Patch Wishlist

I feel I get rushed too easily.. a bit more 'block push back' on some moves would be #1 on my wishlist (after they fix the crazy wiffing).
 
I'm not sure if this is already known or not, but it would probably be a good idea to mention it to Namco. Sieg's 66A completely whiffs Leixia at close range while she's stand guarding. No guard crush, nothing, it goes straight through her head. The attack connects about 20-30% of the time from what I've tested. It'll hit her if she's not guarding and it doesn't seem to affect other characters.
 
Very interesting post Pantocrator; I hope that Namco ask first to the people who make the SCV's Official's guide about WHAT and HOW MUCH patch the game to improve the balance.

How can we make SoulProject do this changes? I only have since last Saturday playing the game, but I actually notice the problems to evade fast characters as Natsu; in SC4 GI was a reliable option, also 6k and stepping was always a choice; right now EVADE is a dangerous option, cause most characters were equipped with very good anti step moves, so my first option against Natsu is always stay still and wait for the high move in the string... my major complaint.
How did they arrive at the current state of the games balance? ( no troll intended ) what made them say we want sig to wiff 15% of the time ?
 
Come on ok its not 15% of the time... ITS MORE! :P
No really i havent seen any char in any game whiff more than sieg atm
 
I'm very pissed right now... 22_88BB is whiffing too much... I was too excited for this move to be the perfect replacement for the SCIV's 22_88B; but now is all like gambling, sometimes I miss, others I'm lucky... I'm cool about how easy is to evade this sequence after block the first hit and get some punishment but from sadness I goes directly to anger when this move completely crashed my chance to have a sweet victory...
 
We feel you :P
What i basically did is forget about this move outside of combos and trust in 3A, 3B, 2/8B+K SCH B, 22/88kA for whiff punish.
3A is just too awesome now imo because 2(A+B) combos consistently and you get all sorts of mixups afterwards (6B+K into SRSH K/B or SBH A/A2 to low/mid etc)
 
With Daishi's tweet from 3 days ago about "readjustments" do you guys thinks he'll touch some balance changes??
 
We are recieving both positive and negative comments, but we take all comments seriously. We are working on readjustments. Daishi's tweet
 
Other than whiffing. I feel that his throws needs some damage adjustment.

Like Pantocrator said: either damage or oki. I'd personally prefer damage, since I feel the threat of definitely getting hit hard for not ducking or breaking will make people want to duck much more often than something they think they can get out of even if they guess the throw break wrong.
 
Yup the damage for Sieg is a little lacking. In a literal point of view why does a guy wielding a sword big enough to cut a tree weaker than a chick who has small ninja swords. In balance point of view we already have to contend with the unsafe/whiffing moves plus the speed and we also have pretty ass damage in return.
 
No doubt about the safety issue. You've really gotta play at the tip of your blade to stay viable.

However, damage-wise, I think he's decent. Not huge-ass sword powerful but in the realms of being a fighting game, he's still painful enough.
 
When i think about it, you are right and i agree on that, but then other chars should get a dmg nerf. Actually i would prefer if they nerf the dmg dealt by other chars instead of increasing our own etc.
 
I like 22_88+B, B. I wish it had slightly wider range but it is a vertical attack so its linearity should more or less remain intact.

As it is I make fairly good use of it. I really like landing it too (the shock of being hit by the move tends to force players to become defensive for awhile).
 
K from the low stance, give it back dat fucking hit-grounded-opponents (BE version got it,but i don't want pay 50 every fucking time)

I keep do it,like if was still SC4... lol muscle memory is a bitch :D
 
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