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Posted

I guess we wont be seeing anything of Nanase for now. Shes probably still largely unfinished. Really wished they did a vote for the characters they showed before to see who they should add in the game.

When they mean by "midyear" do they mean about June or July. Because this update was supposed to be out during Spring.

About console, maybe a psn version would be the safest bit. Like Skullgirls. I would much rather that then having it on Steam.

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Posted

With as much potential as this game has, I'm excited to see them giving balance/the system the attention it needs to make it less silly. Also, releasing it on any other platform would be wonderful candy, pretty much regardless of which route they end up taking for that. Melty had its problems, and it definitely had iterations that were beyond broken, but I was of the opinion they always came around in an update or two. Here's hoping UNiB follows suit.

Posted

They need to rebalance that combo system 5 minutes of coast to coast traveling to kill me? what is this MK9? I'm still happy as hell it's getting a console port. I just hope it isn't around the time BBCP comes out considering they'd have to compete with it yet again xD

Atlus, or Aksys would be a preferable choice for a localization team. Considering they can actually get games over here.

unlike 7Sixty.

Posted
No more 5 minute combos plz

I get it. This combo will kill. You don't need 5 minutes to show me how lol.

Linne lands a random normal. Lol GGs other player.

This game could use some short but sweet damage.

Posted

I don't want anyone to become unusable, but balance adjustments are important. I still have a preference towards my preferred characters (Merkava, Carmine, and Gordeau), but i'm not so jaded as to overlook the fact that they need to be rebalanced as well, for better or worse. I just don't want them to be nerfed to uselessness.

Posted
Atlus, or Aksys would be a preferable choice for a localization team. Considering they can actually get games over here. Unlike 7Sixty.

Lmao. Hopefully PB:X gets picked up by a different publisher and it sees overseas release.

On topic of UNiB, how would this game even be balanced? Shorten the combos & give everyone big-boy damage to compensate?

Posted
Lmao. Hopefully PB:X gets picked up by a different publisher and it sees overseas release.

On topic of UNiB, how would this game even be balanced? Shorten the combos & give everyone big-boy damage to compensate?

I would say shorten the combos, meet the damage in the middle of the road and not make the combos do abhorrent amounts of damage, but not to less either. You could shorten the combos by having an Undizzy limit, or something instead of the having the game system just saying "Nope your combos over no matter what you do." Follow GG and MvC2's example and not UMvC3 and BB's example.

BB's great, but the way the combo system works where you get like what? 860 frames for a combo depending on what button was your starter? It pretty much limits combo potential.

Hopefully they get rid of the Touch of death combos without having to limit the combo system and give everyone huge damage to compensate for the combo length.

Posted
Hopefully they get rid of the Touch of death combos without having to limit the combo system and give everyone huge damage to compensate for the combo length.

That'd be great. I like a lot of the characters in this game and I think the basic system mechanics are interesting, but I can't even consider getting into it the way it is now. One of the very first match videos I watched for UNiB had a Carmine pulling off a single combo that went on for over 30 seconds, then he caught the guy on a counter hit right afterward and started another combo. I immediately went LOL NOPE and closed the window.

Posted
Lmao. Hopefully PB:X gets picked up by a different publisher and it sees overseas release.

On topic of UNiB, how would this game even be balanced? Shorten the combos & give everyone big-boy damage to compensate?

WHat they simply need to do is figure out what the hell in the system is causing these ridiculously long combos to be viable.

From what I've seen the main problem is that Veil Off seems to make hitstun decay so slowly that you can just loop someone to death all day long. And it seems that VO (haven't seen the game in a while, correct me while I'm wrong) can be done AGAIN after already being in it, and it's just a vicious cycle.

Seriously, where the hell is the hitstun decay?

Posted

They need to vastly increase hitstun deterioration, remove any bonus proration from Veil Off if it gives any, and reduce the amount of meter Chain Shift gives back.

It's not just the duration of the combos, but also the fact that it's perfectly normal to burn 800% meter (!!) with two 200% Veil Offs in one combo, which translates to 4 EX specials and 2 supers.

Just these two small changes will vastly improve the game, since its fundamental mechanics are not bad at all. It's just that some of them need extra work.

Here's a more detailed post I made about the game's problems a while ago if anyone's interested:

Yeah the combo system seems like the game's main problem.

You get full combos off every random hitconfirm, and the system just doesn't have enough limitations.

For starters they should make clear which starters are good and which are bad, by keeping -almost- the same combo routes off good ones and limit both the options and obviously the damage off the worse ones.

Maybe they could limit it even more by making further use of CH starters and crouching hitconfirms, so that you need one of those or both at the same time to get real good damage.

They could also just increase the knockback of some moves so that you won't be able to follow them up unless you're in the corner or it's a CH or something.

Chain Shift obviously needs extra nerfs as well, since not only the combos using it become too long and damaging, but it also feels like it makes meter a really expendable resource; to the point that people don't even care about throwing it away, and all that in a game that meter doesn't reset at every new round.

I also like the idea of a runback factor and a burst would really improve the game as it is, but if they fix the aforementioned problems there might not be a need to implement such a completely new mechanic.

Posted

^Agreed.

The main problem with this game is the combo system, it's like a kusoge version of KOF. it's very combo oriented, and these combos last 5 minutes, no matter what the starter is. I would really like to play Gordeau personally and I think this game has a lot of potential and I'm willing to support it, but they need to make it less, well, kusoge :/

Posted

You never get things right on the first try. Let's hope that the problems are fixable without redoing the whole damn system, I like some of the ideas this game has.

Posted

The other big problem is that all the footsies-geared tools have ridiculous advantage, leading to the game having barely any neutral game even at fullscreen.

Posted

Since forever, in fact I don't think you can even do them [practically] without comboing, since you need to land that little "burst" animation of the Veil Off.

Also they're more Astral Heat than Instant Kill.

Posted
You never get things right on the first try. Let's hope that the problems are fixable without redoing the whole damn system, I like some of the ideas this game has.

In terms of first tries go BB, Persona, and this game have done a pretty good job in my opinion. But yes I agree with you entirely.

The other big problem is that all the footsies-geared tools have ridiculous advantage, leading to the game having barely any neutral game even at fullscreen.

What do you mean?

Posted
They need to vastly increase hitstun deterioration, remove any bonus proration from Veil Off if it gives any, and reduce the amount of meter Chain Shift gives back.

I think that I have already spoken to the matter of hitstun, but that said... I think that the EXS meter gain on Chain Shift (CS) is fine. Because the amount of EXS meter that is given isn't the problem, I think that the problem comes from the GND and how much GND is gained with a good offence. Add in the fact that there is no real way to shift the momentum in the fight other than put up an equally good offence, and/or use shield and hope for the best.... it's not going to be a good day when you have to block or, worse still, get hit.

From what I have seen, GND doesn't have a build in penalty for usage in a CS combo when it really should have one.... either decrease the gain of GND on hit after a CS for a limited period of time (for something like 10 in-game-seconds) or have a "cool-down" period where you can't gain GND regardless of what you do. Given that every bit of offensive, defensive and movement action gains some kind of GND, it would not be a bad idea i think.

The other big problem is that all the footsies-geared tools have ridiculous advantage, leading to the game having barely any neutral game even at fullscreen.

Welcome to French Bread fighters.... they love that with footsies-geared tools, the advantage that one can gain with them on block. It's something that has been known for a while in Melty Blood, a tradition that clearly continues.

Posted
In terms of first tries go BB, Persona, and this game have done a pretty good job in my opinion. But yes I agree with you entirely.

Huh? Persona was mostly okay, but CT had hilariously imbalanced tiers (Nu and Rachel murdered EVERYONE) and a lot of not very good ideas (Guard Libra) from what I remember. Yeah it was playable but it wasn't exactly good.

Posted
From what I have seen, GND doesn't have a build in penalty for usage in a CS combo when it really should have one.... either decrease the gain of GND on hit after a CS for a limited period of time (for something like 10 in-game-seconds) or have a "cool-down" period where you can't gain GND regardless of what you do. Given that every bit of offensive, defensive and movement action gains some kind of GND, it would not be a bad idea i think.

Actually, they did implement this after its first major update in that your GRD gauge enters a freeze-state during a combo that has a CS in it. But its still super easy to gain GRD back after a combo ends, especially if you burn a Veil Off in said second combo, so back-to-back CS combos aren't super uncommon. It really doesn't help that getting hit reduces your GRD gauge, and once you get hit in this game, there's a pretty good chance you're going to continue getting hit until your own GRD reaches zero which gives the player on offense an even easier time of re-entering GRD Vorpal to re-CS ad infinitum.

  • 2 weeks later...
Posted
Actually, they did implement this after its first major update in that your GRD gauge enters a freeze-state during a combo that has a CS in it.

Interesting...

Posted (edited)

http://inbirth.info/topic0106.html

New update on the character page with two extra character silhouettes, buuuuuuuuuut we already know who they are anyways

Only a matter of time before two new demonstration videos show up with new themes! (I hope)

Edited by Betto
Posted

One of them is Chaos, right? I guess we'll see the other character sometime before the summer (which is when EXE: Late is supposed to be out).

Speaking of Chaos, is he supposed to be the puppet character in this game?

Posted

We've already seen the other character, it's the wind user. Her name slips me.

Chaos looks like a stand character, but the little gameplay footage they showed us showcased no stand moves to verify his playstyle. He was just getting stomped on.

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