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Narroo

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Everything posted by Narroo

  1. Costs 25% meter. It would be kinda lame for meterless reversals to be better than meter options, even if they're universal.
  2. To be fair, isn't Blitz Shield basically a reworked Slashback? The stats might be a bit silly now, but in principle they can just tweak the active frames and stun to make it a bit less silly, like Slashbacks.
  3. Think we're getting another CS1 Rachel?
  4. Then, our argument could be a result of subtly differing definitions of difficulty and "better." For instance, I'd say that given two high level plays of equal skill playing two characters of different "difficulty," in a balanced game they should both have about the same chance of winning. If one is playing a Ragna with super easy combos and confirms that they should always complete, and the other is playing someone similar to I-No or Tsubaki with combos and confirms that are unrealistic to always complete, I'd that both characters would have an even chance of winning. The "unstable" combos may a higher damage to compensate being unstable, but overall the the two characters as a whole are balanced.
  5. I know top level players aren't perfect. Execution is important and a variable. When I say difficult, I mean difficult to simply become proficient at playing that character. Take Carl for instance, to play him right requires a different way of controlling compared to most characters. You have to keep track of Nirvana and learn how to properly coordinate their attacks, which is a bit of a mind-twist if you've only played someone like Tsubaki. Or Rachel, where you have to learn how her wind affects various actions, including the opponents, and you need to learn how to make the most of Silpheed. Or Zato-1 who has to dance those buttons just right. Those are skill sets that are a bit harder to pick up than what's needed for Ragna the Bloodedge. Oh, and as far as eSports go, I'll just bow out of that argument for the moment.
  6. That was well written!
  7. 1: There's a difference between being easy to learn and easy to win. For instance, Makoto is very straight forward and very difficult to win with. Easy to learn means that you have to spend less time in training mode to be able to pilot for character correctly. Being easy to win with just means their tools and stats are overpowered. 2: make every character's more powerful goodnesses very skill demanding to use. I consider this just simply being "good at the game." No matter "easy" a character is to learn, the game as a whole is challenging to learn and has a high skillcap, no matter what. 1: So what? We're talking about how we'd like to try and balance characters. Some people would like to make more complex characters better. That's as realistic as making all characters equal (unless you REALLY want to break the game.) There's nothing wrong with theory. 2: If the game is well balanced, there will still be a good amount of styles to choose from, yes. But is there a need to make some styles slightly better than others? What are you trying to accomplish by that? OR Do you mean that the developers should err on the side of caution and knowingly make difficult characters slightly better in case simple characters like Jin end up being stronger than they expected? 1: People always find something to complain about in their games. If the complex characters were top tier, then people would complain that in order to win you'd have to learn how to pilot a space craft just to play the game. (Like KoFXIII!) Therefore, you should ignore senseless complaining about the game and design a game that's solid. Not something that caters to scrubs or "stop-having-fun guys." 2: Once again, I'd call that just simply being good at the game. Believe it or not, for a new player, seeing a high level Ragna in action is quite impressive. And why is that? Because you should be rewarded for picking a complex character? I have something to say about that a bit further down. Yep, there is. See further down. That, I would consider, just being good at a deep game. People like that just pick whatever character they think they'd win the most with. They're just going to gravitate to whoever they think gives them the best shot for the effort, so why bother trying to force them to play a specific character? If they don't want to play a complex character for no reason, why should they have too? Do you really want to balance the game around people that choose to win just to spite them? ---- ---- In general, the impression I get is that people want "difficult" (which are not necessarily more complex) characters to win because they want to feel rewarded for the effort of learning the character. Given good balance, what they don't realize is that they are already being rewarded for learning a difficult character. The reward for learning a hard character is that you get to play as that character. I'm serious. The reason someone should pick a difficult character to play is not because you want to "win" so badly you pick a character that you don't have fun with the character you play. In an ideal world, a main should be chosen because you have fun with that character. The reward for learning that character is that you get to play a character style you like and have fun with the game. Now, does that mean that more complex characters might be picked less? Of course. Not all styles are equally popular, so given everything even, different characters would have different amounts of players. It doesn't matter though, because they'd all be playing whoever they liked. From a design perspective, that's why we want character balance. We want the players to come in and choose whichever character they like the most, not whichever character they think will win. That way, you can have the most people come in and enjoy your game, as opposed to a few people that simply like winning for the overly strong characters by chance. Can you at least see what I'm getting at?
  8. That's a bad idea, it would kill the competitiveness of the game. If you felt like winning any tournies, or beating your friends, you'd just end up having to learn the harder characters like Carl and Arakune while the "simpler" characters would be unviable. It would cut the effective size of the cast by half. Now, if this were MvC2, that could work but this is BlazBlue. BlazBlue's signature is that every character plays fairly uniquely in their own way. If purposefully unbalanced the game due to reflect "difficulty," you would be eliminating a large chunk of play styles that people may want to play. For instance, do you enjoy the straight forward Ragna? Nope- if you want to win, you got to play Ratchel. The game would be castrating itself by giving the player playstyles they might enjoy and then punishing them for picking it. It doesn't help that the "difficulty" people tend talk about is execution/dexterity difficulty. If you play a character enough you eventually get a hang of them and the "difficulty" aspect of the character falls to wayside. It takes longer to learn the character, yes, but you would be giving them a permanent edge simply for "having to tough it out longer." Between that and the fact the important thing about a character is their playstyle, the argument that "difficult" characters should be better doesn't hold.
  9. Eh, I'm waiting for the US release (I'm semi-casual and like story mode.) so I don't know much about Growler expect he strikes a silly pose and gets super armor. Hey, at least Tager would never have to worry about zoning again. Heheee.
  10. So, here's a silly though: What if catching a projectile with Voltic Charge just gave him an instant full charge on Spark? It would prevent projectile spam for sure.
  11. The video player on this site doesn't really work all that well....
  12. Wasn't it like this in previous versions of Blazblue?
  13. From what I understand though- waiting for the US version of the game- No one is really a good alt against her though. If you're learning an alt to cover weaknesses, you'd pretty much just end up playing Kokonoe if you're trying to win tournaments. In which case, it's a hope-skip-and a jump to maining Kokonoe. I think I just realized something. Remember how in "Help Me Kokonoe" K complains that she's not a playable character? Whelp, she's making up for lost time. She's going to have everyone play her till she's played as much as members of the original cast. Everyone is going to play Dr. Kokonoe until she's satisfied.
  14. Is Kokonoe as bad as old Justice or Kliff?
  15. Because in the end, it's not an improvement. The show is less entertaining now. It was only entertaining for the wrong reasons, but it at least had some entertainment value. Now a chunk of that is gone.
  16. I also agree. At the least, the bad writing paired with the bad animation made it funny. Competent animation won't be nearly as entertaining.
  17. Oh. I can see how that leads to silly combos.
  18. They did?
  19. Oh geez, I wonder why? They couldn't even localize it properly.
  20. What about in America? They really wouldn't make the DLC region specific like that, would they?
  21. That actually kinda sucks. Now we just have a plain bad anime. Before, the anime was amusing to watch because it was so bad it even looked bad.
  22. I thought it was Bedman?
  23. Aw, still not up on Funimation. Probably taking the week off.
  24. Are you saying the poorly sharpie'd bottom of a high heel lied to us?
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