guitalex2007
Well-Known Member
Yes.
Right now, IIRC is 100, 100, 100, then after that everything decays to 87.5% of the previous hit until the minimum.
I'd say 80, to a minimum of 15 for weak hits, 25 for hits above 1k base.
Yes.
Ad hominem time?
So equally boring, less effective...
Do you think this even for Vanilla and SDE? I know resets were still a valid option there, to deny your opponent meter, but it seems silly to call it the focus of the game to me.
Because combos do too much damage? If the scaling was more harsh you'd have more resets before that final combo.Do you think this even for Vanilla and SDE? I know resets were still a valid option there, to deny your opponent meter, but it seems silly to call it the focus of the game to me.
Also, I don't see how the effectiveness of quick resets is a point in favor for long combos being an option. That means when a long combo does happens its pretty drastically different pacing from the game otherwise. You'd have dynamic, on your toes gameplay for the first part of a character's life bar, and then 20 seconds of long combo at the end to finish them off. Kinda of a similar issue with Marvel 3, you have some cool neutral and spacing followed by 45 seconds of ToD: The Movie. Why not have cool reset based gameplay for even longer?
Second paragraph was more of a response to Dime, who wants longer combos as an option even though he acknowledges that resets are usually the best thing to go for and is a strong point for Skullgirls.
Oh no they were not. LolSecond paragraph was more of a response to Dime, who wants longer combos as an option even though he acknowledges that resets are usually the best thing to go for and is a strong point for Skullgirls.
I do agree with you that changes to scaling could be good to push more players to reset early and often. I just wanted to know if you think Vanilla and SDE were reset based, haha.
I held back from saying something like this, but I actually think it is a good idea. I would go slightly further though. I would say maybe 125% for first hits and if necessary slightly slightly tighter scaling. Would make starters matter even more than they do right now which I think is a good thing AND make stray hits more important over the course of a game.
What are they redundant with? It means you get more damage from harder reads/good setups, less damage from lesser/safer ones.
This. Sick of the fucking system changes, and system change suggestions. The game is fine as is.