Jump to content
Dustloop Forums

Recommended Posts

Posted (edited)
i really hope they nerf yuzu's ability to get a standard combo off a fullscreen hit......i think the cs problem can proly be solved if they increased the time before the diamond thngs start flashing again and maybe removing the no scaling thing while its converted into meter
Edited by Starlight777
  • Replies 4.5k
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Posted Images

Posted
So what, does UNiB take place in the same universe?

This is kinda cool but I would've preferred an original character, now there will be no impact for Sion's reveal in Melty HD :>

Something like this for BlazBlue would be fun for shits and giggles

If Typemoon's name is in the credits, then yes.

Posted (edited)
まだ確定ではありませんが、チェインシフトの不具合を修正したVer1.01は今週の木曜日あたりに配布できるよう進めております。
Edited by Digital Masta
Posted (edited)
Posted
Almost done with the 1.01 patch that fixes chain shift and it should be out on Thursday.

Too bad I have an interview for a 2nd job that day and will not be able to get to the arcade. Maybe after it's finished I might be able to check it out.

Nice to hear that patch fixes chain shift. I hope the patch adds Hilda or Sion (I'm not expecting it to add both of them at once.)

Posted
Almost done with the 1.01 patch that fixes chain shift and it should be out on Thursday.

Too bad I have an interview for a 2nd job that day and will not be able to get to the arcade. Maybe after it's finished I might be able to check it out.

Isn't that kinda early for a patch release? How good is Ecole at balancing games?

Posted (edited)
Isn't that kinda early for a patch release? How good is Ecole at balancing games?

Why not? Other games have received updates early to fix major problems. It's not like they are doing character balances. It's just to fix a system mechanic.

Edited by Kurushii
Posted

Well I mean they knew exactly how to fix it in order to balance the game and keep it from "kuso ge"-ing any further. Like something of this sort of fix would need consultation and looking into the games system again? I don't know, maybe I'm just not looking at it the right way.

Posted
Isn't that kinda early for a patch release? How good is Ecole at balancing games?

French-Bread is pretty sensible in their balance tweaking.

They usually mess up when something new is introduced though.

Posted

Kinda like right now. Anyways, I hope this patch really allows for the more obscure characters in the roster to shine. Because I'm getting to the point where these videos that are posted are boring; Vatista, Merkava, Orie, Yuzuriha, and a little bit of Seth and occasionally Carmine. The last two mentioned usually get blown up by the other 4.

Posted
Kinda like right now. Anyways, I hope this patch really allows for the more obscure characters in the roster to shine. Because I'm getting to the point where these videos that are posted are boring; Vatista, Merkava, Orie, Yuzuriha, and a little bit of Seth and occasionally Carmine. The last two mentioned usually get blown up by the other 4.
Posted

Hooray for random Zelretch shenanigans!

I didn't like Sion that much in MB, but she looks pretty good this time. That move when she binds herself to the ground to not get blown away by her own gun is so much better than the upward laser she had before.

Posted
I've been seeing Linne just as much as Merkava and Orie. I can't believe I'm saying this but we need more Hyde and Gordeau stuff, I've finally got my Carmine fix.
Posted
Yea I forgot about Linne, who completely outshines Seth lol. And we get Hyde almost as much as we do if not more than Seth. That berserker slash of his, is a bit too strong.

Even though that slash is ridiculously safe for no good reason, it's the only thing that's BS about him. He still seems like the game's ordinary guy amongst the sea of crazy stuff found so far. I noticed that Waldstein is finally sliding down the slope that most grapplers do, he's beginning to become a rare sight.

Posted

All what you said is true. I hope they should come out with a patch a few months from now, assuming the chain shift patch fixes A LOT of stuff wrong with this game. There's no reason for Seth's soukou no vengeance autocrossup move to be unsafe but, Hyde's berserker slash is ridiculously safe. But the "low tier" characters don't need any improvements, except Carmine, he loses way too much health way too fast.

Posted

Right now, i think that the only change that the game needs is how the Chain Shift works, all the long combos and the infinites so far come from how the Chain Shift works.

Now, i don't know how they would try to fix it (i could theorize some ways but that is just speculation that goes to no where) :P

BTW

What are the ways that Carmine gets health back?

And does this game use Hit Stun Scaling? (It seems that it doesn't)

Posted

I think the best thing they could do is make Chain Shift available only once per combo, and then add heavier damage scaling to the combos. So you can still do the longer combos, and Chain Shift extensions without dealing 5-7k off every hit.

Posted

The thing is that on a game where you can expend zoning and spacing your opponent with your long range normals/specials with ease,specially if you consider that you need meter to do an air dash, doing good damage when you get it is not a bad thing imo, plus if they limit the usage of the chain shift on some way during the combos, then the amount of damage would be already getting a shaft.

Posted
The thing is that on a game where you can expend zoning and spacing your opponent with your long range normals/specials with ease,specially if you consider that you need meter to do an air dash, doing good damage when you get it is not a bad thing imo, plus if they limit the usage of the chain shift on some way during the combos, then the amount of damage would be already getting a shaft.

Having long range is no excuse for being able to get that much damage from every hit. Using only one Chain Shift Orie can break 6k for no meter. Lowering the damage output would take that down just a tad bit to around 4k. Using meter then she can get it back to 6k. There is no reason AT ALL for characters to be doing almost 60% damage for no meter.

Posted (edited)

Lol

Not every game needs to play similar to others, plus it would be cool to have a high stakes game for a change, that isn't marvel.

I say that they should let it ride the damage as it is right now, why? because knowing that there is a good chance to get punished hard by a combo puts more emphasis on the player using his tools for the spacing game.

And yes, i really believe that if the risk of trying to get in is high not to mention difficult, the reward for being able to do it should be proportional to it. The range of the characters is almost (if not in some cases) all the screen, the capability of controlling the space of many characters is really high, so having good damage makes sense to me.

We have the rounds already taking almost all the 99 seconds despite the high damage and long combos, nerfing the damage just because "WAAAAAAAAHH, WAAAAAAAAAAAAAAAAAAAAAAHHHH so much damage" wouldn't help the game to get better.

If there is a need to be changed at least they need to try to test it before nerfing it, after what? almost 2 weeks after the release?, lets patch only the real "broken" stuff, chain shift, and maybe meter gain, with only those 2 the damage would decrease.

Edited by Hecatom
Posted

BTW

What are the ways that Carmine gets health back?

Posted

i fear if damage is lowered there will be a lot more time outs. most games if the player is not getting ran through ends around the 30 or lower mark.

Posted
It's been mentioned a while ago, but he slowly regens health over time and also drains it with his throw.
Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...