Boss Doggie
all my loli wolf companions are so moe
I seriously hope Bamco gives continuous support on this
There isn't unfortunately.
Maintenance on Wednesday next week. Thinking that'll be when the patch drops.
Pretty sure there is some kind of punishment in place for rage quits, I don't know exactly what it is though. There's a pop-up when you first go online I think.
Yeah it'd be great if it ruined the "streak" too. He'd probably lose all motivation to pull the plug if they were recorded.
As far as I know, you only lose Poke Gold when you get disconnected.
I remember reading the punishment was losing money. If true then it is as bad as SF5
As far as I know, you only lose Poke Gold when you get disconnected.
Whoa, that's completely pointless! After playing for a bit people are going to have all the customization they want anyways, money becomes worthless pretty fast in this game. I'm kind of shocked more people don't d/c if that's the case. :\
Whoa, that's completely pointless! After playing for a bit people are going to have all the customization they want anyways, money becomes worthless pretty fast in this game. I'm kind of shocked more people don't d/c if that's the case. :\
UghhhhhhI've heard a ton of people who have gotten to S rank DC every time they are about to lose. At least, according to Shofu.
I've heard a ton of people who have gotten to S rank DC every time they are about to lose. At least, according to Shofu.
Pretty much happens with every online game, its really scummy, petty and pointless. Its hard for devs to find ways to combat it without penalising legitimate disconnects though.
Agreed. If you're playing on a connection like this that can barely handle it then either stick with battling people on your country/region or don't play it all but to take you into account? Punish the many to help the few?I don't really give a shit about legitimate disconnects if it harshly punishes ragequitting scumbags and keeps quitting from happening. Punish the quitter and give the win to the person who stuck around. Plus if you're playing on a connection that is prone to that sort of thing anyway, you probably shouldn't play fighting games online.
Do you mean hypnosis to normal grab? I see no problem with this. Yeah it's easy, but the execution barrier is pretty low across the board, and there are plenty of other combos in the game. Is there something more to it you mean?Gengar has an un-counterable/inescapable chaingrab.
I don't see thee big deal with rage quits. As long as it's clear that you won, you already got everything important out of that match. Getting a few points or incrementing your win count are not such big deals.
I don't see thee big deal with rage quits. As long as it's clear that you won, you already got everything important out of that match. Getting a few points or incrementing your win count are not such big deals.
Do you mean hypnosis to normal grab? I see no problem with this. Yeah it's easy, but the execution barrier is pretty low across the board, and there are plenty of other combos in the game. Is there something more to it you mean?
Also disagree that being at a big disadvantage on wakeup or during opponents' bursts are bad or in need of adjustment.
I can understand on one level, you made it all this way and want to see, feel the satisfying finish. But why are you really playing? For me, it's one of two reasons:No but it's really frustrating to be on a winning run or about to finish them off and you get that disconnect message, because basically it doesn't count for your success or anything. You might as well have not wasted your time playing that match.
I can understand on one level, you made it all this way and want to see, feel the satisfying finish. But why are you really playing? For me, it's one of two reasons:
1. Entertainment
2. Learning
In either case, it's the journey not the destination. The process not the result that matters.
I play a lot of Melee, and it's common for people to press start and quit the match when it's clear it's over. Same for chess, it's common among good players to resign once the writing is on the wall. Nothing of value is lost.
Considering the amount of really strong meaties in this game, your wakeup options are really, really bad.Also disagree that being at a big disadvantage on wakeup or during opponents' bursts are bad or in need of adjustment.
I can understand on one level, you made it all this way and want to see, feel the satisfying finish. But why are you really playing? For me, it's one of two reasons:
1. Entertainment
2. Learning
In either case, it's the journey not the destination. The process not the result that matters.
I play a lot of Melee, and it's common for people to press start and quit the match when it's clear it's over. Same for chess, it's common among good players to resign once the writing is on the wall. Nothing of value is lost.
I don't see thee big deal with rage quits. As long as it's clear that you won, you already got everything important out of that match. Getting a few points or incrementing your win count are not such big deals.
Do you mean hypnosis to normal grab? I see no problem with this. Yeah it's easy, but the execution barrier is pretty low across the board, and there are plenty of other combos in the game. Is there something more to it you mean?
Also disagree that being at a big disadvantage on wakeup or during opponents' bursts are bad or in need of adjustment.
Game thirsts for dlc characters more than any otherI seriously hope Bamco gives continuous support on this
In Duel Phase you can beat grabs on wake-up by buffering an anti-grab move. But each character only has like one or two of these moves and if you don't know what they are then GL.
Field Phase.... GLHF. Maybe homing attack works? I should probably test that at some point.
What do people think about Blaziken in this game? He's my main but I feel like so many other characters clean the floor with him.
Speaking of standing up, I agree. I lost to this cheap fucking player from Japan who knocked me down and timing his ranged tower attack he'd fire it right on me as I'd stand up over and over again lmao.
If I could have at least one balancing to make this game better it'd definitely be to reduce the speed of Shadow Mewtwo synergy build up to something aching more of a slower character or nerf his regular attacks/combos but at this point that'd be too drastic. For a sequel an option is too definitely cool it down with the near endless 1/3rd of your life combos some of these guys have, and not as many tower attacks for so many guys.
Decided to pick it up on Monday.
This is a fun game.
There should be an all burst mode, all the time mode in the sequel or whatever.Yep, especially once you use burst time !
There should be an all burst mode, all the time mode in the sequel or whatever.
Would be sooooo broken, but fun in its own goofy way.
Patch is live
If you guys notice any more characters that have been altered in Pokkén, let me know. I'm not really wanting to spend hours comparing moves
Sounds like there's a major oversight in the NTSC version of the patch. EUR/JPN's patch changed S.Mewtwo's pillar attack in Field Mode to a single hit that causes Phase Shift while the NTSC version leaves it similar to pre-patch (multihitting, non-shifting) but with changes to pushback and shield stun that prevent the infinite. This leads to an incompatibility issue that isolates NTSC players from fighting EUR/JPN players.
Sounds like there's a major oversight in the NTSC version of the patch. EUR/JPN's patch changed S.Mewtwo's pillar attack in Field Mode to a single hit that causes Phase Shift while the NTSC version leaves it similar to pre-patch (multihitting, non-shifting) but with changes to pushback and shield stun that prevent the infinite. This leads to an incompatibility issue that isolates NTSC players from fighting EUR/JPN players.