Attack Power, reducing Health lost and even reducing Cooldown times for Skills and Supers in proportion to the power of the enemy team would make facing premades feel less of a one-sided massacre and more of a challenge. This way, Raiders would be nice and squishy for newcomers, while also being unkillable monsters against a fully trained team of pros.
4. Stale Skills: In Super Smash Bros, if you use the same attack over and over again, the attack actually declines in power. Active Skills should have a similar mechanic in mind. Every time you use an Active Skill, you should have to wait longer and longer to use that same skill again. Making using Active Skills be given a risk factor. If you Solar Flare a Raider too much, you're going to be waiting a long time to Solar Flare again. Moves with a naturally short Cooldown times will be the most susceptible. And this Stale Skill feature would affect Raiders too.
5. Reworking certain supers: Supers like Special Beam Cannon have been meta pics due to being quick, efficient ways of dealing damage to Raiders. As such, they should instead require holding the Special button to power up to deal all that immense damage at the cost of extra Limit Points. The base damage would be abysmal, but a skilled Level 4 D-Change could at least charge it up with no cost to Limit. The longer it charges, the stronger it gets, but also, the more open the attacker is. This should also apply to Supers like Gigantic Meteor, increasing its hitbox the more you charge it up, Energy Volley letting users fire more Ki Blasts, etc.
6. Cell's chargeable Kamehameha: Cell's basic Ki Blast in his Stage 3 is just a single Kamehameha that has a rate of fire where you fire 1 beam every second. Because of its high predictability, smart and skilled Survivors can effortlessly evade the beam by timing their dodges, which they can do even without Dragon Change. But if 2nd form Cell can delay the blast whenever he wishes, he can actually throw off the dodging rhythm and strike his targets when their invincibility frames end. This should be done by holding the attack button where Cell can actually build up more power, dealing more damage to Dragon Change and Ultimate Dragon Change. I borrowed this idea from the Guardians from Breath of the Wild's Master Mode which can fake fire to throw off Link's Shield Parrey and strike them when their guard is down. This should also apply to Kamehamehas and Galick Guns used by certain Dragon Change levels making it harder for Raiders to predict an oncoming energy beam.
7. Spirit Points for Skills: I can tell that a lot of you Breakers players have Passive or Active Skills that somehow elude you no matter how much Zeni, Tickets or TP Tokens you pour into the Spirit Siphon. Instead of relying on RNG, why not just buy the skill? The requirement being you need the appropriate Transphere and form that the skill comes with. Stuff like needing SSG Goku for his extra speed or Broly's skill letting you last longer when downed before bleeding out. If you have obtained that Transphere form of a character you want, the skill should be made purchasable via the Hyperbolic Time Chamber. At the usual cost of a Special attack, which usually sits anywhere between 15,000 to 25,000 Spirit Points, you too can bust out 17's Barrier, save civilians quicker or dodge like an angel!
8. Extra Skills for Raiders: Tired of running the same build for every Raider? I could see some being able to gain brand new skills that could help change the flow of battle. Some skills cannot be swapped out... But imagine entering a match and becoming immortal as Vegeta, self-destructing as 2nd form Cell, calling upon the Ginyus as Frieza or even being able to revive Ginyu Force squadmates that have previously perished in the match! This extra level of flexibility would add a level of unpredictability to Raiders as players would not know what their next course of action would be.

That's my personal rant on the state of a game I really want to enjoy. Hope the Devs get a similar idea and learn how to adjust Breakers so Raiders and Survivors can finally enjoy the game without needing to resort to being full on tryhards or being toxic. 
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