Catching up... This post is a bit hasty, sorry if things feel a bit more scattered than usual.
Can we remove the undizzy cost from snapbacks in this beta? I don't know a clear reason why it costs any at all, and was under the impression it should function like a super does for the bar.
I think this is just an oversight because snaps don't define any undizzy value, so it assumes it's a special move and sets it to 20. Fairly straight forward fix, I'll see if I have time.
Yo the 3M not giving Umbrella SNS worked super well I never get that misinput now. Should Parasoul get the same thing? She can get charge moves by doing 1 -> 3 which is weird since afaik no one else can do that.
I actually thought Bella and Band worked like that, but I guess it's just the renoirs - crazy. That would probably resolve a lot of dash up cLK becoming L Egret, but most of those have been ironed out using other methods for her specifically. (After dashing recently, she must end in forward to get L Egret)
The push block change is so crazy to experience. I'm so used to just never getting it half the time and now I get it all the time.
I'm very glad to hear that. Outside of the issue where the dummy doesn't pushblock correctly, hopefully it's stable enough to move to retail eventually.
Can older characters get their hurtboxes looked at when in otg state?
Only say that because Filia is one of the few characters who's hurtbox works with everything I'm not trying to see it get a dlc hurtbox lol
It's not really a DLC hurtbox issue even, most characters (even the initial 8) just have hurtboxes stretching all the way down into the floor during their OTG state to prevent cLK from whiffing
under them when trying to do a thing, like this. It's very inconsequential to adjust IMO so that doesn't happen, I've wanted to do it for awhile. Not looking at changing other Filia hurtboxes here.
Could we have assist combinations also looked at?
I'm not planning on looking at this or right stick assist macros right now.
I forgot about this up until just recently and it seems it'd be good qol for inputs if its not too difficult to impelment. When the point is doing a combo can the input lockout on the 2 landing frames be disabled? It makes sense in pretty much every other scenario but when doing a combo it just feels unecessary and leads to me wondering where my input went when it does come up.
I do think it would be somewhat risky and tricky to implement, you also have 4-5 frames to buffer the normal if you just wait after that 2F which feels like a very reasonable window to hit reliably, so I don't really think this is necessary. I worry about unintended side effects, and it's difficult to know "if they're in a combo" or perhaps they just happen to be in hitstun and got hit with a stray projectile on the other side of the screen.
Please consider adding a Vulkan rendering option (or make OpenGL rendering selectable on Windows). We don't know when dx9 support is gonna die, would be great to future proof!
I empathize, but right now and with the limited time we have available, I think these large scale features aren't realistic for us to implement. FWIW, I'm sure FPS logging could be done by a third party program. NVIDIA already has features that do this automatically in the background from my understanding.
I like the the idea and concept of the new install however it currently isn't actually worth using.
This is not aimed at you spefically at
all and I don't mean for you to catch smoke for it: but I have heard this exact same sentiment verbatim for every version of Annie's install we've tried, including the version that is currently live on retail, and even from some of the best players in the world! I am going to go with my gut and if people consider it to be weak I will
excitedly take that reality over it being too powerful.
People said Umbrella was bottom one on release for example and look at how that turned out. If things feel super powerful immediately coming out of a beta period, that gives me cause for concern with the way things have naturally worked out over time for all of the DLC characters we've seen starting all the way back to Squigly.
Hi, Liam. Unrelated to Parasoul but I was wondering if there are anymore plans for more Marie changes/adjustments
There are a few things I wanted to look at for Marie but I don't think it will be anything massive, mostly to bunny / taunt behaviours, L Gigan Punch, etc.
I only had three days to work last week due to some office stuff, so I'm a bit behind, but the next patch (or the patch shortly after the next patch) is looking at some of these things:
PAINWHEEL
She's gotten some straight up buffs (in addition to QoL) to a bunch of things that I think will really move the needle in terms of consistency effectiveness as a point character. I did nerf install DHC damage and recovery, but it lasts a bit longer when used on point now. Clouds post came in after I wrote this, but many things listed there in his post have been implemented already.
I am not planning on shipping nail storage. I also experimented with hatred guard charging up some thing (the next buer you do is the installed version), but without a good visual indicator, it feels off. I may circle back to that at some point if we have time.
UMBRELLA
I think she should have control over her hunger bar. Not being able to drain it on ur own besides taunting is a good change i think, but having it go to max hunger of the next state takes out all the "management" of hunger management I feel.
The management is engaged with a different, simpler, more streamlined way after the rework which is a pretty big part of how it all fits together. One of the goals of this is to also make Umbrella a bit easier to wrap your head around and play. With your proposed changes, we're back to Salt Grinder, grind 1 pip, SQRT, then fall back into Ravenous, and right back where we started.
I think she should have very weak versions of bubbles in ravenous. M bubble should be an immediate pop instead of a projectile you can pop later. H bubble should be an up close combo tool only. Immediate capture if you're in range but if not, there should be no projectile presence. This is so she still has some combo options in ravenous but without the campy lame neutral she had in retail.
I don't think that's a bad suggestion. I will mess around with it.
Satiated:
She needs to be able to actually combo in this state.
Nothing about her combo game in Satiated changed or was supposed to change, so that's all the same old as you've pointed out. Satiated is sort of a limbo state in between two extremes and always has been, but I don't think that's a bad thing and it wasn't expected to change. She can leave it immediately to enter Overstuffed, or she can wait a bit longer and enter Ravenous.
If it feels like that state is taking too long to end when you're intentionally trying to get to Ravenous and are trying to wait it out, that's totally fine feedback though. We could try bringing back Hunger Meter drain on P normals so that combos speed up towards Ravenous to make that waiting period even shorter, etc. Making sure Satiated has reasonable paths towards Ravenous and Overstuffed is okay, and while it won't be anywhere near as fast and as extreme as old Bobblin' loops, if it needs adjustments that's cool with me, I don't mind either way as long as there's an intentional lock out before you're hitting Ravenous again, hence not being able to Salt Grinder for 1 chew in Ravenous to stay in Ravenous indefinitely.
/!\ Feedback Welcome /!\
The mode needs a bit of tuning and the damage is out of control, we're on the same page there. I think it's expected that this version of Umbrella does end up in Overstuffed more often than Ravenous because that's the state she can go to whenever, but I don't think that's a bad thing. If Ravenous is still happening after periods of neutral, or waiting, or intentional taunting, then she's eventually going to enter a state where she becomes very scary and rushes you down for a hit with some extremely powerful tools, which I think is cool!
One thing I'm eyeing here is her ability to leave Overstuffed mid combo by using bubbles. I think it would be more committal to remove that and have her forced to play in Overstuffed for a bit and let it drain out. That way if you go to Overstuffed to cash out on big damage, but the resets and neutral you play with are more committal instead of dropping back down to Satiated for SQRT and other similar things in the same combo you got to Overstuffed.
SUPER GOLD BURST CHANGES
Next iteration, I want make the Super Gold Burst punishable in the 240+ Undizzy start situation instead of always being invincible, but you don't lose out on your Undizzy when activating it (but will still lose some from the counter hit starter) so that it has less reward.
DOUBLE
WRT to M Luger, there are so many strings and tools that force you to pushblock lest the character take their turn infinitely
(Marie M Twirl, Squigly stancel, Bella runstop, Parasoul shot, Fukua jHK stuff, Robo sMP, Umbrella SnS, Annie Crescent, Dahlia other shots, to name a few.), particularly on the characters that do NOT have airdashes or similar abilities to open you up for mix up. It felt to me like those that
don't IAD into your face (which also end up being pretty high tier characters) often got ground specials with good frame data instead to encourage you to PB them away to reset, but Double didn't have a great one of these. Looking at air dasher pressure, or strings from characters with similar roles to Double and the plus frames they are getting away with (hello Crescent), I wanted to experiment with Double having a way of doing that too
if she spaced it well, and also thought it was sort of strange to have the high reward free combo bullet be the safest one, so that got swapped around a bit - and that's that.
So, how do we feel about it? Could also see adjusting the blockstun increase to 2 instead of 4 or something similar, or just going back to how it was before. I don't have super strong feelings.
FUKUA
Next update brings back health drain on shadows, but:
• She restores life spent on that shadow when it hits a character
• Immediate healing sources for shadow drain health (Lv3, armored cmd grab, taunt) are increased.
• Fireballs restore lost life from shadow drain when they return on successful hit.
More avenues to go in and get life back if you're hitting with them, or land cmd grab / Lv3, but holding L Shadow with 99% up time will start to hurt eventually. Doing combos and making a comeback with holding shadows won't hurt her unless you bank on a held shadow reset and it doesn't work out.
BEOWULF
I don't think we'll have much time to change much about this character, but I think that's alright. I am likely going to look at max Undizzy regrab things though, and if he has to spend 1 bar instead of 0 in some scenarios, I think that is alright personally.
Hi! does anyone know if the team is planning on dropping the patch before CB or not?
I will post about this as soon as I can, just double checking with some things internally first. Hopefully will post about this tomorrow!