tarrasq
New Member
- Joined
- Jun 15, 2021
- Messages
- 10
- Reaction score
- 13
- Points
- 3
Just gonna try and keep it brief per topic
Burst
I like the new punishable version of super gold burst much more than the previous beta, but still don't feel like it's an effective solution for annie and fortune looping burst bait/airthrow mix. It's still possible and now a potentially even worse spectator experience should the player fully commit, because even the burst bait option now forces more loops instead of likely killing immediately. I don't hate it as an overall modification to offense, but feel like targeted adjustment of the problem character's airthrow conversions would be a better solution.
Armor
This getting normalized kinda sucks for me, but i'm not really beat up about it. Between this and the brass adjustment, my assist calls gonna be taking markedly more damage. I would prefer everyone took reduced damage on armor, but it is what it is.
Band
If it had to be something, I'm glad it was just this, but I'm still not really happy with the changes beyond the initial parry & tympany nerfs. The beat extend adjustment especially worries me, because I think it makes annie H dp a significantly more attractive prospect at the teambuilding stage, and kinda relegates band to a brass dispenser role. I wanna play and experiment more with the beta, but would definitely be happy to see this experiment go.
Bella
New bella stuff is awesome, really happy with her. Was really really happy to see the j2MP experiment, wish we had it longer, not really brokenhearted about losing it now that the curse of stage 3 elbow is forever lifted. There are a few more things I would have liked to experiment with (L LnL & flick) but there's not really time for that. I will be saying "thank you liam" after every elbow in a scramble that doesnt give me a random red burst for the rest of my career.
Painwheel
I agree with Caio's post. I'd like to see PW get these QOL buffs and retain either the complete retail version of install or lose the majority of the nerfs it received. I don't think keeping retail HI along with these adjustments would make her problematic.
Annie
I think this character is in an extremely strong place right now and will probably be a prevalent glue character in the times to come. I don't hate Sonic's idea of her getting something on H DP in install; I thought she could airdash out of it already? Is that a mobile thing? I don't think that would be too crazy as long as she couldn't do it on block.
Fukua
Largely agree with Sonic's suggestions for fukua buffs too in light of shadow health drain being a thing again, albeit with more workarounds.
Marie
This character is a little strange to me, but I like her design overall bar the laser special and her supers. I think her evasiveness in neutral combined with the pure strength of the laser special and her jumping buttons makes her a chore to approach in neutral. Superjump back>dj jMK>214MK>falling JLP is really, really, really hard to chase or contest for the majority of the cast, and because of her weak defense and slower offense her players are heavily incentivized to basically do almost nothing but this, with a bunny in there every now and then, until she gets a hit. It's potentially too late to change this, but I really think it should change somehow.
Umbrella
Thank god she got reworked. Even if she stays roughly as strong as retail, as long as it's not in the same way or for the same reasons, I think shes fine. I'm kind of concerned that the current build gives her access to a few things that were objectionable about retail umby (primarily ravenous 2MP), but I do want to see how this version of her kit plays out for a bit longer. I think she's really strong right now.
tl;dr: I'm really happy with the beta overall. There are a few things I think are concerning, but the game is in a great spot overall right now.
Burst
I like the new punishable version of super gold burst much more than the previous beta, but still don't feel like it's an effective solution for annie and fortune looping burst bait/airthrow mix. It's still possible and now a potentially even worse spectator experience should the player fully commit, because even the burst bait option now forces more loops instead of likely killing immediately. I don't hate it as an overall modification to offense, but feel like targeted adjustment of the problem character's airthrow conversions would be a better solution.
Armor
This getting normalized kinda sucks for me, but i'm not really beat up about it. Between this and the brass adjustment, my assist calls gonna be taking markedly more damage. I would prefer everyone took reduced damage on armor, but it is what it is.
Band
If it had to be something, I'm glad it was just this, but I'm still not really happy with the changes beyond the initial parry & tympany nerfs. The beat extend adjustment especially worries me, because I think it makes annie H dp a significantly more attractive prospect at the teambuilding stage, and kinda relegates band to a brass dispenser role. I wanna play and experiment more with the beta, but would definitely be happy to see this experiment go.
Bella
New bella stuff is awesome, really happy with her. Was really really happy to see the j2MP experiment, wish we had it longer, not really brokenhearted about losing it now that the curse of stage 3 elbow is forever lifted. There are a few more things I would have liked to experiment with (L LnL & flick) but there's not really time for that. I will be saying "thank you liam" after every elbow in a scramble that doesnt give me a random red burst for the rest of my career.
Painwheel
I agree with Caio's post. I'd like to see PW get these QOL buffs and retain either the complete retail version of install or lose the majority of the nerfs it received. I don't think keeping retail HI along with these adjustments would make her problematic.
Annie
I think this character is in an extremely strong place right now and will probably be a prevalent glue character in the times to come. I don't hate Sonic's idea of her getting something on H DP in install; I thought she could airdash out of it already? Is that a mobile thing? I don't think that would be too crazy as long as she couldn't do it on block.
Fukua
Largely agree with Sonic's suggestions for fukua buffs too in light of shadow health drain being a thing again, albeit with more workarounds.
Marie
This character is a little strange to me, but I like her design overall bar the laser special and her supers. I think her evasiveness in neutral combined with the pure strength of the laser special and her jumping buttons makes her a chore to approach in neutral. Superjump back>dj jMK>214MK>falling JLP is really, really, really hard to chase or contest for the majority of the cast, and because of her weak defense and slower offense her players are heavily incentivized to basically do almost nothing but this, with a bunny in there every now and then, until she gets a hit. It's potentially too late to change this, but I really think it should change somehow.
Umbrella
Thank god she got reworked. Even if she stays roughly as strong as retail, as long as it's not in the same way or for the same reasons, I think shes fine. I'm kind of concerned that the current build gives her access to a few things that were objectionable about retail umby (primarily ravenous 2MP), but I do want to see how this version of her kit plays out for a bit longer. I think she's really strong right now.
tl;dr: I'm really happy with the beta overall. There are a few things I think are concerning, but the game is in a great spot overall right now.