Alright, time for me to shout my utterly garbage opinion that no one should value into the void! :D
If I can be real for a sec: I've only recently picked this game back up (the pandemic ruined my internet connection, and shot all my enthusiasm to play online for a few years), and while I wasn't exactly an outstanding player back then I would've considered myself intermediate-level. I don't necessarily strive to be the best, I just really like the game and its community! But that doesn't mean I don't know a thing or two, or have a good feel for the game and where it's at. I want what's best for the game, like everyone else, and I have my own opinions to share on the matter.
I absolutely agree w/ what's said here. Bringing everyone to Pea/Annie/Fortune power levels would be a terrible call: it won't make things better,
it'll only exacerbate the issues already present. (and maybe even introduce entirely new problems along the way!)
I'm actually fine with the concept of a "glue character", but I do agree there needs to be trade-offs. The reason Annie is in basically every team is because there's a
lack of trade-offs when picking her. You lose nothing and gain so, so,
so much when you pick her.
So, this is interesting. I joined the community basically right as Rabble/Sev made BeoBand explode in popularity, so from that point forward is basically the only version of SG I know. To me, this is quite the huge change from what I'm used to. And y'know what, I'm down to try it!
I do have my reservations about it, though. The post mentions increasing health and increasing DHC scaling, and my big concern is that this could further widen the gap if we're not careful. Characters/teams with lower damage that already struggle to maintain the current damage thresholds will only fall further behind, while characters/teams that already had damage to spare will be affected far less (if at all). I'm sure the team at HVS is aware of this issue and will be careful when choosing and testing their new values, but it's something I wanted to bring up regardless.
I'm also curious about how Undizzy management and optimization will play out with these changes. I won't lie and act like I'm an expert on managing undizzy or anything (I just let other people figure it out, then steal their routes lol), but I anticipate that changing the required damage thresholds will also make people reconsider how they spend their undizzy and what routes they go for. We might see people really pushing for low-undizzy resets, outside of certain matchups or situations; for example, Umbrella's sqrt resets might be relegated to
only when she's last on a team or played solo as opposed to the GAS setups. This is just pure speculation though (and I could be entirely off!), so we'd have to see how this actually plays out first.
TL;DR I think it's interesting and I'm down to try it, but I have reservations about widening the power gap. It might also affect undizzy management!
Speaking of undizzy...
I think the ideas here are fine, but again I will reserve judgement until I see it in action. I'm not exactly an expert with this stuff, so I'll leave the discussion of it to those better qualified than I.
Didn't know CH assists had 90% proration, totally thought it was a uniform 66%. Makes sense why DP assists are so highly sought after currently! Also the lockout change seems like a good experiment to try.
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[I'm not an expert with
any most characters, so I'll only touch on the ones I have experience with or have something to say.]
I was originally okay with the QCB uncharged special suggestion, but after mulling it over I realized it's probably a lot stronger than I initially thought. From what I know, Squigly doesn't
need to use her kick charge all that often (or it's used very situationally); since she wouldn't be
forced to use it any more, it basically gives her infinite access to her upgraded stance cancels once acquired, no?
I'm
not a Squigly player by any means though, so feel free to correct me on this one! This was just something that came to me as I was looking over the notes again.
Good start!
Killing head loops get a big 'ol thumbs up from me. I'll fully admit they were kinda ridiculous, so I'm okay with them being removed. I'm pretty sure on some characters you can do cLP instead of cLK tho, so I hope that the way it's removed also gets rid of that too.
I think nerfing her defensive options is good, but let's not forget that she also has
the best jab in the game. Nerfing Fiber and Head Roll is justified, but she will
still have really good defensive options overall. And that's not to mention her supposed "frailty" in headless, which 9 times out of 10 is literally the opposite.
Actually, y'know what? Let's talk about that.
I think it's high time we stopped acting like this weakness actually exists. Let's be real:
it doesn't, and it pretty much never has as long as I've been playing
. So, here's my suggestion:
- Have the head act just like it does currently,
until the body is hit.
- When the body is in hitstun, make the head completely intangible. Nothing can hurt it, and it does not interact with anything until the body is out of hitstun. Note that this only applies when the enemy is hitting her, so she can still knock around the head and use it in combos perfectly fine.
- Make the body take more damage from all sources, rather than needing to hit the head as well. It does not need to be the full 1.5x damage that hitting the body and head together currently does, but I want it to be enough that she
really feels it, maybe even going from an average three-touch kill (with the new changes) back to a two-touch while headless.
I know there's probably holes in this implementation that I haven't thought of, but this is what I personally would do to fix the issues of both her head messing up combos and her supposed frailty being a complete lie.
TL;DR Good start, glad head loops are gone, she's still incredibly strong defensively even if her DPs are nerfed, and I proposed a way to make headless not ruin combos while also fixing the fact that she is, in fact, not "frail" in headless like she should be.
I like the sound of the changes overall! As someone that completely despises fighting that character with every fiber of my being, I am totally open to the idea of her zoning being just the smallest bit more manageable and interactive than it is now.
I know all the Peacock players are saying not to make Lenny a lvl 2, and while on principle I am inclined to argue with them, I think the proposed changes that keep it a lvl 1 would probably be better overall. As a lvl 1, currently, Lenny is arguably the best super for its price! Toning it down like that would bring it much more in line with the other lvl 1s in the game. Not sure how adding the hit to it would pan out long-term (my immediate thought is that L Bang stagger > Lenny wouldn't lead to a full combo or mix-up anymore, which is actually a MONUMENTAL nerf), but we'll see if that gets implemented or not.
Also, bombs expiring after a certain timer when Pea is hit is... acceptable. It'll make trades harder to pull off, but not outright remove them. Doesn't mean I'm not gonna grumble and whine about it still being a thing.
It's finally happening, Liam's gonna increase L Buer's hitbox by a single pixel! :D
I like the sound of these changes! Nail storage sounds cool, and so do the changes to HI!
New bypass looks cool! I'm happy for all the Val players!
Why nerf
orange vial though? I thought purple and green were, like,
definitively better than orange in most scenarios? Idk, I don't play Val so it really only benefits me, but just seems weird from my perspective.
Okay I know making sLP better was kind of a joke at first, but would increasing the hitstun really make her
that much better? If it was increased to 18f, you'd have a smidge more wiggle room for confirms, but still wouldn't be able to link sHP after (assuming my mental math is right). If she could combo sLP into sHP that'd maybe be a different story, but assuming it doesn't go that far it's... whatever?
M and H Egret though, absolutely I'd love to see some changes! Maybe it's just a skill issue, but I really have a hard time finding uses for them in certain match-ups, like against Peacock. The fact she's stuck in place for the better part of a second, projectiles like SoID can basically bypass M Egret, and H Egret requires you to not get hit for half a second means I really struggle to find situations where they can be used effectively. Again, could be skill issue, but that's how I feel.
In all honesty, though,
I think Para's in a good place! I really don't think she needs anything major, though small schanges are welcome!
Okay I'm just going to be 100% real: get rid of the life drain. We had this whole discussion back in the beta discussion discord channel, and from what I remember
the life drain literally means nothing in the end. The numbers don't add up to anything substantial. Removing it would basically do nothing.
Granted, that was a long while ago and I am totally open to being proven wrong about it! If the life drain's actually that substantial, and has been shown to cause a noticeable effect in practice (e.g. if there are lots of tournament matches people can point to where the lost health actually made the difference - or could've if things happened slightly differently - and led to one less touch to kill), then I will fully concede this point! But as of right now, I haven't seen
any evidence that points towards the life drain actually being an impactful mechanic.
But regardless of whether that's true or not,
Fukua has other much more pressing issues than this. I say we just rip off this band-aid so people stop talking about it, and start looking at the
actual problems with the character.
The child has escaped custody for her war crimes, this time...
Which hey I'm not complaining about, I play her lol
I've said since pretty much day 1 that I would've loved to see some of her SGM mechanics make their way into 2e, and I was really sad they didn't end up doing that. I'm super happy they're returning to the drawing board with this one, and I can't wait to see what's cooked up!
Also, I do hope that the changes are actually enough! They seem good on paper, but we'll see how they actually play out.
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And that's pretty much my thoughts on everything!