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Posted

If Astrals would be viable in this version...it will get more hate than usual for casuals or retarded players.

Seriously...why would someone make viable an Astral, and some people here is asking for that...PLZ!!!

Still waiting for more loketest footage.

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Posted

Why all the hate on astrals? I'm not asking for them to be broken mechanic shit. I'm asking for them to be more than useless. If you get hit by an astral in any blazblue, it means you were playing like so much shit that round that you didn't even make them use heat or a burst. It's gotten to a point were we just use it to troll people. I don't want that. I want it to at least not be useless. Guilty Gear IK's have more utility than this shit, and yet I've never seen anyone complain about those. wtf dustloop.

Posted
I know exactly what you're talking about Moy. God. You should at least have the benefit of finishing a 4K combo with an astral when you actually do get the opportunity.

Edit: Not super viable. Just more than useless. I don't care if you have to be in OD, the opponent less than 35% health, and need 100 heat. Don't make me have to reset my combo if I actually want to astral him when he hits less than 35%.

Mah nigga

Yup, pretty much this.

Most of the time that I pull it off with Plat, I pretty much have to use it if I want to get the job done lol. A combo from 2A is usually not enough to kill an opponent even with CDT > RC > Bubble > 22C x 2, so I have to use the Astral for the kill.

Posted
YES

I just hope they fix that stupid crap where if you get the opponent to the red life, you're unable to use the Astral from the combo that you're currently pulling off on the opponent. It sucks that you have to finish your current combo and then start another combo after you get them to the red life.

God that sounds extremely confusing but I hope that at least one of you knows what I'm talking about.

But what if someone is around 5K health or a bit more, and then you pull off an astral when they're at 2k or so? Then you just turned a easy BnB into a pretty heavy thing. I guess 100 heat is a bit much and works to counter that though, but not by much.

The novelty wears off if you see a cinematic every game too.

Posted
But what if someone is around 5K health or a bit more, and then you pull off an astral when they're at 2k or so? Then you just turned a easy BnB into a pretty heavy thing. I guess 100 heat is a bit much and works to counter that though, but not by much.

The novelty wears off if you see a cinematic every game too.

If I'm going to use 100 Heat and possibly my OD/Burst, then I think I would want to at least kill the opponent when they still have 5K. I mean, Plat can do more than 5K with a single CDT off a bunch of starters lol.

Who cares about it being a novelty where I could be finishing my opponent off in a situation where I normally wouldn't? lol. I mean, it does come at the cost of a 100 Heat, match point, and OD/Burst, so might as well make it worth it. It's not like it's a true instant kill. Most of the time, you either won't have enough meter for it that early in a match or you won't do enough damage to get your opponent to red health.

Posted

Only Astral change I wish for is being able to combo into one from any level of HP, like, it could still be <35% requirement, but if my combo brings them from 67% to 32%, I wanna end them... maybe that's a lot to ask, though :I:

Posted

Astrals and astral requirements are fine they way they are; if they were any easier to do then...well, then I would just be playing P4A, basically.

Besides, comboing into astrals is an art, or at least it should be.

Posted
Only Astral change I wish for is being able to combo into one from any level of HP, like, it could still be <35% requirement, but if my combo brings them from 67% to 32%, I wanna end them... maybe that's a lot to ask, though :I:

That's what Moy was asking for.

Posted

Astrals are fine the way they are. Maybe in the new version they'll alter it so you must sacrifice complete use of your Overdrive for the round, and it will still be fine.

There are more practical, much better uses for meter. Like Dead Angles.

Posted
There are more practical, much better uses for meter. Like Dead Angles.

But the point is that there can be a way for Astrals to be practical, too. And that doesn't even require them to be OP.

Posted

"You guys" are stupid. Astrals should NEVER be practical, it ruins the whole damn point of them. Characters can already combo into them fairly easily and that in itself is borderline stupid in some cases. They are fine the way they are. There are much more important things I would be worried about than Astrals.

Posted

Astrals should never be practical? Says who? Nothing wrong about wanting more options if you fulfill the requirements for using an astral.

Posted

I have to agree with Zeth. It shouldn't be easy to land an instant kill move.

Plus making astral practical would probably take away from the fun of actually landing one. I always viewed them as flashy moves to end a match with that were unnecessary and probably too much work to do. If it was easier, it wouldn't be much different from a regular super and all the hype from landing one would go away.

Posted

Tell zeth, do you know the point of astrals? Do you work ASW?

Unless ASW says otherwise, shut up. The point of a move is to use it at the time it is most efficiently used to do the most damage possible, otherwise all moves in the game might as well do shit tier damage.

Ok, Let's break this down.

No heat combo. Across the board average, 3-4k

50 heat combo. average is 4.5-5.5k.

100 heat combo. generally around 5.4-8k, depending on your character.

Why would it be so broken to allow astrals to not be totally useless? You need to keep 100 heat saved until when you actually use it. That means you need to use means other than heat to combo. That means you will only be getting around 3-4k, depending on your characters. Put on the last 3-4k of health for the astral, and that makes about 8k. That's about the same as the upper end on 100% heat combos, not to mention you need to use all your heat at once rather than spreading the two supers spread out in the combo, need to have your burst/OD available, and has to be match point.

And that's only if they make it so you can do it from mid combo pre 35% like we're asking. Astrals right now can only be activated once they are below 35% and out of a combo from before they were above, along with the requirements you know. That means right now, with the way things are, you are spending 100% heat, burst/OD, waiting till match point, just to land a...3-4K. I can do that without heat thank you. Either make it useful or just scrap the mechanic altogether. It's useless right now.

Posted
Only Astral change I wish for is being able to combo into one from any level of HP, like, it could still be <35% requirement, but if my combo brings them from 67% to 32%, I wanna end them... maybe that's a lot to ask, though :I:

You could do exactly this in CT but it was changed in CS1 to the way it is now.

Tager has the best astral in the game. Its the best looking and its incredibly easy to combo into it in many ways. Plus no one says anything cooler than "Limit Break!!!!!!!!!!!"

Posted
The point of a move is to use it at the time it is most efficiently used to do the most damage possible, otherwise all moves in the game might as well do shit tier damage.

I didn't know you worked at ASW. You should've told us sooner.

Posted

Then tell me mAc, is the point of all moves to troll everyone possible? Please enlighten us.

Posted

Afro-Demon's statements apply to ALL fighting games, though.

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