Mightfo Posted March 15, 2012 Posted March 15, 2012 Balance changes? But why? The game is already balanced. even if the game is better off than others things can always be improved reasonably, and lizardman/natsu/others clearly need some work
Tsuki Garyuu Posted March 15, 2012 Posted March 15, 2012 Balance changes? But why? The game is already balanced. Dude, I use Nightmare a lot and even I admit his "brave edge loop = easy ringout" is bullshit.
Hecatom Posted March 15, 2012 Posted March 15, 2012 eh i dont know, imo nightmare its fine as he is, is not like its an auto win button, he still needs to work his position on screen to start his game
Tsuki Garyuu Posted March 15, 2012 Posted March 15, 2012 All it takes is to remove the OTG factor that picks up the opponent with his kick so that it can't be loop, then he'd be legit. Otherwise, people can and will use it to ringout others if they want to. And if you're in a stage with no gaps, it just means more wall combos.
Hecatom Posted March 15, 2012 Posted March 15, 2012 hmmm, so you are telling me that because its good and works they should remove it... dunno you but something that i like in my fg is that you can have chars with strong tools to compete that cover their weakness, in any way its op and in any way its game breaking or some shit like that there are characters that would have different game plans than others, some would want you too keep in your face, some would want to keep their distance, some would want you to ring you out, etc, etc, this kind of variety makes fgs fun, because you need to adapt to what the character is capable of doing and or what the player has as a goal in his mind if you dont want to get wall combos or ringouts against nightmare, you have to be aware of your surroundings tbh, if they remove it it would be a sing that the game is going in the same direction of sf4, a joke that takes all the strong tools of the chars and turns the game in a snore fest
Vulcan422 Posted March 15, 2012 Posted March 15, 2012 They should give back his old Grim Stride~K from SC4. I think it's a lot better than 5's to be honest.
Vulcan422 Posted March 18, 2012 Posted March 18, 2012 Fake but hilarious patch list from TopTierTactics. http://www.toptiertactics.com/2012/03/leaked-soul-calibur-5-patch-notes-1-01/#ixzz1pT6gDYOA General changes Fixed a bug that prevented some players from matchmaking correctly Fixed a bug that prevented game data from being saved on Xbox 360 consoles Introduced fully animated cutscenes to all Story Mode sequences All Story Mode sequences are now voiced in German to increase immersion Subtitles have been removed from the game to increase immersion Character balance changes Patroklos: damage on throws increased 12% Patroklos: increased condescending sneers in all dialog by 38% ZWEI: ZWEI’s fast, close-range mixups were simply too difficult to avoid. Increased startup on all low attacks by 10 frames ZWEI: Changed properties of EIN. EIN now has a secondary life bar. When EIN sustains 60 damage, ZWEI takes 24 damage and is stunned Leixia: Many users felt Leixia’s moveset was too limited. All Leixia move inputs can now be held down to perform unblockable versions that deal double damage. Frame data and hitboxes remain unchanged Leixia: Leixia’s ground tantrum now lowers enemy Soul Gauge at all ranges Natsu: Fixed a bug that prevented ground bombs from hitting both low and mid Natsu: As requested by Taki fans, Natsu’s bust size has been increased by 23 cm. This should clear up any confusion that Natsu is, in fact, a ninja Ezio: In response to players’ frustration that Ezio’s weaponry range was too limited, his crossbow damage has been increased from 40 to 180 Ezio: As requested by our partners at Ubisoft, playing as Ezio now requires a constant internet connection Raphael: Many users were confused about whether Raphael was a vampire or not. To put the matter to rest, Raphael has been removed from the game Viola: To enhance Viola’s psychic aura, players using Viola will now see their opponent’s button inputs Viola: To better match her short stature, Viola has been renamed Violin Pyrrha: Many new players found Pyrrha difficult to play. All of her moves have been changed to be +18 frames on block Pyrrha: To increase immersion, Pyrrha is now 43% more apologetic. We are very sorry this couldn’t be fixed sooner Seigfried: The length of Seigfried’s sword has been increased 1.2 meters to better represent the sexual insecurities of players choosing Seigfried Seigfried: The girth of Seigfried’s sword has been increased 30 cm to better represent the dimension that matters more to most players Hilde: All frame data has been updated to give Hilde all of her Soul Calibur 4 combos. To balance this, Hilde is now significantly less feisty Hilde: To increase immersion, players who dress Hilde in male clothing will watch a cutscene in which she is burned at the stake Xiba: Xiba has been removed from the game. We really don’t know what we were thinking Ivy: In response to user criticism, Ivy has been given 14 new fighting stances. These stances include forward walking stance, crouching stance, and blocking stance, which all require complex inputs to better serve the desires of Ivy’s more hardcore fans Ivy: To create a more modern gaming experience, Ivy has been given a small, but noticeable, penile bulge Cervantes: To increase immersion, Cervantes suffers from scurvy. Players must find and consume a source of Vitamin C each round to restore Cervantes to full capacity Cervantes: All vertical attacks by Cervantes now track opponents within the full 180-degree arc. You’re welcome Aeon: Aeon has been renamed Aeon the Lizardman to avoid confusion Aeon: To increase immersion, Aeon can no longer see opponents who do not move. Standstill opponents will now be invisible Tira: Added a new mood. Tira will now alternate between jolly, gloomy, and sexy moods Tira: In sexy stance, Tira will accompany every attack with a sensuous, prolonged moan. Additionally, attack inputs no longer require the use of both hands Nightmare: Fixed a bug that prevented Nightmare’s Critical Edge from beating throws, unblockables, and other Critical Edge attacks. Whoops! Nightmare: To increase immersion, Nightmare’s attacks now decapitate and dismember enemies if unblocked Mitsurugi: Decreased startup on Mitsurugi’s 2K attack Mitsurugi: All horizontal and vertical slashes have been changed to diagonal attacks that hit high, mid, low, and prevent step. Throws remain unchanged Maxi: During every round, Maxi now sings one of fifteen different Elvis Presley songs at random Maxi: Added a new move: Maxi Pad. Players can use Maxi Pad to heal from light cuts and stabs Yoshimitsu: Yoshimitsu has been removed from the game, because even we were tired of his bullshit after ten years Dampierre: To increase immersion, Dampierre’s price on the Xbox Live Marketplace and Playstation Network has been increased 300%. Magnificent! Dampierre: While it does not affect online ranking, gamers using Dampierre will now see a Victory! screen regardless of the actual outcome of the match Voldo: Randomized Voldo’s vocalizations so it’s even harder to know what the hell he’s doing squirming around on the ground Voldo: Decreased total size of codpiece armor 83%. It was only a matter of time, really Astaroth: To increase immersion, all Astaroth attacks are now unblockable and deal 200-240 damage Astaroth: To increase immersion, Astaroth will die immediately if struck directly in the chest Alpha Patroklos: Players enjoyed the challenge this character offered. To match this, Alpha Patroklos can no longer perform Guards that are not Just Guards Alpha Patroklos: Introduced a new character-specific mechanic, Just Step. Alpha Patroklos will now only step if a direction is inputted at the exact frame the opposing foot touches the ground Algol: Increased pursuit properties of all Algol attacks, allowing every attack to chain into any other attack Algol: To better reflect Algol’s deity status, his health bar has been removed. Algol may now be defeated only by Ring Out Omega Pyrrha: Increased voice warbling by 360% for a more demonic, garbled sound Omega Pyrrha: To better reflect the Story Mode, Omega Pyrrha cannot achieve Victory! against Alpha Patroklos Elysium, Edge Master: These characters have been merged into a new character, Harold. Harold possesses the power of Innocent Love Kilik: Gameplay remains unchanged, but Kilik’s vocalizations have been changed to match Xibas, for all the Xiba fans out there! Devil Jin: To appeal to conservative players, Devil Jin has been renamed Naughty Jin. Naughty Jin knows you don’t approve and that’s exactly how he likes it
Delrian Posted March 18, 2012 Posted March 18, 2012 Fake but hilarious patch list from TopTierTactics. http://www.toptiertactics.com/2012/03/leaked-soul-calibur-5-patch-notes-1-01/#ixzz1pT6gDYOA Tira: Added a new mood. Tira will now alternate between jolly, gloomy, and sexy moods Tira: In sexy stance, Tira will accompany every attack with a sensuous, prolonged moan. Additionally, attack inputs no longer require the use of both hands I skimmed down for Tira stuff without reading the first line. I was like "wait wut"
Shiawase Posted March 19, 2012 Posted March 19, 2012 (edited) https://sdtekken.files.wordpress.com/2012/03/soulcalibur_v_battle_system_update_march_2012.pdf Patch notes. Edited March 19, 2012 by Shiawase
Delrian Posted March 19, 2012 Posted March 19, 2012 I suppose Tira having the biggest changelist should be expected given her two moods.
Urichinan Posted March 19, 2012 Posted March 19, 2012 Xiba didn't even need nerfs. He wasn't a difficult character to beat in the least, people just couldn't handle him because they're reckless and inpatient. I'll take my Ivy and Viola buffs though, so sexy.
destruction_adv Posted March 19, 2012 Posted March 19, 2012 Real serious business patch list from TopTierTactics. Character balance changes Natsu: As requested by Taki fans, Natsu’s bust size has been increased by 23 cm. This should clear up any confusion that Natsu is, in fact, a ninja Finally, now there's a real ninja in this game.
iw2ma Posted March 19, 2012 Posted March 19, 2012 Xiba didn't even need nerfs. He wasn't a difficult character to beat in the least, people just couldn't handle him because they're reckless and inpatient. I'll take my Ivy and Viola buffs though, so sexy. Exactly. The only way a Xiba should win is if he literally poked and/or punished you for doing something stupid. He didn't have any mix ups or pressure game at all. Not he doesn't have most things making him worthless..... maybe, it's not out yet. But from that list, the fake list might as well have been the Xiba change.
Vulcan422 Posted March 20, 2012 Posted March 20, 2012 They really didn't know what they were thinking.
Schneider-X Posted March 20, 2012 Posted March 20, 2012 Dude, I use Nightmare a lot and even I admit his "brave edge loop = easy ringout" is bullshit. the GS K BE "loop" isn't guaranteed if you tech to the side, infact nothing is guaranteed if you tech to the side after it. Not fully understanding the move and complaining about it isn't helping anyone.
Vulcan422 Posted March 20, 2012 Posted March 20, 2012 They should've nerfed Nightmare more and given Sieg a fair equivalent of what Nightmare lost. Both are rage-inducing to be sure, but Nightmare is the greater of two evils. And yes, I hate Siegfried, but I don't like the way Namco has been treating him over the years.
Tsuki Garyuu Posted March 20, 2012 Posted March 20, 2012 the GS K BE "loop" isn't guaranteed if you tech to the side, infact nothing is guaranteed if you tech to the side after it. Not fully understanding the move and complaining about it isn't helping anyone. It's a loop, period. :P I can combo off of it until my meter is spent, whether the opponent hits the ground or on the wall so long as I can time it.
Schneider-X Posted March 20, 2012 Posted March 20, 2012 It's a loop, period. :P I can combo off of it until my meter is spent, whether the opponent hits the ground or on the wall so long as I can time it. Does comboing a purple grab midcombo repeatedly make a loop in Blazblue? No it doesn't, your opponent isn't reacting properly to the move be it breaking the purple grab or teching to the side.
Sharakonta Posted March 20, 2012 Posted March 20, 2012 MFW Sieg nerf I lol'd specially cause I main Sieg
Tsuki Garyuu Posted March 20, 2012 Posted March 20, 2012 Does comboing a purple grab midcombo repeatedly make a loop in Blazblue? No it doesn't, your opponent isn't reacting properly to the move be it breaking the purple grab or teching to the side. If the brave edge is a purple grab when repeated, how do you break it then? Press K?
Schneider-X Posted March 20, 2012 Posted March 20, 2012 If the brave edge is a purple grab when repeated, how do you break it then? Press K? When you hit the ground mash G+2, 4, 6, or 8 to quickly get up in that direction instead of laying there. For NM's GS K BE you'll need to use G+2 to avoid repeated GS K BEs on the 1p side.
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