b0nk
welp
- Joined
- Apr 27, 2014
- Messages
- 168
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- 221
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- Age
- 32
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- NoVA
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- bonk3492
wow talking shit about me passively and indirectly behind my back
let me rock
Hi. I'm new for the Skullgirls and 2D fighting games. Why I'm here now is I worried development direction in this game. I don't want the game going to be more complex and get caught the innovator's dilemma.
I've never been playing beta, because what I must learn is in the actual game and still a lot. But yesterday I heard a huge change came to beta, superjump became more super, and then tried how it is.
At first, I tried my Squigly's easiest bnb combo in the training mode. Then, immediately I felt I don't like this and the game turned more difficult for no reason. The combo was still available but became more sensitive. So I thought if I want to keep stability and easiness, I must learn a new easier combo, but it will be dealing less damage. That means, the change makes the gap between beginners and veterans wider. I can still become experienced and performing the old combo, but the way became longer. I was discouraged. If the game aims only experienced 2D fighting game players, the change might be okay, but I don't think this game is so and I hope it's true.
Devs said the change makes more fun, I don't doubt it. I know I tested only my combos and almost all other people is the same I guess. So no one confirms how is the new neutral gameplay, etc. But... but the game is already difficult enough. I've played the game about 80 hours at now, but I'm still beginner level player. So anyway if those fun stand on complexity, I can't welcome it.
It's much better today, mostly because its so much closer to what it was before. I'm still confused as to how aerial movement adds anything to the game, someone please explain. Seems like peacock players will really suffer from the loss of rejump combos and the increased difficulty in zoning, and I'm still worried about preserving ground game, which I very much prefer to marvel style vertical game. However as long as there is re balancing to make super jumps high risk high reward, as well as buffing characters that suffer from this change, it could turn out alright.
Overall, I don't prefer this build, but the change as it stands doesn't fill me with despair like yesterday's build did. Like it scares me because it's new and different and I will differ to top players on this, but I could get used to the new super jump. It's kind of fun getting to put a couple extra hits in the air, and if it shortens combos that is imo a good thing and will encourage more resets, which are my favorite part of skullgirls.
Yes, I knew the change is just for experiment and already passed through the beta. But I thought an impression from a beginner might be something worth and then wrote up my previous post. So, very thanks for your response!The super jump beta change is only an experiment, and feedback likes yours is what helps the developers decide whether or not to keep it. Mike never said that this change would make the game more fun, but wanted to test it out in the beta to see if it did. Several other players have issues with the super jump change, and it'll likely go through more changes in the beta to address their complaints. It may not even stay at all!
Since you said you tried out these changes yesterday, you might want to try updating the beta and playing again; super jump height has been lowered, so you may find it more comfortable than the last time you played.
Thanks for signing up to Skullheart to give your feedback, by the way!
Reversals not after pbgc had 4f input buffer, yesterday it changed to 2f, just like it is after pbgc. I think.
what character are you doing it on?
I couldn't get it to work on val after like 10 minutes of trying, so I gave up and went back to retail where things work normally without weird as fuck timings
If this is true, it affects Peacock GREATLY, as it gives you back assistless combos after Airthrow when the Airdash is used up.Super jump momentum change:
I can now combo off of Peacock's new air throw by just drifting towards my opponent Melty Blood style and dropping the j.lk on them instead of having to air dash to get the same thing. So something marginally easier, but I could also do without it. It doesn't affect normal jump heights so, there's not much to say here. It doesn't affect my team as far as I can tell.
Sadly no, I barely get that kind of time on my hands anymore these days.
you can thank me for that. anyways guys PLEASE GIVE THIS A FULL SHOT!
I don't know who didn't have lines before.