Doburu
New Member
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- Nov 17, 2013
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I voted no. The undizzy change is unnecessary. If it ain't broke, don't fix it. You're also going to probably drive away a lot of good players in the community.
And you know it ain't broke?
I hear this claimed again and again by people who are not part of said good players.
come on dude, its not like anyone has the ability to chain 5 supers to deal 8.5k damage and combo afterwards with a regular bnb on two thirds of the roster
Megalith Array.
I don't have TOD combos and I didn't say I would stop playing the game if undizzy was changed. I'm not speaking for top players either, I'm just making an assumption. Its not like every character can do a TOD combo and the ones I have seen are quite impractical in a match anyway. Unless I see something like a corner to corner TOD that only costs 1 meter, I honestly don't see anything wrong with undizzy the way it is.
Given the confidence with which you're able to claim things you have zero proof for and no clue about, I'd strongly advise you to pursue a career in religion.
Something along these lines
Speaking on other people's behalf is not speaking your own opinion, if you were around on the previous Skullheart, or actively talking with the community you would see there were plenty of people dissatisfied with combo length.The irony of this comment since I'm an atheist is quite amusing. So yeah, going to keep on saying my opinion, cause that is what this thread all about. If people did say they wanted changes, the point is that the fact it didn't blow up till the beta tests should tell you something. Should tell you it wasn't a big deal.
We could call it the Bellaport.
I don't like that Undizzy has a visual representation. I liked doing various undizzy gimmicks since I knew where it was at most times while my opponent didn't, a la MvC2. Now that it has an indicator giving away everything, it's just a limiter mechanic. Sure you could still try and do some things here or there, but undizzy tactics are pretty much over with. Might as well say that since the topic was brought up.
If they don't mash they are totally open. Unless you only have gimmicky resets, you have 50/50 situations. So mashing out is still a good option for them in any situation where they can. You also don't have to take the meter to the end, remember. You could reset a little before it, if you think they will be anticipating it at the end so strongly as you claim.It is hardly the same as super meter (a value that fluctuates by both player's actions) or a health bar (A value that is static until something happens to your character; A value that determines who wins and loses the game). You, the attacker, knew (or should know) where undizzy was. It is a value that you alone have control over and could play with, and is only relevant when you are the one on the offensive. If you stop and they get back to neutral it's gone in 90f, or 30f now in Beta, and when it's gone it's irrelevant and has no further value to either player unlike super meter or health.
If you were just viewing it as a limiter mechanic and a nuisance instead of another part of the game to be exploited to your own gain, I guess that's fine. But some of us (or I at least) saw it as the latter. Oh well.
@Tomo009 to me (the attacker) it has rarely a surprise when Undizzy came up. And there was never a time where the opponent didn't have the choice to mash or not. Now they just won't mash. They'll also never be surprised since they will always know where it is, no matter how many different value games you play on them.
Yep. Mind games. Right.