Sol Badguy Z AC Posted September 8, 2015 Posted September 8, 2015 (edited) In this thread, I want to not only bring up what I think are oversights in the designs of certain character's attacks, but also how I think they should be addressed, while hearing your opinions on said changes, and even more so, bring to light many other noticeable problems with character's and their attacks that you've seen occur during gameplay. If I myself am not taking something into consideration, please do point it out. Though this isn't for me to suggest NEW moves or anything like that, but tweaks to existing ones that I think aren't doing their jobs to the best of their ability. Gameplay Tweaks Section:*****************************************************************************************************************************************I'll start off with Sol Badguy, since I'm most familiar with him, and not so much with many other characters.Overall he seems pretty solid, not a bad character, and it's even been stated that he's like top 2 in Revalator thanks to the nerfs that everyone else got. Tends to be overrated by many newcomers (in place of another word ) due to the nature of his playstyle in previous games, despite him seemingly having the most openings and built-in drawbacks to his moves. He's definitely not as wild and abare as he used to be, and for the life of me, I don't understand why people have such a problem fighting him. He gets outzoned easily, has very poor mixup, and his neutral game during midscreen is a joke for the most part. Everything he DOES has an opening, and a simplistic punishment, and fighting against mixup heavy high low characters is a pain for him as he has absolutely NO safe option to deal with them. His attacks seem to be pretty poor as tools for use in anything other than when they're already hitting in a combo. Thrives when the opponent is cornered, though with limited ability to keep the opponent there as opponents jumping seems to be his main enemy. While his combos may be damaging, for a simplistic character, it seems they made the timings for his best combinations very strict, which is wild to me, seeing as if you managed to hit them, why do you not deserve your damage without struggling to pull it off? It's not the player's fault that they designed a simplistic character, but being that he's simplistic, he should not have to barely string his attacks together to get his damage. I propose the following changes to his moves, with brief explanations as to why I'm doing it, and how they would improve his gameplay. Riot Stamp: This move has been made pretty useless in the transition from ACR to Xrd, and there's a few reasons why - it's too high off the ground and doesn't hit low enough in certain cases, not to mention, seems slower than normal. This move practically begs the opponent to punish with WHATEVER they choose, and in case of a trade, Sol gets the shit end of the stick, as the punish serves a full combo. To fix this, I think he should fly slightly lower, with a slightly lower hitbox, and have a lower landing height, so that this move accurately mimics riot stamp from previous games, where as he may fly further across the screen in case it misses the opponent. Also, to stop trades, the first hit should cause stagger (in place) to stop the opponent from comboing after. It's bad enough this move has limited uses, but being punished severely for merely using a tool you're supposed to have is just garbage design. With the tweaks I have suggested, you should still be able to forward punch him out of it, reject him, DP him, super him, etc. I think this is fairly reasonable.Gunflame: Another move that really isn't all that great, gunflame is his only projectile. It has bad startup, and even more horrible recovery. Without YRC, thsi move is almost useless in a neutral game. You can deter an opponent from running straight at you and get them to jump, but what else exactly? Well, my idea for improvements on this move aren't really much, despite my complaints. I simply think it deserves significantly larger untechable time, counterhit or not. Why? Well, because if you were hit by gunflame, you were either doing something risky or you deserved it. He deserves a combo for hitting you with it. I would also suggest him being able to throw multiple GF's using YRC, but eh, you could theoretically only get 2 off before they make contact, and would serve to do nothing more than to be keep away in neutral - which I wouldn't mind, seeing the amount of tomfoolery other characters get away with.Crouching HS: I seriously don't understand why this move isn't better made to be an anti air. Seeing as he has very little in the way of safe answers to people simply jumping in besides kick (which if the opponent times their attack to hit his foot, will actually beat it depending on character, attack, and angle of jump), this needs a better hitbox, one that extends higher upwards (as it only seems to hit mid body at one point), and is active on an earlier frame. Ky's cr.HS actually hits slightly further away from the actual haze (image) of his sword, and plenty of other characters don't have this drawback. Besides this, I think they should give Sol's cr.HS a delay cancel.Bandit Revolver: As crappy as this move is outside of combos, the only thing I think it needs is a bigger YRC window, and the ability to hit opponent's below him when his foot revolves down to the landing point. I don't see why the developers thought it would be cheap for him to be able to YRC his bandit revolver at the peak of his jump, seeing all of the shenanigans that they gave other characters - seriously, stun edge yrc is get in for free when he's close enough.Jumping punch: Needs to cancel from jumping kick. This was taken out in XRD despite being present in all past GGs, and I don't understand why. It's as if they wanted to make absolutely certain that he doesn't have a surefire safe landing when IADing, as IBing his attacks give you a free throw when he lands.Standing/Neutral HS: Lower hurtbox needs to be reduced near his feet, like it has been in past guilty gear for years. This would make lows whiff at certain distances, giving him a nice juicy well deserved counterhit. Also, his hitbox should be extended closer to his body - there is NO excuse for why he should miss this move when he does a wild throw.Dragon Install Tyrant Rave: Hitbox should extend closer to his body for the entirety of the move. Believe it or not, you can stand directly in front of him untouched when he shoots the fireblast part of the move.Normal Tyrant Rave: Should be throw invincible on startup and slightly after start up. No one knows a Sol player's rage for getting Pot Busted during a move that is SUPPOSED TO BE INVINCIBLE. THAT THING COSTED METER MAN.... Come on now.Fafnir: This tends to miss during combos in the corner sometimes. If the hitbox was slightly higher, that wouldn't be a problem. I don't think it should be extended by much, just enough. Also, 5 frames untech time added. No more of that 1 frame bandit bringer link.Jumping Dust: Should reach lower to the ground to hit characters like Millia, who this move misses when doing low airdashes. It's bad enough he has to alter his combos to deal with characters with certain weights, but now he has to alter the way he initiates combos too? Unfair, sorry. That needs to be fixed. That, and 4 frames untech time.Standing Dust: 0 on block. It's bad enough he has like, no mixup, but he has to get punished when he attempts to execute one? Yeah, that's not very fair. If not 0 on block, then significantly reduced disadvantage on it. And give it slightly more range too.Divekick: Ever do this move only to for the flames to completely miss the opponent? It's bad enough this move is disadvantage on block (from what I can tell anyway, everyone always goes for a low attack after they block it) but it's got a built in flaw to make Sol sorry he bothered even using it. The hitbox for the lfames should extend closer to Sol. There's just no reason for it to be how it is now.Forward HS: I've seen many Sol players get hit out of this move from such absurd distances where his body hasn't even reached that space yet. This is ridiculous. The hurtbox should be reduced to fill his actual body, for goodness' sakes.Almost everything: Decreased counterhit window. He's the only character in the game that I know of that takes counterhits long after he's completed a move.A balance change that I think EVERY character needs: PRCs added to all dragon punches. It's half a meter man, seriously, let me cancel that. Seriously, if they nerfed other characters as much as they do Sol, it would probably look something like this: Faust Proposed changes (all nerfs, and are well deserved) - Hurtbox on crawl slightly extended upward- Height restriction on short hop, damage/dizzy proration by 35% unless he reaches over half jump- Hurtbox on float/juggle stun extended in all directions to actually fit his body.- Tiny faust item travels half screen and then peaces out- Command throw range reduced- Hurt box on standing kick increased to size of hitbox- Hurt box on crouching kick increased to size of hitbox- Hurt box on jumping k increased to size of hitbox- Hurt box on standing slash increased to size of hitbox- Going my way recovery increased- Dust is – 3 on blocko Invincibility reduced Let me know what you think of my proposed changes. Good or bad, I'll listen.***************************************************************************************************************************************************** Other Character problems: Me not being familiar with too many other character's movesets, I want to know if anyone knows of any other flukes that occur in Guilty Gear with other characters. Please reply and list them below, I want to test them out and propose changes for those too, if they don't function how they should. I've heard Ramlethal was screwed over severely in Revalator, though I don't have much of a problem with the way she plays now in the current console Xrd. Yeah, she's annoying as hell, and getting out of her stuff is a pain, but she's not deserving of that great a nerf. Edited September 8, 2015 by Sol Badguy Z AC
greatfernman Posted September 8, 2015 Posted September 8, 2015 This is a terrible ideaThis is brilliant, please don't hate
MrBisonopolis Posted September 8, 2015 Posted September 8, 2015 Id also like to point out that there have been no nerfs in revelator. Theres no balance changes made at all. Only system changes. and oh my god what did i just read
The__fool Posted September 8, 2015 Posted September 8, 2015 Those Faust changes aren't enough, he still has 5K, what can Axl do?
GaijinMo Posted September 8, 2015 Posted September 8, 2015 and this is why im glad that dustloop has no influence on guilty gear
ChexGuy Posted September 8, 2015 Posted September 8, 2015 make "story mode canon sol" a playable characterhe has infinite health and dragon install is a stance toggle
dinotail Posted September 8, 2015 Posted September 8, 2015 I think Faust shud b able to heal himself because he is doctor. What doctor can not heal?? xD
greatfernman Posted September 8, 2015 Posted September 8, 2015 Leo Whitefang:5/2P: make it plus on block, and increase range5K: give it more low invul frames, it's pitiful the way it is right now, also maybe make it more plusf.S: reduce the hurtbox to Leo's body and make it force crouching2S: make the hitbox bigger and give it an attack level so it can combo into 5H on standing >:c5H: reduce the hurtbox to Leo's body and make it -1 instead of -36H: move hurtbox back so it's harder to mash him and make it throw invul maybe 10f into startup2H: give it it's CH launch even on non-CHf.S~P & 5H~P: make the opponent get rejected like blitz when they trigger the guard point, but without the 80% prorationj.D: make it plus on block and have a hitbox all the way down, and force crouchingj.K: more active frames236H (during rekka): throw invulj.236H: make it +6 on hit, so you can combo from restand like Raoh's Sai :vS Sonic Boom: infinite rangeH Sonic Boom: faster startup, it takes forever!S Flash Kick: combo on CH trade like in 1.1 loketest 1 (ignore ain! he doesn't even main leo what does he know about leo balance!!!)H Flash Kick: I agree with you, needs PRC. Also, longer knockdown for better oki. If I put myself at risk by doing the flash kick I should get better reward!214S (during stance): has it's CH tumble on regular hit, if fafnir has it then why doesn't this move!!!! UNFAIRb.D (Stance Counter): extend YRC window, increase attack level and damage of projectiles it reflects. Leo has no defense options other than backdash and counter while in stance! he should be rewarded for the risk!
ChexGuy Posted September 8, 2015 Posted September 8, 2015 H Sonic Boom: faster startup, it takes forever!does it cancel enough projectiles though?
DaiAndOh Posted September 8, 2015 Posted September 8, 2015 Allow me to seriously break this down, while the shitposting is a minimum."Nerfs everyone else got" - False, only system mechanics changed in Revelator, and the addition of the new characters. Too early to tell any ranking changes."Overrated by newcomers" - Perhaps if they rate him number 1. Several top players rank him between 3-5."Outzoned easily" - he can get zoned but he has good speed and mobility and can work his way in."Poor mixup" - Mediocre if anything. Command grab and high reward off it. Really good low options as well."Midrange Neutral Issues" - He lacks pokes that have the midrange of a Ky or Johnny, but he's not a poking character and still has those tools work his way in."Attacks are poor tools" - 5K is a 3 FRAME NORMAL THAT CAN ANTI-AIR. 2S has great recovery. 6P gives him good reward counterhit or corner and has the upperbody invincibility. 2D is fast and dodges a ton of attacks, good reward on counterhit. j.S and j.HS have amazing priority and hitboxes."Execution" - Optimizing him can be rough on the execution, but practice up! Fighting games aren't easy. It's cool for advanced players that they have a high ceiling with this character. Easy to play hard to master!Riot Stamp - Was never great outside of niche uses. Was always a free hit in many situations. Basically you lost the FRC for YRC and a MUCH better reward on hit or block. Buffed in Xrd actually.Gunflame - Will lead to combos on counterhit and possibly meaty normal hit? Becomes plus on block if your opponent blocks it from distances. Not meant to be a zoning tool.2HS - Actually didn't read, but it's more of an anticipatory anti-air. The reward off of counterhit is 2/3rds of your opponents HP.Bandit Revolver - Not bad at all if you're not overly predictable. The -3 is actually not too bad because of your 3 FRAME NORMAL and it becomes better if they crouch block for some reason. And it has startup invincibility because I don't know.j.P - Sure5HS - Well the reward can still be really high on conterhit, and it's jump cancellable too.Tyrant Rave - Why are you doing the DI version if I'm super point blank? And on the regular version, many supers are not invincible, just ask Bedman and I-no. You have the best DP in the game for throw invincibilityFafnir - They nerfed this move from 1.0 to 1.1 for good reason. It's good as it is. More untech time? Geez. Fafnir is fine.j.D - Character specific combos have been a thing in GG forever. Vanilla AC Johnny players are playing the world's smallest violin for you.5D - You and other characters with problematic mixup.Divekick - look up the advantage or disadvantage on block first. Aside from that, altering your mobility and air trajectory is HUGE and you can use YRC on top of that.6HS - also covers good amount of veritcal space in that area, great counterhit reward, causes knockdownDPs - If you can get me to block it, you earned your cancel. If not, I baited it, let me get my punish. High risk move, you're completely invincible.Faust stuff: Sol and Faust are basically the same tier, agreed upon by I'm sure at least 80% of serious players. You want to give Sol all these buffs and Faust all these nerfs? Come on....
jaycawbz Posted September 8, 2015 Posted September 8, 2015 remove eddie why is zato-1 two different chars??? smh
Lord Knight Posted September 8, 2015 Posted September 8, 2015 STUFFI think something that you need to understand is that Sol is very good at using tools to discourage the opponent from doing things. If you look at it from that lens, a lot of the balance decisions make sense.
Nerk Posted September 8, 2015 Posted September 8, 2015 Sol's has poor neutral, give him hidden missiles.
Ryyudo Posted September 8, 2015 Posted September 8, 2015 I respect what you tried to do there, OP. You put in a lot of effort. But for a lot of the reasons DaiAndOh mentioned, it does not seem like you understand your character, and Faust, as much as you think you do. Sol discourages simple actions. Pressing buttons, blocking for too long, heck even MOVING, Sol has options that punish them and heavily. He's not meant to be king at all ranges/situations. Consider: If Sol shouldn't get punished for attempting a mix up, especially if 0 would keep him in with his oppressive close-range normals, why should Faust, who has far slower normals? Also, Gunflame kills Faust's Mini-Faust AND Poision. It's not even an issue for Sol. Gunflame even beats Axl NORMAL pokes, negates other projectiles, and creates a wall for the opponent to avoid/block if you use it closer (discouraging simple actions). Sol is not nearly zoned out or option-less as you may think. But if you make bad decisions, you will get bad results. The game shouldn't cover that for you in character design, you (more often than not) as a player should.
TITANIUM BEAST!!! Posted September 8, 2015 Posted September 8, 2015 This basically reads like a "I want Sol to be even more overpowered than he already is" list. Which is cool and all, but don't pretend that it's anything else.Seriously, this is the best version of Sol in a really long time. He got almost nothing but negative changes from 1.0 to 1.1, including a system change (Blitz projectile reject at close range) that mostly removed the corner setplay he had in 1.0, yet because of a couple of extra damage points added here and there, he ended up BETTER than 1.0, because now your opponent can completely lose the match from one screw up (thank you increased buffer for making all my combos easier).Look at Fafnir from 1.0 to 1.1. The only positive change is that it does a little more damage now, and the new buffering in 1.1 means you'll never drop combos or get accidental 6HS ever again when doing it. Everything else about it was nerfed, which just goes to show how utterly retarded of a move it is that it's still that good in 1.1. You went from being completely safe on block all the time and getting a mixup no matter what (because IBing left you at NEUTRAL with your friggin' 3 frame 5K), to...being completely safe on block pretty much all the time anyway (-2 on IB? HAHAHAHAHAHAHA!). Your CH tumble was reduced, because yeah, full screen to corner conversion on CH is fair for a move that's COMPLETELY SAFE ON BLOCK ALL THE TIME! As a consolation prize, you get a small damage buff that somehow now makes all of your combos potentially lead to stun. Sol can potentially win an entire match off of one CH Fafnir at midscreen, no meter required. All it takes is one 2K combo in the corner after a CH Fafnir and you win the match, which is so hard to hit someone with when you have a command grab that also leads to death in the same situation.Sol is great in Xrd. All I want is for ASW to leave him alone. At least, until they put HOS in the game. Then they can do whatever they want to Sol, as long as HOS is good. =^D
Baf0 Posted September 8, 2015 Posted September 8, 2015 Sol's has poor neutral, give him hidden missiles.Remember, the dude said he wasn't suggesting new moves.Me not being familiar with too many other character's movesets, I want to know if anyone knows of any other flukes that occur in Guilty Gear with other characters. Please reply and list them below, I want to test them out and propose changes for those too, if they don't function how they should.Here's my contribution.Axl Low:5P/2P/j.6P/6K/2S/j.S/2H/Sparrowhawk Stance: Remove hurtboxes from the chains. How does hitting someones 10 foot long chain and hurting them work?!2P: 2P>f.S doesn't work point blank, even though it did in +R. Needs a fix.5K: reduce startup by 1f. +1 on block.2K: Reduce hurtbox.6K: More untech time, like maybe 5f extra so you can connect with j.6P when they're too far out.5H: Launch on CH. It worked that way in +R2H: 2H>2D gatling added. It worked that way in +R214P/K: Increased YRC window, and make him combo out of them. Solid reads deserve more than just a KD.236S: Yes, Add PRC to the DP. It was already bad enough before they nerfed it from 30f to 35f recovery. smhRensen~8: improve hitbox, this move has so many dead zones it's nuts.214214S: Projectile invul. This super is so useless, giving it projectile invul would make it 20% more useful.Axl Bomber: Make it ground OK. Having to input 6239 and 6321473 is too complicated. I agree with the Faust changes. If anything, nerf 5K (it makes me cry)
Sol Badguy Z AC Posted September 8, 2015 Author Posted September 8, 2015 "Nerfs everyone else got" - False, only system mechanics changed in Revelator, and the addition of the new characters. Too early to tell any ranking changes.I heard that Ramlethal was made trash in Revalator, so I assumed there were nerfs. Especially since they moved Sol up to 2nd best next to Eddie."Attacks are poor tools" - 5K is a 3 FRAME NORMAL THAT CAN ANTI-AIR. 2S has great recovery. 6P gives him good reward counterhit or corner and has the upperbody invincibility. 2D is fast and dodges a ton of attacks, good reward on counterhit. j.S and j.HS have amazing priority and hitboxes.You missed the part where I said you can attack his foot on the way down when he does standing kick. Cr. S has 5 frame advantage if I'm correct, but shitty startup and short range. If you're not already close this move isn't doing anything for you. Yes, sweep is awesome, but ain't giving you much unless you've got meter to spend. And this is the first time I've ever heard jumping slash being a great tool, as it doesn't cancel into much and it's not a move you throw out in the air to beat anything. I'll give you that on the jumping hs though."Execution" - Optimizing him can be rough on the execution, but practice up! Fighting games aren't easy. It's cool for advanced players that they have a high ceiling with this character. Easy to play hard to master!I can already do the combos. I'm still not satisfied with them being so tight.2HS - Actually didn't read, but it's more of an anticipatory anti-air. The reward off of counterhit is 2/3rds of your opponents HP. 2/3rds off of a counterhit anti air? I'll believe that when I see it. That they pop up during counterhit isn't good for him.Tyrant Rave - Why are you doing the DI version if I'm super point blank? And on the regular version, many supers are not invincible, just ask Bedman and I-no. You have the best DP in the game for throw invincibilityIt's more that a fluke happened when I was fighting someone online. I don't remember how it happened - maybe the guy said 'fuck it' and ran straight at me when the first hit of DITR whiffed (I tried to chip him out) - but the blast missed completely while he was in front of my face. Riot Stamp - Was never great outside of niche uses. Was always a free hit in many situations. Basically you lost the FRC for YRC and a MUCH better reward on hit or block. Buffed in Xrd actually.It was just fine as a surprise get me out of the corner attack when opponents got too disrespectful. It also wallbounced on counterhit in the AC's and was a hell of a lot more useful that way. I could do without the changes they made to it in XRD.Fafnir - They nerfed this move from 1.0 to 1.1 for good reason. It's good as it is. More untech time? Geez. Fafnir is fine.4 extra frames of untech time is that bad? (sorry, off by a frame, need to correct that)5D - You and other characters with problematic mixup.I'm actually fine with that.Divekick - look up the advantage or disadvantage on block first. Aside from that, altering your mobility and air trajectory is HUGE and you can use YRC on top of that.All I wanted for divekick was to have the flames hitboxes hit in front of him. There's a gap between the flames and his foot when he lands allows opponents to get away with bullcrap, blocking the first hit and not even seeing the rest of that. There's enough start up on this move to render the fact that he's changing trajectory moot.DPs - If you can get me to block it, you earned your cancel. If not, I baited it, let me get my punish. High risk move, you're completely invincible.And I have meter. If I'm willing to sacrifice 50% meter to make a screw up safe, I should be able to do that. It's not like I'm totally out of the woods anyway.Faust stuff: Sol and Faust are basically the same tier, agreed upon by I'm sure at least 80% of serious players. You want to give Sol all these buffs and Faust all these nerfs? Come on....You........DID..... see the part where I stated that this is what another character's nerfs would look like if they got the Sol treatment over the years, right? They're well deserved, but are still something that shows built in drawbacks being added. Imagine faust getting crouching punched out of his thrust move from full screen away, and you'll know Sol's pain for taking hits while executing forward hardslash while the opponent is hitting nothing but air. I'm not even going to address everyone else's stuff. With the way they're acting, it's like I'm making huge, unreasonable differences to the character's playstyle.
Poultrygeist Posted September 8, 2015 Posted September 8, 2015 Ramlethal was nerfed in 1.1, not in Revelator.
TITANIUM BEAST!!! Posted September 8, 2015 Posted September 8, 2015 I'm not even going to address everyone else's stuff. With the way they're acting, it's like I'm making huge, unreasonable differences to the character's playstyle.Except you are. You just don't realize it because you refuse to acknowledge the actual strengths of the character in the context of the game. The changes you suggest aren't necessarily unreasonable out of context, but considering the actual state of the game, they're unnecessary and would lead to dumbness.
MrBisonopolis Posted September 8, 2015 Posted September 8, 2015 I heard that Ramlethal was made trash in Revalator, so I assumed there were nerfs. Especially since they moved Sol up to 2nd best next to Eddie. You seem to have mispelled Elphelt, or Millia...
Sol Badguy Z AC Posted September 8, 2015 Author Posted September 8, 2015 This basically reads like a "I want Sol to be even more overpowered than he already is" list. Which is cool and all, but don't pretend that it's anything else.Because this list addresses all of the problems that Sol has regarding his bad matchups, correct?Seriously, this is the best version of Sol in a really long time. He got almost nothing but negative changes from 1.0 to 1.1, including a system change (Blitz projectile reject at close range) that mostly removed the corner setplay he had in 1.0, yet because of a couple of extra damage points added here and there, he ended up BETTER than 1.0, because now your opponent can completely lose the match from one screw up (thank you increased buffer for making all my combos easier).I've watched plenty of matches of high ranking players. They're not doing anything different than what I am. If Sol was so damned good as you make him out to be, a lot of this stuff you constantly mention to me would happen more often. But I never see it. Like.... Ever. Maybe in previous games, but definitely not this one. Look at Fafnir from 1.0 to 1.1. The only positive change is that it does a little more damage now, and the new buffering in 1.1 means you'll never drop combos or get accidental 6HS ever again when doing it. Everything else about it was nerfed, which just goes to show how utterly retarded of a move it is that it's still that good in 1.1. You went from being completely safe on block all the time and getting a mixup no matter what (because IBing left you at NEUTRAL with your friggin' 3 frame 5K), to...being completely safe on block pretty much all the time anyway (-2 on IB? HAHAHAHAHAHAHA!). Your CH tumble was reduced, because yeah, full screen to corner conversion on CH is fair for a move that's COMPLETELY SAFE ON BLOCK ALL THE TIME! As a consolation prize, you get a small damage buff that somehow now makes all of your combos potentially lead to stun. Sol can potentially win an entire match off of one CH Fafnir at midscreen, no meter required. All it takes is one 2K combo in the corner after a CH Fafnir and you win the match, which is so hard to hit someone with when you have a command grab that also leads to death in the same situation.Matches of these death combos on people who are paying attention please. May could dizzy you in 3 hits (can she still now? don't know) and Eddie has or has had a Touch of Death combo in Xrd at some point. Again, where is this happening so often that it's problematic? Address the actual things I've stated, not previous problems before. I don't remember making the slightest mention of adding block stun to fafnir. Sol is great in Xrd. All I want is for ASW to leave him alone. At least, until they put HOS in the game. Then they can do whatever they want to Sol, as long as HOS is good. =^DHe is, I agree, but those built in drawbacks need to go.
MrBisonopolis Posted September 8, 2015 Posted September 8, 2015 Im also not entirely sure you understand your own characters strengths. Like, you're missing the point of Sol.
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