Robert_J_King
Royal Impact Style
I thought more theatrics and dynamics were good for the franchise.
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I thought more theatrics and dynamics were good for the franchise.
As someone who got a lot of mileage out of playing both Amy and Viola, the options at hand are equally distressing and promising to me.
Going back to something Windstar mentioned pages back, one thing worth noting when thinking about the characters that might be added to the roster is comparing the amount of slots available on the select screen with the amount of names that are listed on the story mode screenshot.
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Barring any other further alterations to both, the select screen only has nine slots left (when you add Talim), while the story mode screen has six blurred names (not including one that presumably will go to Talim). This means that of the nine characters left in the roster, at the very least three of them will not even have a story mode to be accessed. This predicament just reminds me of the unlockable boss/story-exclusive characters from SCV that were Alpha Patroklos, Pyrrha Omega, and the mimics (Kilik/Elysium/Edge Master).
For certain I can say that three of the six slots left will likely be Astaroth, Cervantes, and Voldo (surprise surprise), but if I had to guess on the last three slots? Raphael (brought Siegfried out of Soul Edge's control), Tira (joining Zasalamel to represent SC3 and be an ample part of both Nightmare and Sophitia's storylines), as well as Lizardman (the story mode screenshot everyone likes to reference; plus a sword and shield character that's different from Sophitia in the same way that Pyrrha and Patroklos were? What a concept). Grøh's father might end up being an unlockable boss character, or one of them.
Visual noise is an actual problematic thing that appears in media and anything that becomes too busy creates that same annoyance. There's a real delicate balance that has to be done here. The aura's/wind cuts are visual cues to stop you from squinting your eyes to see what's going off but too much ends up becoming distracting to the point of useless. Characters staggering differently is the correct way of doing this counter damage, it would be more time consuming but it would be correct and pleasing to the eyes to see.The visual effects look fine and that blue flash for counter hits is very useful for hit-confirming attacks. Stop acting like they cover the entire screen. I wouldn't want the developers to tone down or even take away effects just because some people are exaggerating.
I wish every char can have Brave edge moves like him, it makes the game really deeper with another way to manage the meter.
Agree. It's horrible to see and ot's confusing to use the chars with all that stupid aura around him.Only effect in the game I really HATE is Siegfried weird flame effect when he has low health... Its too much
Visual noise is an actual problematic thing that appears in media and anything that becomes too busy creates that same annoyance. There's a real delicate balance that has to be done here. The aura's/wind cuts are visual cues to stop you from squinting your eyes to see what's going off but too much ends up becoming distracting to the point of useless. Characters staggering differently is the correct way of doing this counter damage, it would be more time consuming but it would be correct and pleasing to the eyes to see.
Please read. (I've edited out all the advertisment but here's the link if you want to have the source.It's not problematic in this game and different stagger animations would likely cause issues with game balancing, which isn't necessary when you can simply change the visual effect for counter hits... Even though this is subjective, the gameplay shouldn't suffer.
Please read. (I've edited out all the advertisment but here's the link if you want to have the source.
https://www.medicinenet.com/script/main/art.asp?articlekey=115487)