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  1. Darklightjg1

    Poll: Are the Beta changes ready for prime-time?

    Leave Balentain alone. She didn't do anything wrong.
  2. Darklightjg1

    Poll: Are the Beta changes ready for prime-time?

    I don't think everyone who casted a vote needs to chime in and explain themselves. If they prefer it a certain way, it is what it is. People who do want to talk about why they are okay with or not okay with the changes being shipped right now will do so, either to get people to see their point...
  3. Darklightjg1

    Poll: Are the Beta changes ready for prime-time?

    @DARKNESSxEAGLE it's all pretty much preference. Which is fine. You're arguing toward for your preferences just as I am for mine (just as most people are arguing toward what they prefer). As far as your last question. Well meter is probably the biggest reason for someone to opt out of the full...
  4. Darklightjg1

    Poll: Are the Beta changes ready for prime-time?

    Being able to kill in LESS decisions (PARTICULARLY in team-based games) =/= "not having to make decisions". The game is still very much competitive as is. You wanna nitpick on words? Okay, mediocre is synonymous with dull which can mean uninteresting. Can I be uninterested in the new combo...
  5. Darklightjg1

    SG Game Design Discussion

    It's fine as is. Grab supers are usually designed to be jumpable before the flash but not after.
  6. Darklightjg1

    Poll: Are the Beta changes ready for prime-time?

    That bar for "original" should be longer. But not just from combo length per se (yeah I like the freedom and creativity involved for people styling on someone else... especially Val players. So what?), but the resulting damage as well. Depending on meter/resources used you'd be closer to losing...
  7. Darklightjg1

    Poll: Are the Beta changes ready for prime-time?

    "What will make people who actually play the game happy?" Hmm... What will make people who actually play the game unhappy enough to actually drop it? Would the game becoming mediocre for the sake of "fairness" or "more neutral" (people's misconception of it anyway) be enough to force someone to...
  8. Darklightjg1

    Poll: Are the Beta changes ready for prime-time?

    I voted no. I think the undizzy is too restrictive on combos still. Personally I'd prefer to practice and play MDE for NEC.
  9. Darklightjg1

    Possible new IPS

    Ain't nobody breakin' nothin'. You have to LEAVE OUT moves that would otherwise make sense for positioning just to finish a damn combo now. Only thing that would break it is some counter hit glitch or something.
  10. Darklightjg1

    Possible new IPS

    People do what they can with the tools they have vs her. Not a lot of characters (out of only 10 so far anyway) are designed to hold a keepaway/mid-range game for that long and Cerebella won't struggle that hard to get in anyway. Parasoul and Peacock maybe and some AA assists that give everyone...
  11. Darklightjg1

    Possible new IPS

    I don't think Fortune's going to be dealing higher than average under this system (the head took a HUGE hit and was big part of that damage output). And I'm sorry, but people talking about TOD combos starting at a certain amount of meter but failing to disclose/intentionally not mentioning how...
  12. Darklightjg1

    Taunt discussion

    Nah not really. As a 3S player I can definitely tell when someone is doing a personal action just to be a dick over using it for its practical usage. Only Q, Sean, Dudley and Twelve are the ones you'll see using it more frequently for practical application. Stun reduction PAs are only really...
  13. Darklightjg1

    Taunt discussion

    Somebody mentioned the idea of giving Valentine a healing assist, so what if she had a taunt that heals a tiny amount of health and/or if you use it as an assist she heals the point character's health by a tiny bit?
  14. Darklightjg1

    Possible new IPS

    I didn't like 230 because the normals I had to omit or replace just made comboing harder than it had to be for some of my stuff. 240 eliminates that for me with a tiny sacrifice of damage (don't really care, it was the lesser damage combos anyway), but it makes lightweights A LOT more tolerable...
  15. Darklightjg1

    Possible new IPS

    If it wasn't changing it into something it isn't, why change it at all? Combos are important to some people too. Not liking 230 undizzy with this tracking, it just makes things stricter in a non-meaningful way. Basically getting to the same goal, but now some normal(s) that were good for...
  16. Darklightjg1

    Possible new IPS

    Enough to make the opponent contemplate tagging out as soon as possible...
  17. Darklightjg1

    Possible new IPS

    Yes 3v3, 2v3, 1v3 and 1v2 have a higher damage ratio than normal. I think 2v2 and 1v1 are the only ones that represent the 1.00 damage ratio, so those are the numbers I go by. @RemiKz I know the feeling. In MDE I kind of put everything together with the combo potential that system would allow...
  18. Darklightjg1

    Strange Level 5 super combo situation

    There's a bug/situation with Valentine's Lv5 super I mentioned in the IPS thread where it won't combo straight from S. HP at the start of training (but will combo from later on in training if I'm playing for a while). It happened a few more times and I didn't mess with the training mode settings...
  19. Darklightjg1

    Possible new IPS

    For 1 bar (universal)... Valentine 6.5k-6.8k in corner depending the route I take (6.8k is stricter on lightwieghts). 5.8k midscreen (can be brought up to 6.6k if I end up close enough to the corner to make savage bypass wallbounce). Fortune 7.4k in corner. 6.5k midscreen.