Zedar90 Posted March 18, 2015 Posted March 18, 2015 So wait, Azrael was sealed after she salvaged Hakumen? Wouldn't that mean the former was sealed a little before the start of CT? Azrael was captured 2 years before CP. The summary of the story in the scan said something like this: Kokonoe successfully salvaged Hakumen of the six heroes, but on that day Roy became even more interested in the Azure. Roy touched the boundary and became mad, and while she was searching for a way to return Roy back to normal, through somebody's guidance Roy fell into the cauldron and lost his human shape. And soon Litchi disappeared to search for Arakune. And soon after Kokonoe and Tager heads off to face Azrael.
coil Posted March 18, 2015 Posted March 18, 2015 danger state 1.5 damage multiplier? i always felt like it was around 1.2
mAc Chaos Posted March 18, 2015 Posted March 18, 2015 So wait, Azrael was sealed after she salvaged Hakumen? Wouldn't that mean the former was sealed a little before the start of CT? Hakumen was not necessarily salvaged in the leadup to CT. It could have been a bit before that, and Hakumen only became able to move around / escape in CT.
BlackYakuzu94 Posted March 18, 2015 Posted March 18, 2015 Hakumen was not necessarily salvaged in the leadup to CT. It could have been a bit before that, and Hakumen only became able to move around / escape in CT.  I was going by Hakumen's CT story mode, which has him being salvaged by Kokonoe at some point before he goes to fight Ragna in the cauldron. I assumed this to take place maybe a few days/weeks before the main storyline and since its now revealed Azrael was sealed away shortly after Hakumen was salvaged. I just assumed Azrael was sealed a little while before CT took place.  I always figured he was sealed shortly after the Ikaruga War.
mAc Chaos Posted March 18, 2015 Posted March 18, 2015 From playing CT it's natural to assume that there's not that much time between him getting salvaged and fighting Ragna, but since they never specify the exact length of time, it could be anything for all we know.
VermilionBird Posted March 18, 2015 Posted March 18, 2015 Also looks like it'll go more in depth about Arakune and Litchi's story finally. "Arakune, Before the Blob." The short stories The Diary and Borderline kinda delved into his character as well. So did That which is inherited. Although this will give a much better view on who he is.
Dreiko Posted March 18, 2015 Posted March 18, 2015 If there are less "barrier points" doesn't that mean that it will regen faster? Maybe they cut the points but kept the regen rate the same visually. I don't know about specifically "points" but I know when you barrier in any situation, you use up more of the gauge than you did in the past by a significant amount. Â Â I have not noticed anything out of ordinary about its recovery rate and I don't remember reading anything about it either. It may recover more but not enough to undo how much quicker it empties. Time will tell.
Myoro Posted March 19, 2015 Posted March 19, 2015 I don't know about specifically "points" but I know when you barrier in any situation, you use up more of the gauge than you did in the past by a significant amount. Â Â I have not noticed anything out of ordinary about its recovery rate and I don't remember reading anything about it either. It may recover more but not enough to undo how much quicker it empties. Time will tell. Â I'm used to thinking about gauges in points. Not only HP and Heat, but special gauges too. Ignis' gauge contains 10,000 points and drains at 2 points per frame when she's idle (also Ignis moves cost ether 1000, 1300, 1500, 2000, or 3000 points to use but I digress.) Â I think of barrier in such a way as well and as all taxes to the barrier (both passive drain and drain caused by taking hits) seem to have increased, I thought it simpler to just say that it didn't contain as many points. Â Well there's a simple way to settle the recovery thing. We need footage of both normal barrier recovery and danger state barrier recovery from CP1.1 and CP2.0 to compare. Does anyone have any vids that have these?
chzchan Posted March 19, 2015 Posted March 19, 2015 I'm pretty sure CTs still deal 50% of the barrier gauge. Probably not a good idea as a main priority, but maybe spending meter specifically to blast through barrier so that people will be more cautious about abusing upback+barrier since dealing damage to the barrier meter definitely does not discourage this tactic in CP1.1.
Myoro Posted March 19, 2015 Posted March 19, 2015 I'm pretty sure CTs still deal 50% of the barrier gauge. Probably not a good idea as a main priority, but maybe spending meter specifically to blast through barrier so that people will be more cautious about abusing upback+barrier since dealing damage to the barrier meter definitely does not discourage this tactic in CP1.1. Â CT does like 35~40% right now. and without delay Barrier starts regening it to the point where it's quickly irrelevant. The bigger penalty to chicken blocking will happen when you pressure them with air unblockables on their way up or down, it didn't matter much before but I think it might become a much bigger toll on the barrier now. I'm not saying it'll be a huge thing, but I think Danger could be a bigger factor now and a little more practical to play with if you so choose. Â CT's will be met with mash or DPs rather than barrier 90% of the time unless you've got them locked somehow. That's just a fact of life. I'd wager that nobody but me is crazy enough to plug away 4 Crush triggers and 80% Ignis for a guard break but me, so really I think they'd just be used for that purpose to get them in danger once their barrier is low enough to be demolished if at all, thanks to the changes we may see the barrier get that low.
TD Posted March 19, 2015 Posted March 19, 2015 All this talk about nerfed barrier and amane is still terrible. :L
chzchan Posted March 19, 2015 Posted March 19, 2015 CT does like 35~40% right now. and without delay Barrier starts regening it to the point where it's quickly irrelevant. Â Oh I was under the impression it did 50% just from eyeballing, but that might just be the sum of barrier lost from the button being held down plus the 35~40% that is taken away. Â This actually makes me wonder how barrier damage is calculated or what it is based on for each normal/special.
Myoro Posted March 19, 2015 Posted March 19, 2015 All this talk about nerfed barrier and amane is still terrible. :L Â They nerfed his chip, which was like the only thing he had besides annoying scarves that can't make up their mind if they wanna be projectiles or not. It's okay though, Amane's a character I never want to see in the higher tiers. >_>Â I like the guy, but I cringe every time I think of a moveset revolving around chip damage being good, I get these awful flashbacks to U-mars Amane, and then I start violently convulsing and foaming from the mouth. Â The decision to nerf his chip was prolly linked to the barrier change if you think about it. Â Â Oh I was under the impression it did 50% just from eyeballing, but that might just be the sum of barrier lost from the button being held down plus the 35~40% that is taken away. Â This actually makes me wonder how barrier damage is calculated or what it is based on for each normal/special. Â You know, I never thought to investigate it myself. I really should. I imagine it has something to do with the damage on the moves or their attack levels. I'm betting that chip damage negated factors in somewhere too. I'll do some tests with it some time.
Airk Posted March 19, 2015 Posted March 19, 2015 You know, I never thought to investigate it myself. I really should. I imagine it has something to do with the damage on the moves or their attack levels. I'm betting that chip damage negated factors in somewhere too. I'll do some tests with it some time. Uh, you mean something like: Â "Actually blocking an attack instantly depletes the gauge by 50% of base attack damage for each attack. (Ex: blocking an attack that does 1000 damage drains 500 units)"?
Myoro Posted March 19, 2015 Posted March 19, 2015 Somethin' like that. Thank you Arik. Â I wonder how the formula's changed in CP2
chzchan Posted March 19, 2015 Posted March 19, 2015 Uh, you mean something like:"Actually blocking an attack instantly depletes the gauge by 50% of base attack damage for each attack. (Ex: blocking an attack that does 1000 damage drains 500 units)"? I feel stupid for not having already known this since it was already there. They probably did change the formula. Is it really only Tager that has an unknown amount?
Airk Posted March 19, 2015 Posted March 19, 2015 Somethin' like that. Thank you Arik. I wonder how the formula's changed in CP2It may not have. It's entirely possible that the barrier gauge is just smaller now. (Which would require a change in regen rate, probably but...)Also, that formula obviously isn't entirely complete, since it doesn't account for stuff like Amane Drives and crush triggers.
StylisH Posted March 23, 2015 Posted March 23, 2015 Barrier will always be an issue. Some say it was too good in CP, others will now say it won't be good enough. Can't please everyone.....
chzchan Posted March 23, 2015 Posted March 23, 2015 I'd say that it all depends on the character that someone plays, a perspective issue. Barrier is a way out of pressure for characters who don't have too many good defensive options, but it also completely screws over certain characters during their pressure for little effort.
Dreiko Posted March 23, 2015 Posted March 23, 2015 Yeah, there always was this joke in CS2 that to beat Makoto all you needed was "barrier defense" so now in Extend they buffed barrier pushback while nerfing Makoto in various ways and...we know what ensued. Â Â Generally speaking chars with short/stubby normals who are at their best while right up in your face and who can't get in as easily once pushed out are the ones most harmed by this. I would say this is also a nerf to chars without DPs but most of those chars are ones who just wanna kill you before they even need to use any defensive options anyways so a general defense nerf would still come up as a positive for them..unless they're Valkenhain and didn't even need any more buffs to their ability to get hits in lol.
Angry Guy of DE Posted March 23, 2015 Posted March 23, 2015 Things that neutralize pushblock from Barrier: Being able to cancel a block attack into a dash or jump > IAD to continue pressure. Moves that have sufficient forward momentum to it naturally. Micro dash normal move back in range. Moves that have vacuum on block that pulls the opponent back into range. Valk wolf mode. Now remember that IB barrier has increased pushblock so in most cases you need to IB barrier to actually create distance. Except for Valk...you just gonna have to block.
Tong Posted March 23, 2015 Posted March 23, 2015 Things that neutralize pushblock from Barrier: Being able to cancel a block attack into a dash or jump > IAD to continue pressure. Moves that have sufficient forward momentum to it naturally. Micro dash normal move back in range. Moves that have vacuum on block that pulls the opponent back into range. To be honest, I dont think they have interest in making blockstrings/defense tighter in BB unless you're a character designed around this.
BlackYakuzu94 Posted March 23, 2015 Posted March 23, 2015 Makoto is rushdown and she isn't designed around it :V
Airk Posted March 23, 2015 Posted March 23, 2015 Makoto is rushdown and she isn't designed around it :VThis seems to be the problem Arc has. They don't design characters starting from what they need to do their jobs, they design characters based on what they think their drive/schtick should be and then just kinda throw some stuff on there. It's not that these character's drives automatically make them good, but rather that they don't invest the time in making characters who aren't propped up by the drive, good.
BlackYakuzu94 Posted March 23, 2015 Posted March 23, 2015 This seems to be the problem Arc has. They don't design characters starting from what they need to do their jobs, they design characters based on what they think their drive/schtick should be and then just kinda throw some stuff on there. It's not that these character's drives automatically make them good, but rather that they don't invest the time in making characters who aren't propped up by the drive, good. Â I keep saying we should just have Team Red design a game for a change, imagine the possibilities. Â I for one would love to see Pachi make a top tier Platinum. Â Â And well, Mori said it himself. they don't balance characters to be "good", they balance them to be "fun".Â
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