Patch Wishlist

Lol, I got one for all of you guys: Do Sig's 66A at close or touch-range vs a standGuard Leixia & get ready to fart blood lol.
Another one is: Zwei's 22BB, the 2nd hit misses by offAxis often if the 1st B is CHit.

Holy shit, that's exactly it, I was fighting a Leixia when it happened both times. WE HAVE OUR ANSWER!

Project Soul, patch that buggy shit...
 
Why did punishers thread get closed, pantocrator is doing the exact same thing??? Mods i smell some injustice here?

[notice]This is not the thread to discuss your perceived injustices. If you actually wish to understand what happened and why, go read the thread or PM those involved. Otherwise, this thread is specifically for putting forth ideas for patching Siegfried - deviance from this will topic will not be tolerated. This is everyone's only warning. [/notice]
 
Holy shit, that's exactly it, I was fighting a Leixia when it happened both times. WE HAVE OUR ANSWER!

Project Soul, patch that buggy shit...
I actually have a vid of that happening (still need to upload it) and I can say that they definitely didn't duck at all, and yes, it was a Lexia player.

And as if by magic here's the vid.
 
Sig's 2KKKKK is stupid in SC5. Sig moves backwards during 2KKKKK & is unable to stomp more than 2 or 3 times. Why? It clearly better to have Sig moving towards grounded rival as Sig does 2KKKKK instead of retreating & missing the last 2 or 3 stomps. Sig's stomp needs patch.

Namco, seriously.. why does Sig have BackTurned SSH 6B+K hops? SSH has no BT attacks, so why the hops? Shifting from BT SSH to BT SCH moves Sig away from rival, away enough that BT SCH'A or B misses, so why the hops?

Its like BT BB, sure it has a low, but how can Sig get BT to make actual use of it without having to get hit by rival while twirling around to hopefully recover backTurned at disadvantage to use it?

Sig still needs a good grounded hitter move vs closed downed rival who can just roll dodge 3B etc. Something like Leixia's FC3B (which tracks all downed rolls) would be fair, since she already has it.
I want Sig's 2KKKKK to track 100% downed rolling rivals (at least downed side rolling rivals).

more later..
 
Make CE a little bit stronger.
Make 2KKKKK the same as it was in SCIV.
Make iagA 1 frame FASTER than agA.
Make CE stun for a long time when it hits grounfded or midair opponents for a guarenteed 22B, B.
Make 3B gaurenteed after b4.
Make 4B faster.
Fix the whiffing issues on CH K BE and 3B.
That is all :)
 
If I honestly made to make a list if things to do to Sieg it would be...
Less combo scaling (his normal hit damage is fine minus 66B; that thing needs Natsu damage).
Natsu CH damage.
Whiffing.
Quicker agA and make ag:A quicker than agA (i16 & i15?).
Quicker stance transitions.
3B guaranteed after B4.
Reverse B4 timing so the quick B4 is the fastest input.
2KKKKK SCIV style.
More CE damage.
Stance A+B moves.
1AA hitting grounded like NM's 1A at base and tip.
No AC on SCH K like SCIV.
Quicker SCH AA or just make it mid then high with SCV speed.
Better backstep (sidestep is fine to me, his quick activating QS is nice)
That's all for me.
Edit: A i15 agA is too quick, just leave that the way it is but make iagA the same speed as a normal agA.
 
I am honestly curious on how the nerfs for the upcoming patch will look like. The only thing that strikes me as (maybe) slightly over the top is SCH B damage. This would be a nerf that i think would be acceptable but only if he would receive a good overall buff (like some of the stuff solo mentioned).
 
Hi guys, long time lurker, first time poster. I've been playing sieg since soul blade but haven't really got in deep with the series till 4. I read up about this coming patch today and i'm not quite sure how to take it currently.

overall i'm hoping for the whiffing issue to be fixed if not at least dulled. As it stands so far i've seen 66A go through people and 2A+B go through Aeons legs more recently but i've seen this a few times with other characters.

the only other thing i guess i would put on a wish list is getting back at least a few A+B from stance moves. Got to say i miss those the most right now but i can't seem them coming back.

With the rumors of a Sieg nerf incoming (i'm not sure myself how accurate these rumors are but from the sounds of the community the source sounds solid) how sure are we of no potential buffs? From the sounds of it, it seems like we are only going to see Sieg get worse.

the main complaint i hear from my circle of friends who also play soul calibur is that Sieg,
A) hits too hard
B)has too much reach
and
C) Is too fast.

now as far as any of these go i find them all absurd, sure Sieg has good reach, but too much? A and C i don't think i really need to go into. I mean i can happily live with the damage so far. to be honest i haven't found myself looking for heavy damage hits.

In my opinion, and i guess thats all i can go on really, Sieg really doesn't need nerfs and it seems rather early for any type of real balance patching. I'm not even sure myself where i would put half the rooster in my own tier list.

I guess my question now would be, does anyone really honestly believe Sieg needs nerfing in his current state and can anyone elaborate simply how drastic a nerf should we really expect? I'm not sure if everyone is overreacting, sure no nerf is good, i would rather have none but do we really expect to be unplayable after this?

hell if he stays the same i would be happy =)

anyway great to finally post. seems like a negative foot to get off on but here's hoping for many positive posts and games to come.
 
I think that he might actually be getting nerfed because Namco/PS are listening to casuals that just play online with lackluster knowledge of the game. To a lesser skilled player Sieg could possibly seem like a powerhouse. Lol
 
Alright, so here's my wishlist for the patch. Remember, that this is simply my opinion, so make of it what you will.

currently siegfried is:
  1. Slower than most other characters
  2. Doesnt hit as hard as most other characters, and lacks a reliable out of stance BnB source of good damage, even on CH
  3. Is outmatched and outdamaged at range by characters who are both either just as fast or faster than him at said range, and are also stronger with better options.
  • give CE slight re-track. not enough to allow it to kill step or 8wayrun, just enough to prevent it from whiffing at clutch moments.
  • give SCH B slight re-track so that when using it as a whiff punisher it connects properly.
  • fix 22_88B random whiffing issues, since sometimes they lead to back turned.
  • fix 3B random whiffing issues. yes 3B random whiffign issues. in certain situatins where you attack at the same time as your opponent, both of you will miss, and your opponent will end up on your right side while you sit in stance. its almost like this move offsets sieg's hitbox in a funky way. it also misses at times during whiff punishment.
  • fix 66A whiffing issues
  • eliminate 2KKKKK pushback on hit
  • increase 2A tracking. it still ocassionally whiffs on the strong side vs step (though not as often as in SCIV)
  • if all of siegs big money makers are to come from stance, increase stance transition speed slightly
    • increase SSH backstep distance slightly
  • sieg's CH fishing game is extremely weak now, and as such IMO it even further limits his damage capabilities out of stance. since its not always possible to camp in stance now days, i suggest we buff the TC on 3B to its SC4 standards to at least give sieg an outlet for crouching under strings and such, and scoring CH's. if not this, then buff another move at least, like say, 11_77B - at least this move would gain some purpose then. sure 6K, or 66K can do this job, but the reward is simply not enough when compared to that of the rest of the cast.
  • the lack of an i14 interrupt/punish does hurt siegfrieds game slightly. this isnt a high priority or anything since he can go without, but buff 4B to be i14, since the move already has little range, and already has no tracking.
  • give 22_88A a very slight range boost, to make it a tad more accessible at mid range.
  • give 1A more range, and let the second hit of 1AA hit grounded
  • give SSH A more safety. with the lackluster rewards that it gives compared to most other things in this game, there's no way it should be launch punishable.
  • give us 3B guaranteed off a successful b4 hit. we should at least get something for hitting with a move that slow and linear.
  • Its true that siegfried has decent range for a character, but even at that range he is not the master of it. some characters at this range are still faster than him. some characters at this range still hit harder than him. however, the characters that are faster either hit just as hard or do more damage, and the characters that hit harder, are just as fast as siegfried in the relative range:speed:damage ratio. should there not be a happy middle ground here? IMO siegfried at this range should do somewhat more damage than faster characters even if there is a risk involved, and should be faster than slower characters. naturally because siegfried's character model revolves around rish/reward, there should indeed be some risk involved, but even so, despite how punishable his tools may be, they should also be reliable and suitable for the situation itself, and should reward as such if he guesses right. Such a model IMO only makes logical sense.
  • If all else is deemed unsatisfactory, then at least let SRSH K hit grounded for chip damage (like say, 10-20damage) making SBH B a forced block, and SBH K/kBE a tech trap that catches all tech. one of the easiest ways to get this stance out is by throwing it out in okizeme after a successful KND where the opponent is at huge disadvantage. however a smart opponent needs a reason to get up into the mixup, and currently, because SRSH now has now ground hitting moves, there is absolutely no reason to fear this stance whatsoever, especially since stance roullete with the current speed of transitions is nowhere near fast enough to persistantly throw SRSH out in a match, and throwing it out at any other time risks punishment or interrupt for CH which can lead to absolutely massive damage in this game (for example, natsu CH WR K). If you truly want him to revolve around utilizing his stances for the risk/reward model, and you truly want him to be dependant on them for reliable damage, then this, along with modifying his stance transition speeds, would be the place to start.
This is all for now. Please take heed Namco. Its true that we are not everything that the community consists of, but none the less we are a part of that community. Despite what you may or may not perceive we are all knowledgable, just as the next players of any other community, and I truly hope that you will take our concerns into consideration as well as that of other parts of the competitive soul calibur community when you look to the grand scheme that is balancing this game. As i have said time and time before, IMO Siegfried is only just barely able to compete at high level play in his current state, especially because of both whiffing issues, and extreme key holes in his current design, which are not present in other characters. What i would like to see, is a Siegfried that is risky, yes, but gets just reward for that risk. To some extent i believe nightmare, despite the differences in the character and the style of play, represents this ideology fairly accurately, despite his own flaws. Im not asking you to turn him into nightmare by any means, im just asking you to justify the risks he has to take. Its true that others know the external workings of our character, but WE, the ones who use Siegfried, know his internal workings the best, and if you think that other characters are having trouble dealing with him, well again try to see both sides of the story. Try to imagine the absolute difficulty, and level of thought it actually takes us to achieve said difficulty in the first place, and i can guarantee you will see that it's always been an uphill battle for us. While this is something we are used to from past installments, the hill is slowly but steadily becoming a mountain, and soon we will not be able to keep up.

-Slayer_X64
 
You may actually be right Solo. Well I can't wait till the second patch then, where PS take Siegs limbs away and give him a struggle move list. =P

Dramatics aside though we'll see on the 23rd whats in store. Time to play the waiting game.
 
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