Board Thread:General Discussion/@comment-30932714-20180606031414/@comment-31661832-20180608184756

CakeBuu wrote: So you would like an event where every card did the same damage and took the same damage but you had to stratigise link skills and debuffs to win?

So SR Guldo would do the same damage as LR Goku, but their links and debuff would be the only contributing factor to beat the stage. Not necessarily. I'd probably try an event like that, but ultimately it won't change anything because the optimal units would be close to the same based on passive skills.

What I want is more options for team variation. Currently entire teams are based on their primary leader, and the rest of the team follows that. Sure you're free to put in whatever filler units you want, but the fact that around half of the units available are considered filler is a problem I think.

Take Extreme AGL for example, probably the smallest mono alliance team. Super 17 is the strongest leader, so even if you don't have him you're going to try to find a friend/guest that does. Most android units excel in Extreme AGL because of their linkage with him. Great Ape Turles (while not a terrible card) gets S tier becuase he works well with regular Turles. Some units like Kid Buu and tank GF might get some more use if they fit in better (despite some flaws with the cards themselves). Super STR is another example I cite a lot, with SS3 GT Goku getting S because he's been linking with SS4 goku all this time.

What I'm getting at is that a lot of our team compositions are being limited by the fact that each team has one leader that's difinitively the strongest. If we had say, an alternate Extreme AGL lead that still gave the 120% boost Super 17 does, some of the other "filler" units might become usable.

Adding in those debuffs I talked about would be a small step towards that. Players might be enticed to use some of the filler cards that aren't as individually powerful or don't link as well because they debuff the boss and make it easier.