What character buffs/nerfs would YOU like to see?

I wish pat's AA had a little tiny bit more range. I'm pretty sure both his and Phyrah's are i11, but the bitch has more range on hers. Due to it's bad range AA is not really that useful, even as punish its very limited.

eliminate twister from A-pat's move list (yes I'm dead serious).

Make JG less 'safe'. Create a wiff animation for it and recovery frames so a missed JG can be punished. Otherwise it's pretty dumb as it is. There's hardly any incentive NOT to at least attempt one, because it usually just converts into regular guard if you miss the timing a little. Eliminate JG's ability to restore guard gauge (but still be able to prevent guard crushers) and stop it from being able to stop an unblockable.

Reduce meter gain across the board. Losing player of 2 rounds only gets 1 BE worth of meter instead of a free CE.

delete Viola and Zwei and forget they ever existed (piss poor designs by a half-baked team otherwise known as project soul).

For raph, make 33A -8. Give him an additional move out of prep that is i15 and mid, possibly a downward vertical strike (like 2B but different).

Xiba needs more than one safe option out of REM. I'm thinking REM AK. Make it safe so that REM is a much better mixup.

Grabs should be step-able like they were in previous games, that and eliminate chip damage for guessing correctly (seriously WTF?)

Give Ivy some more of her moves from older games back. Holy shit they stripped her down the the bare bones, and even then they got rid of some KEY moves.

Eliminate tracking/realignment of Oprah's DNS B, reduce damage AND range AND pushback, and increase recovery frames to -19. (yes, I think this move is fucking retarded). A punisher shouldn't be blocked anyway. Reduce tracking on 66B as well. I mean for fucks sake both these moves CLEARLY move down the vertical axis like a fucking straight line. I shouldn't have to remember which way to step 66B, I should be able to step it in either direction, period.

Reduce tracking on Mitsu's verticals across the board, but give him some better horizontals to compensate.

Actually on second thought, I hate this game now. I shouldn't even care really. I know damn well there aren't gonna be any more patches but this was just for fun right?
 
I wish pat's AA had a little tiny bit more range. I'm pretty sure both his and Phyrah's are i11, but the bitch has more range on hers. Due to it's bad range AA is not really that useful, even as punish its very limited.

eliminate twister from A-pat's move list (yes I'm dead serious).

Make JG less 'safe'. Create a wiff animation for it and recovery frames so a missed JG can be punished. Otherwise it's pretty dumb as it is. There's hardly any incentive NOT to at least attempt one, because it usually just converts into regular guard if you miss the timing a little. Eliminate JG's ability to restore guard gauge (but still be able to prevent guard crushers) and stop it from being able to stop an unblockable.

Reduce meter gain across the board. Losing player of 2 rounds only gets 1 BE worth of meter instead of a free CE.

delete Viola and Zwei and forget they ever existed (piss poor designs by a half-baked team otherwise known as project soul).

For raph, make 33A -8. Give him an additional move out of prep that is i15 and mid, possibly a downward vertical strike (like 2B but different).

Xiba needs more than one safe option out of REM. I'm thinking REM AK. Make it safe so that REM is a much better mixup.

Grabs should be step-able like they were in previous games, that and eliminate chip damage for guessing correctly (seriously WTF?)

Give Ivy some more of her moves from older games back. Holy shit they stripped her down the the bare bones, and even then they got rid of some KEY moves.

Eliminate tracking/realignment of Oprah's DNS B, reduce damage AND range AND pushback, and increase recovery frames to -19. (yes, I think this move is fucking retarded). A punisher shouldn't be blocked anyway. Reduce tracking on 66B as well. I mean for fucks sake both these moves CLEARLY move down the vertical axis like a fucking straight line. I shouldn't have to remember which way to step 66B, I should be able to step it in either direction, period.

Reduce tracking on Mitsu's verticals across the board, but give him some better horizontals to compensate.

Actually on second thought, I hate this game now. I shouldn't even care really. I know damn well there aren't gonna be any more patches but this was just for fun right?
Xiba needs a grab out of REM
 
That's exactly the point :)
I feel like this one deserves some elaboration.

What I would like to see is a complete overhaul of that move. As it stands, it's a HUGE barrier to anyone who decides to pick him up. The execution on that move (especially to land consistently) is, to most people, unfeasible.

Part of what makes a game accessible is having every character somewhat 'accessible'. Yes, there are easy characters in the game (execution wise) and they are a good starting point, however.

I wonder how many people looked at his combo's, his move set style and thought to themselves how cool it was (I did). The obvious problem is that the developers essentially cut off a lot of players from using him who otherwise admire the style. Right now, A-pat holds up this big sign saying "PRO'S ONLY".

Secondly, I find it somewhat distasteful that his entire game plan revolves around this move. How many other characters in the roster can you honestly say relies on a single move? Very few to be sure. I consider it bad game design when the #1 move of a character is impossible for quite a few people (myself included)

It's a shame because, I like his other moves from an aesthetic point of view. I find them flashy and cool looking.

Either A) reduce execution barrier while at the same time nerfing it in some way to compensate for the ease of use.

Or B) Remove the move entirely and add in 4 more moves with niche purposes that combined will cover all the things that twister used to accomplish.

This will not only make the character more interesting to play and watch, but more accessible to newcomers.

I have this general philosophy that high execution requirements in FG's are made that way because it has a very old fanbase of people who played FG's in the 90's and are used to that sort of thing because they've been doing it for 20 years. For people who aren't hardcore FG players, it's obtuse.

I also have this crazy notion that you can make a game more accessible with easier execution while at the same time still maintain a sufficient level of depth. I generally believe FG's are stagnant in their addiction to the old ways of dragon punches, double quarter circles, Ivy command grabs, and other such nonsense.
 
I feel like this one deserves some elaboration.

What I would like to see is a complete overhaul of that move. As it stands, it's a HUGE barrier to anyone who decides to pick him up. The execution on that move (especially to land consistently) is, to most people, unfeasible.

Part of what makes a game accessible is having every character somewhat 'accessible'. Yes, there are easy characters in the game (execution wise) and they are a good starting point, however.

I wonder how many people looked at his combo's, his move set style and thought to themselves how cool it was (I did). The obvious problem is that the developers essentially cut off a lot of players from using him who otherwise admire the style. Right now, A-pat holds up this big sign saying "PRO'S ONLY".

Secondly, I find it somewhat distasteful that his entire game plan revolves around this move. How many other characters in the roster can you honestly say relies on a single move? Very few to be sure. I consider it bad game design when the #1 move of a character is impossible for quite a few people (myself included)

It's a shame because, I like his other moves from an aesthetic point of view. I find them flashy and cool looking.

Either A) reduce execution barrier while at the same time nerfing it in some way to compensate for the ease of use.

Or B) Remove the move entirely and add in 4 more moves with niche purposes that combined will cover all the things that twister used to accomplish.

This will not only make the character more interesting to play and watch, but more accessible to newcomers.

I have this general philosophy that high execution requirements in FG's are made that way because it has a very old fanbase of people who played FG's in the 90's and are used to that sort of thing because they've been doing it for 20 years. For people who aren't hardcore FG players, it's obtuse.

I also have this crazy notion that you can make a game more accessible with easier execution while at the same time still maintain a sufficient level of depth. I generally believe FG's are stagnant in their addiction to the old ways of dragon punches, double quarter circles, Ivy command grabs, and other such nonsense.
I think I see your point. I like A-pat too. But I never play with him online cuz he is like the most difficult character to master. Nerf damage and make this move easiest to execute, or even better, give him other options so others but hardcore players can play him effectively. It's a shame that not only the twister, but his best attacks are to hard to do.
 
I feel like the reward of executing aPats inputs comes with completely destroying your opponent. This is Bamco saying "Do you guys want a challenge? If you can master aPat then you will be rewarded"
 
I get that, if a character is hard to use, and you are able to master it, you should be rewarded. The problem is A-path is so damn hard. Even the simplest combos requires some skill. And I don't think you are rewarded enough if you get to do the twister anytime. Just my thoughts.
 
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