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Posted
in my honest opinion, EX was going in a direction where if the game didn't get any major changes, its "kusoge" elements would start to shine and it'd become quite the stupid game.

agree

Posted

Think it says no one played him during this Loctest.

D:

Posted (edited)

lol it says that he didn't see anyone at all using arakune during the loketest

(so pretty much what Skye said)

Edited by ShelledMenace
Posted (edited)
bahahahaha

oh you guys

the difference between BB and P4, is that P4 has the interest of an actually strong scene with strong players (capcom).

stay 30-man majors, BB

I rly want to see the capcom(capcom?you mean sf4) players on persona

Because I have seen the capcom players trying to play CS2 and it was....laughable to roflcopter till they dropped

Edited by Gramas
Posted

It's not confirmed, true it's the input for his teleport for his unlimited form in the previous games but it could just be a totally new move.

Posted (edited)
WAYYY better than BB's gold burst system. Gold bursts mechanic in GG was perfect, they weren't mindless and must be well thought out.

yes there are draw backs to using a Gold Burst in BB, but nowhere as bad as GG. if you gold burst in GG you're risking at least a round in a match to get a chance to burst again. And even then, if it does work and you have full tension, there's no guarantee you have a true advantage over your opponent if they're skilled if not more skilled than you.

BB, you still have all your primers, if it's blocked your opponent has to block your pressure since they can't punish it. The only improvement they made to gold burst (for me as a hakumen main) is reduce the invincibility after gold bursting to allow hakumens counters to catch you, which was impossible to do before.

Listen, I don't want to derail this thread, so I'll continue this on your profile's conversation wall (so that anyone interested can watch). Agreed? (Y/N)

Let the BBCP hype continue.

EDIT: So, after more info has been revealed, seems like Overdrive is a pretty cool concept. It's like getting the choice to power up yourself at the cost of giving up your defensive Burst (till the thing recharges), or so it seems. Provided they implement this correctly (i.e. not make it like X-factor), it'd be pretty cool in the game. The problem I see with its current implementation in the loketests is that it is tied to health- the lower your health, the longer the duration. This reeks (yes, reeks) of comeback mechanic. Personally, I don't want that. I'd like to see the duration linked to something else- maybe use extra meter to make it have longer duration or something, but that's just me.

Edited by WolfCrimson
Posted

Azrael's drive sounds really weird but it might turn out to be super cool. Kind of like Chopper's brain point lol.

Can't wait to mash with him though.

Posted

Goodbye, golden burst, I won't miss you. For new players, it was an unnecessary complicated mechanic that didn't feel exciting to use (compare to GG's golden burst, which feels awesome every time you land it). For the intermediate players, it was a mechanic that, though universal, was rarely used by some characters, and tweaking it in any way might have caused unexpected balance tilts in the roster. Overdrive, on the other hand, feels exciting for the newbies, brings new options for the pros, and is way easier to balance (since it's different for each character). Of course, it does remove some tools from the characters that actually were using it, but now the rest of their kit can be easily tweaked to provide them exactly what they need, without having to keep the burst in mind. And, of course, the general loketest rule applies here: things are subject to change, don't judge your character simply by the fact that he lost the burst and gained some useless X-Factor parody instead.

Crush Trigger is a bit more difficult to evaluate, but I do love that it gives newbies an incentive to learn Barrier management. Guard Crush is a powerful enough effect that you don't want it to ever happen to you, which means that you'll have to put some effort toward avoiding it. On the higher level, I suppose that Guard Crushes are going to happen about as often as they do now, maybe a bit more (since you don't have to grind your opponent for the whole match before finally breaking through), so it's all good.

Posted

EDIT: So, after more info has been revealed, seems like Overdrive is a pretty cool concept. It's like getting the choice to power up yourself at the cost of giving up your defensive Burst (till the thing recharges), or so it seems. Provided they implement this correctly (i.e. not make it like X-factor), it'd be pretty cool in the game. The problem I see with its current implementation in the loketests is that it is tied to health- the lower your health, the longer the duration. This reeks (yes, reeks) of comeback mechanic. Personally, I don't want that. I'd like to see the duration linked to something else- maybe use extra meter to make it have longer duration or something, but that's just me.

i can agree with this, but i can also see it in a way that if you do go into overdrive with low health and the opponent gets a good hit, they can still win even if you are in overdrive. I'm just giving an opinion feel free to disagree.

Posted
arakune would miss a lot the gold burst ahha

No...

Just me...

Posted

Crush Trigger is a bit more difficult to evaluate, but I do love that it gives newbies an incentive to learn Barrier management. Guard Crush is a powerful enough effect that you don't want it to ever happen to you, which means that you'll have to put some effort toward avoiding it. On the higher level, I suppose that Guard Crushes are going to happen about as often as they do now, maybe a bit more (since you don't have to grind your opponent for the whole match before finally breaking through), so it's all good.

Guard Crush happening all the time would be quite stupid, but I have faith in ArcSys.

What I'm finding interesting is that, judging from Ragna's Dead Spike in this pic and the Dead Spike in the trailer, it seems that Ragna has 2 versions of Dead spike, and since it wasn't listed that Ragna got a new Dead Spike, seems like the larger one is his Crush Trigger version. Therefore, can it be said that the Crush Trigger version of moves have, at least, different hitboxes, and at most different frame data and different properties as well? Like a ghetto FB?

Posted
i can agree with this, but i can also see it in a way that if you do go into overdrive with low health and the opponent gets a good hit, they can still win even if you are in overdrive. I'm just giving an opinion feel free to disagree.

Hey you have a point. I guess time will tell.

Posted (edited)

I'm planning to go to the location test on Saturday. I'm planning on trying out Bullet and Platinum (as per request by Cirno). If anyone has anything they want checked out I'll try my best to test it out. Hopefully I'll be able to take some videos via smartphone, though I don't know how that'll work out.

So far no gameplay videos up on Youtube or Niconico. I'll keep my eye out though.

According to したらば/shitaraba bbs taking photos/videos at the location test are prohibited. Shucks.

Some notes from the したらば bbs (forgive me if it's already been mentioned earlier in the thread):

- "same attack combo" shows up as a system message (similar to "counter"). Not sure if this is a new system or just a visual aid for an already existing IPS or scaling system.

- Hakumen's OD allows him to cancel his D counter moves into his specials. Does this mean he can't do it in his normal state?

- Carl cannot move Nirvana during his burst anymore.

source: http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1344161001

Forgive me if anything sounds wrong, I've been out of the Blazblue loop for so long that I'm really fuzzy on system mechanics and character specifics.

Honestly I didn't think I'd ever get back into Blazblue, but I guess this is a better opportunity than any. I actually played some matches at the local arcade for the first time in about half a year.

Edited by kaz41
Posted

Oh I'll be going Wednesday, so if anyone has stuff they want to test I can try. Not exactly sure how accessible things are, but yeah. lol.

Posted
I think more info on people's new moves would be cool plz

Yeah, honestly I'll try to get as much information as possible lol. I'll bring my journal and study like I should in class.

Posted

Yeah, if it's not explained by then, I'd really appreciate more info on Bullet's Heat Up stuff (desperately hoping for Battle Fanatasia-styled Heat Up still :P).

And of course, anything about new Noel is always good too :kitty:

Posted

I just noticed looking at the pdf, but I hope they didn't get rid of B style for technical type. Also they spelt defense wrong where they explain Overdrives and Barrier Bursts, haha.

Yeah, if it's not explained by then, I'd really appreciate more info on Bullet's Heat Up stuff (desperately hoping for Battle Fanatasia-styled Heat Up still :P).

I'm planning to play Bullet so I'll keep an eye out for this. Really interested to see how her gameplay is - apparently she's a grappler?

Posted

If info about the new characters aren't out by then, you think you can try them out? I'm really curious as to how Azrael's drive works, as well as Bullet and Amane.

Posted

If you get the chance I want info on Tager's 623D and air 360.

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