dragonos451
Combo crafting is fun
I won't miss it.
When 3 rounds in a row ends with less than 10 seconds left on the clock, something is wrong.
I won't miss it.
ah, okay. I was just confused. tbh, I'd rather the regen health thing stay over a counter that can be used. it provides solos with more health and opens opportunities for mind games.....NO you pillar happy.....GAH
i'm saying when you do a repel like option you use up all your red health. and the minimum is like 1/6 of something. THAT"S what i was saying. how can you give more health to a solo character? that's a fixed amount anyways. its only obvious if you subtract from the fixed amount.
There are some setups that are nearly impossible to reliably PBGC when multi-hitting moves are involved, though. And trying to PBGC, you give the opponent a general point in their pressure where they know you may mash, so unless the attacker gets extra dumb they shouldn't really be hit by your PBGC. With assist pressure, every time you PBGC the opponent really should be approaching far enough away to not get hit by your reversal but close enough to punish if you tried anything, and if you don't PBGC they can just do it again. From what I've seen, PBGC eliminates brain dead approaches, but not any shape or form of smart pressure. And while I feel like smart pressure deserves to be rewarded, my best defensive option feels like it is limited to stopping dumb pressure. I don't feel like I have any real answer to smart pressure other than "wait until they stop being smart".
Tournament results.
Immediate thoughts, sounds a little too powerfulwhat if solo's had the ability to lockout their opponent's assists for a longer duration than normal? whether this be done by just hitting the assist when they're on-screen, or spending a bar and hitting the point char with some sort of burst or whatever seems fit. Just a thought, but this would certainly help solo's in the neutral game and would definitely help some solo's that have bad reversal options
I like the burst thing better between these two. The first one is more like it's rewarding you for something you were going to do anyways. The burst thing is interesting, though. I don't know if that exact idea would work, but in general I like the idea of solos getting a better option to mess with assists.what if solo's had the ability to lockout their opponent's assists for a longer duration than normal? whether this be done by just hitting the assist when they're on-screen, or spending a bar and hitting the point char with some sort of burst or whatever seems fit. Just a thought, but this would certainly help solo's in the neutral game and would definitely help some solo's that have bad reversal options
I like the burst thing better between these two. The first one is more like it's rewarding you for something you were going to do anyways. The burst thing is interesting, though. I don't know if that exact idea would work, but in general I like the idea of solos getting a better option to mess with assists.
Not as a be all end all, no. Players win tournaments, not characters or teams, and players don't always pick their teams based on what's optimal. Some people pick teams based on what fits their playstyle, or because it's what's familiar. Inuchiyo literally said he picked Fortune because "she's the cutest". Etc. The other extreme of completely disregarding tournament results, though, I think is also bad.
You can't prove a negative, is the problem. If a character or team is doing consistently well in tournaments, you can probably point to that as proof that that character/team doesn't need a buff. On the other hand if for example at a given tournament there are no Peacocks in top 8, that might not mean Peacock needs a buff. It might mean that there was only one Peacock player at the tournament, and said Peacock player had a hard bracket and choked in game 1 against WingZero. As an example.I say Tournament Results because they aren't arguable. One person can say "I think Solos are bad because X" and another person can say "Well, X is the tradeoff of being a solo", and that leads to just loops of arguing. Whereas "Solos are very rarely even make top 8 at Majors" kinda can't be argued with.
In this case, yeah I guess.
I actually forgot you could do this, and almost suggested it as a buff to solos.
I say Tournament Results because they aren't arguable. One person can say "I think Solos are bad because X" and another person can say "Well, X is the tradeoff of being a solo", and that leads to just loops of arguing. Whereas "Solos are very rarely even make top 8 at Majors" kinda can't be argued with.
I said No plenty...
I never even thought of that. Heh. That should probably count as "being hit" in terms of regen, but that's unfair to Fortune, too...
If some option is going to be better, and some option is ALWAYS going to be better, I would much rather it be teams because they bring more of the game's stuff into the match. That, you're gonna have to deal with. Teams will also generally naturally be better because they have more options, and more options always trumps fewer options. If solos got more options they'd probably have to lose a LOT of damage.
yeah, I'm not that great at stating my arguments. I'd make a horrible salesman.If some option is going to be better, and some option is ALWAYS going to be better, I would much rather it be teams because they bring more of the game's stuff into the match. That, you're gonna have to deal with. Teams will also generally naturally be better because they have more options, and more options always trumps fewer options. If solos got more options they'd probably have to lose a LOT of damage.
That said, solos are already a ton more viable in SG than R4s in CvS2 or the giants in TvC, so I feel like SG did decent job there.
Solos are terrible in TTT2, tbw.
Your arguments are kinda not great either..."IDGAF about tournament results" that's not tenable.
das pretty coo
It probably doesn't technically take longer to kill than an entire team, but it sure feels like forever since you don't get any breaks.
Coming right up
does no counter hit and 2 bars good enough for you?
Only time a team takes forever to kill a solo is when you play a trio with bad damage output. Otherwise its kinda the same thing lol, except you die way faster if you yourself get hit.
Also, please link me to 1v3 TODs that doesn't involve a heavy counter hit and 3 bars. Because I don't see those happening anymore.