JDbbx
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- Apr 5, 2015
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peacock doing less DHCless damage sounds nice
The forced Stage 5 adversely affects some characters more than others, and is worse than just doing character-specific changes.I know that I have no credibility. But I'll just throw in my thoughts considering how big of a change this is.
The forced scaling seems way too harsh and it gives the opponent no reason to burst. I'm thinking that the forced stage 5 at 240+ is enough for game-wide changes.
Sorry that I didn't say anything sooner.
While this is true, there is still the "issue" of different characters having differently hitting supers.
While this is true, I have a feeling that the game HAS to "feel like a total dead end" for such a change to actually accomplish something.
yep
@Milton_JP
I am curious what JP players think of today's changes, and of the character-specific changes apart from the Undizzy things.
I guess you missed the bit where optimized max undizzy combos are the problem? :^P
Well, don't do that. See how often it actually COMES UP in matches, especially if you try to avoid having it come up.
Yes it is! We are not getting any changes that aren't to specifically affect situations at max undizzy.
It's not, it's only the training data, the actual value of her health is correct.
If you do a full combo ending in a super that leaves them at 235, vs doing a full combo that leaves them at 240, the former would allow any reset to do full damage for the full 2 chains into more supers, whereas the latter would not. Since this result can vary based on other hits landed prior to the combo, it makes more sense to take the current state of the match into account because the idea is to give them a chance after taking lots of damage, whether that "lots of damage" happens in one combo or two.
Nailed it! :^P
Make setplay situations like that less useful, but NOT change full combos, or change full combos as LITTLE as I can...
The goal is that doing a full combo with 1 character should be the same as always...but I have to change the reward from the next hit directly after that...
I want P1 to at least consider letting undizzy drain, or not building it up, because both of those things let P2 actually play the game
Well, don't do that. See how often it actually COMES UP in matches, especially if you try to avoid having it come up. The entire point is for people not to like what it does when it comes up, because when it comes up in retail it's NOT EFFECTIVE. Yes, it sucks to hit someone in that situation. See how often it really happens TO YOU.
Mm. I hadn't seen any one-reset combos using that route pop up, but that makes sense.
D'oh!
The way scaling works is that when it hits, if the scaling is above xx%, the next hit of the combo goes down to that percent. So, starting the combo with j.hp brings the next hit down to at least 75%, as does hitting it with your second or 3rd hit, but after that point it doesn't have any effect. Moves like Pummel Horse and Excellebella work like this.
That's exactly the point.
It's a slight damage nerf, being stated to be explicitly a nerf to that option. c.hp, j.hp isn't the only option for conrer-specific HCH routes. There's other stuff you could do that does enough damage to warrant a HCH.
The 4th hit is 87.5% and landing j.hp on the 4th hit scales the next hit to 75% which is normally 76.6%. The hit of j.hp isn't itself scaled, it scales the next hit.
Early j.hp not being optimal is exactly why it makes no sense to nerf damage on combos that use it, and it's stated to be a nerf to the reward for it in neutral and pressure, nerfing it on the first hit would just be a better option.
Were you playing as a duo against a trio?So I played with the most current update and I can say that I didn't notice a thing with my team. I guess that's not very helpful, but my team (Eliza/H.A-Train) does a lot of damage before undizzy becomes a factor and i usually reset right after it does. When undizzy occasionally got full, I was still able to get enough damage for me to work with and I honestly forgot I was playing beta. @Mike_Z as an Eliza player I have no problem with the current patch, I like it.
Do the character specific changes not prevent this from happening? Without the undizzy scaling changes being applied, there should be about 2000 total damage shaved off from these 2 sequences.