Triviality
Co Meme Lord of the 25 1/2 Century
- Joined
- Aug 10, 2016
- Messages
- 152
- Reaction score
- 410
- Points
- 63
- Steam
- Triviality
- PSN
- d1nonlytb
- XBL
- AXPVader
Cool art! But this is a gameplay thread for discussing beta/gameplay updates. This post is probably better off in one of the fan art threads in Skullheart?
Changes:
- Tea Slip (QCB + K when doily is placed) (AKA Teleport)
- Invincibility now starts 8F later. Invincibility reverts back to the old version when used while the opponent is bursting, to maintain burst bait setups.
- Now has a maximum teleport distance of one full screen away, instead of two. In situations that are unrelated to running away from the opponent, this improves her ability to convert off various cross up + attack style attacks which can be useful, so there you go...
- Has extra recovery depending on the distance she teleports. Anywhere from 0 to 11 extra frames of recovery can be added. These added recovery frames are removed if the opponent is in hitstun or enters it, to keep set ups and conversions the same as before.
- After teleporting to a doily, Black Dahlia has a 5 second cooldown before she can throw another one. Feathers from her cape will appear at the teleport location, and when the feathers have all vanished, the cooldown is lifted. While the feathers are there as a reference, you'll have to get used to the cooldown if they go offscreen. While I'm "looking into" other possible visual indicators for this, I have no promises I find anything better that doesn't look jank as heck.
It's not the point of the changes obviously but it is "expected", and thus intended, yes. I'm aware of the cascading implications of the changes and they are a necessary evil - this stuff happens all the time - Peacock lost a bunch of small things like this in her nerfs for example, and I am okay with that.
Part of the point is to stop her from throwing another doily down for later without risk immediately after teleporting when she's too far to be punished, even if she can't teleport to it yet.
We're not doing additional balance changes right now, there just isn't time in my/our schedule at the moment. I know that's frustrating, but I'm just being transparent about it.
This would happen when you get hit by a projectile, which is still used when running away, so I elected not to do that.
No, sorry. There's other examples of hitboxes being shorter than the art that are bigger offenders than M Bang imo.
True, but to be fair M bang would be way easier to update as the actual animation would go unchanged, its just the sword graphics that would need to be updated. But, well, its understandable, given how you are busy with other more important things, i was just hoping that, maybe in two years from now, when all dlc is done, maybe, just maybe, we could see an update. Sometime... But like i said, understandable.
M Bang has like 5 different sword animations that would need to be updated, so it's really not that trivial.
Sure, there are 5 animations, each consisting of 2 or 3 frames, but i don't think there would even be a need to redraw them!
Quick question. I would like to state beforehand that this isn't a big deal by any means but I figured I'd bring this to your attention just in case this does happen to be a potential bug. I'd also like to mention that this is specifically for Marie color palette #21, I'm not sure if this is an issue for Maries other color palettes. Anyways, I was messing around with some taunt stuff for Marie and I noticed the color of her 236P (Hop to it) special doesn't change green anymore after she taunts which was supposed to be a reference to George the 13th which was really cool. Is this a bug or was it intentionally removed? If it was removed intentionally, is there a particular reason why? It was never mentioned in any of the patch notes after the balance patch update as far as I remember. If it was and I missed it, I apologize for bringing this up.This would happen when you get hit by a projectile, which is still used when running away, so I elected not to do that.
No, sorry. There's other examples of hitboxes being shorter than the art that are bigger offenders than M Bang imo.
View attachment 17319
Also, the patch is live on PS4 and Xbox One as of about an hour ago, changes are done for now.
You've been told no twice now; probably best to let it go for the time being. It isn't as trivial as modifying a single sprite in mspaint.Sure, there are 5 animations, each consisting of 2 or 3 frames, but i don't think there would even be a need to redraw them!
Just resizing them a tiny bit could work i think, as these are not "characters" per se, they don't really look that off when slightly squashed.
I understand that this is still too much to ask, though, given how the team is busy with more important stuff, this was just a small proposition/idea.
Doesn't the game already can tell when someone is by projectile? The nerfs killed neutral use of doily because of recovery frames after teleport. Dahlia already struggled with zonning, and gutting the neutral because of one Bella's struggling doesn't seem much fair. Considering doily change affected much more MU's for Dahlia.This would happen when you get hit by a projectile, which is still used when running away, so I elected not to do that.
No, sorry. There's other examples of hitboxes being shorter than the art that are bigger offenders than M Bang imo.
View attachment 17319
Also, the patch is live on PS4 and Xbox One as of about an hour ago, changes are done for now.
Hey, bad/casual umbrella player here, just got my hands on new umby after some pc troubles and i just wanted to chime in to say that i really miss old hunger management. understand that balance patches arent on the table right now, but hunger management was half the reason for me to play her. while i understand that rav was/might still end up being a problem, (or OS) i really love the idea of granularly changing your routing/neutral to use more/less punch normals or grabs or bubbles, and having multiple different gameplans you might have to work towards based on how that goes. all this to say i pretty much agree with everything oddberry said, but if the health of the game demands that umbrella is a little less weird, then so be it.I know the issue of "1 grind salt grinder at the tip of rav" but we physically can't do that anymore. i think having rush be the only eating move that wont put you completely in satiated is the ideal way to go as you can only combo into it once without meter, and it gives her an ideal ravenous combo and/or reset point. it's also basically useless at this point as a combo tool since you can use both tongue twister and salt grinder which do way more damage. maybe even make hunger drain faster every time you refill in ravenous so it still feels like a danger mode but not one you're not allowed to play in even if you're right. i dont think a ravenous game plan is something to be scared of for the longevity of the game, just like an overstuffed gameplan isnt. different people are going to lean towards one or another and finding the different gameplans to come out of that is really cool! i feel like encouraging different state play can only be healthy for the character. the 2mp change would also make Way more sense if this change was implemented as gutting the pre hit of a character that has to hit you or die feels like the wrong way to go about the mode.
Eliza and Annie's functioned the same way with little fine control over it since they were modes that were directly tied to their prolonged use. My suggestion for Fukua only chews through meter if clones are used in neutral and would ideally be meter positive in combos assuming meter gain buffs properly offset for held clones in combos.