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The Solo Discussion Thread

Did any of those matches end where you won with barely any health which makes the regen matter because I think little things like that is what makes this change neat. I need to try this in depth tonight.
considering the amount of health regen'd? I'd say out of 15 matches won, 5 or 6 were won with enough little health to make me think I won because of the buff.

I don't really have a problem with solos getting buffed. My issue is it's....free.
Solos get health regen like teams? but solos just have to not get hit to get it back super fast, while teams have to spend meter with dhc, or raw tag, so they need a hit first and stuff, and they can't really call the assit because they want its health going back...
Meanwhile, solos : "oh I got hit. I care even less than before. I ddon't have to adjust my gameplan in any way, I just run in like usual, but stronger with the health I got back in 5 seconds, until I get the hit and wipe the opponent".
Makes me feel even dumber.

On the other hand, getting meter back instead of health...doesn't interest me much :^/

So do as you wish, mikez, I don't care. I was somewhat satisfied with how solos were before, I'll still play the game if you change them. A new mechanic that actually requires thought from the player would be nice but I don't know what would be a good one. So thanks for the buff, I guess.
 
So what would be the better solution to compensate something that may be a too beneficial mechanic? Should the regen progress stop if your doing a combo on the opponent? Should the heal rate be slower? Something else entirely?

I agree though that meter regen doesn't interest me too much in comparison either although I wouldn't mind taking it instead of the current state of nothing. It would feel awkward to track the progress since it would regenerate at a fluctuating rate + whatever meter gain you earn from hitting/being hit.
 
I don't really have a problem with solos getting buffed. My issue is it's....free.
Solos get health regen like teams? but solos just have to not get hit to get it back super fast, while teams have to spend meter with dhc, or raw tag, so they need a hit first and stuff, and they can't really call the assit because they want its health going back...
Meanwhile, solos : "oh I got hit. I care even less than before. I ddon't have to adjust my gameplan in any way, I just run in like usual, but stronger with the health I got back in 5 seconds, until I get the hit and wipe the opponent".
Teams can literally do the exact same thing. Is an assist injured? Just jump around and turtle for a while (which becomes and even better tactic with certain characters). Land a hit while you're running? That's cool too, your assist regens a ton of health during your combo, you do damage, you set up some pressure with your assist, and if it hits then you get another combo, if not then go back to turtling. And if they run a trio, they don't even really lose all of their assist options if one is injured, and can still set up really good pressure.
 
really slow health regen seems fine if you ask me. I mean, it worked for Tekken Tag 2.

also, I feel it can add more mind games.
 
For what I saw on Worldjem's stream, that thing is fast.
Also, I don't think it should happen on solos v solos, just because I don't see the need of it.
 
1v1 isn't necessary I agree, but it could help with the second round being over really awkwardly in one stray touch if the winning character can stall long enough to gain a bit of health.
 
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I think they can easily turn it off for solos vs solos.

just slow it down and everything should be good.
 
Oh wow forgot about solo vs solo since it rarely happens for me. Yeah health regen doesn't need to happen for that since the purpose of introducing down format was to speed up the pace of solo matches.
 
again, slow it down and turn it off for 1v1, and it will be perfect. y'know what I mean?
 
I've not tried it.

Conceptually I'm in favor of regen on solos. Right now as a solo, you often feel the pressure to make risky moves to get in your opponent is often regen'ing or turtling or both.

Having some type of mechanic that makes the team think, "I had better not let that solo sit at full screen" and forces them to play a tiny bit more offensively than "turtle and try to hit them with DP for full combo while regen'ing assist and letting time tick down".

Whether this is that mechanic or not? I'll definitely be trying it out to see as I've been one of the more vocal "buff solo" voices.

Edited to add: Meter gain would be interesting too as meter is a touchy subject for a lot of solos who gain it slower and due to longer combos (since it is easier to kill from a touch) feed the shit out of meter. I would be concerned that this buff would overly help some solos while not helping others as much, but it is definitely interesting if this is the way it goes.
 
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