Zero will wish he got the MvC3 Sentinel treatment when I am done with him.Y'all better not nerf the fuck outta Zero. You can take away Lightning Loops and MAYBE lower his damage a little bit BUT THAT'S IT, HE'S FINE with just those 2 changes. BUFF REKKOHA.
Y'all better not nerf the fuck outta Zero. You can take away Lightning Loops and MAYBE lower his damage a little bit BUT THAT'S IT, HE'S FINE with just those 2 changes. BUFF REKKOHA.
Tell me all about Wright's amazing mobility options that get him out of incoming mix-ups.
Gladly.
Let me say this straight out: bad evidence is an AWFUL mechanic that only serves to make an already bad character even worse. Why is that? Because Investigation Mode sucks. No amount of buffs we give Wright will make him a better character if he still has to spend a significant amount of time in that mode. The less time Wright has to spend in Investigation Mode, the more able he'll be to compete against the rest of the cast.
But let's tackle this from another perspective. With bad evidence gone, Wright would still have 6 random pieces of evidence (+meat) to pick up. With the pool of total evidence being smaller, Wright is more able to pick up the piece(s) of evidence that would be good for any particular match-ups he's in. For example, Trish is usually an annoying character to fight, but with the Cell Phone the match goes into Wright's favor. Another example is about how good a combination the Folder+Knife is against straightforward rushdown characters. Wright is more likely to get the evidence he needs for these match-ups instead of flailing around to get ANY good piece of evidence. It introduces a risk/reward factor for him since he could deal with just having unoptimal evidence, or attempt to go for the ideal evidence even if he has to throw away good evidence. I think that would make Wright a more interesting and dynamic character.
Y'all better not nerf the fuck outta Zero. You can take away Lightning Loops and MAYBE lower his damage a little bit BUT THAT'S IT, HE'S FINE with just those 2 changes. BUFF REKKOHA.
Y'all better not nerf the fuck outta Zero. You can take away Lightning Loops and MAYBE lower his damage a little bit BUT THAT'S IT, HE'S FINE with just those 2 changes. BUFF REKKOHA.
Hah. :|Taskmaster needs his health switched with Sentinel. I will lobby for this until the end of time.
I don't disagree, bad evidence gone would make him a much better character. I just feel that instead of removing it out right, it should just be changed to have better use.
Shoot, you could even make the bad evidence have projectiles too, just worse off and not count towards getting into Turnabout mode. Removing it outright just seems too radical when you could change properties instead (ex: allowing you to get into Turnabout mode without 3 evidence but no Ace Attorney unless you do have 3, increase chances of good evidence, etc.).
I also think his stun combos are horribly underutilized outside of Turnabout mode to gather evidence. Granted, they're hard to setup because of his normals, but I think some buffs should help him able to utilize that for evidence gathering (the better normals/faster stance changing should help). If he has an easier time gathering good evidence, there's really no reason to ever go for this outside of resets I suppose. Also less reason to utilize DHC/THC setups to go for evidence (unless we make cell phone and such rarer to obtain which I'd be for if we're allowing him to always get good evidence or food) if he's guaranteed to get something good.
So tldr: Removing evidence would definitely make him better, but I think there's better ways of making him better without altering his design of being luck based.
Hah. :|
Sentinel should definitely get a health boost. :3
Anybody want to play some games? I'm home from work. XBL or PSN
Double post, but I'll play ya. What was your PSN again? I did some pruning recently, and I want to make sure I didn't accidentally cut you.
Wright will still be luck-based, but now his luck won't be detrimental to him.
See, the problem I have with your argument is that you're justifying bad evidence ever existing in the first place. Capcom makes mistakes sometimes. Bad evidence is just a bad mechanic all around and shouldn't just remain simply because it's already part of his moveset. If it's such a radical change, then so be it. Wright wouldn't be the first character to go through something like that, anyways.
I think having to turn around a bad situation like that in Marvel really does a good job of mimicking how the games' cases can go.
Make Iron Fist better.
Y'all better not nerf the fuck outta Zero. You can take away Lightning Loops and MAYBE lower his damage a little bit BUT THAT'S IT, HE'S FINE with just those 2 changes. BUFF REKKOHA.
He still gets to run amok the screen doing whatever the fuck he wants, pressing buttons and shooting 0f projectiles without disregard.
If we don't nerf him Capcom sure as hell will. I am 90% sure watching the Loops at EVO is what prompted the patch talk to begin with.Y'all better not nerf the fuck outta Zero. You can take away Lightning Loops and MAYBE lower his damage a little bit BUT THAT'S IT, HE'S FINE with just those 2 changes. BUFF REKKOHA.
I agree, but I still feel that it'd make him more interesting if bad evidence had some use, then in that case, it would just deter him from getting into Turnabout right away, but not make him useless while he's trying to get rid of it to get the good stuff. It gives some (admittedly, artificially) danger while in Investigation mode, and I think having to turn around a bad situation like that in Marvel really does a good job of mimicking how the games' cases can go.
If it happened I'd use him of course, and enjoy the change, but I'm just giving some ideas on how to change the mechanic instead of removing it out right.
I know it's my own fault sometimes, but getting hit by the coat during Helm(et) Breakers by da Sparda Boyz shouldn't work either. Sword normals in general need to be reined the hell in.
The thing is, I'd rather have Wright be a good character than have him follow how his cases go. I think he already follows them will enough with his quotes and animations.
Investigation Mode will still suck even with no bad evidence, you know. It just makes it faster for one to get out of it. There's no way to buff Investigation Mode to make it worthwhile to remain in it unless you can guarantee getting good evidence each time you pick one up, even with the Maya buffs.
No, Flocker beat Justin that last game because Justin got greedy with Storm trying to kill Zero meterless.Shit that hits behind itself (without having any reason to) needs to stop. Flocker beat Justin the last game of the Grand Finals with a cr. M that went the wrong way.
I know it's my own fault sometimes, but getting hit by the coat during Helm(et) Breakers by da Sparda Boyz shouldn't work either. Sword normals in general need to be reined the hell in.
No, Flocker beat Justin that last game because Justin got greedy with Storm trying to kill Zero meterless.
People get hit by disjointed normals in this game all the time and sword normals are not the only culprit although getting hit by the coat part from Helm Breaker is all sorts of wrong.
Same thing with Dorm and the end of his air S.
How about instead of calling for nerfs after viewing that set.. call for buffs?
For example if that Typhoon hit Justin would've won that set. Why did it miss? The move has god damn 63 frames of start up. If it was even slightly faster the out come of that match would've been a lot different.
Zero is going to get nerfed if this patch is a reality. We can skip the Zero portion and he would still get put down without our input. It's a character like Storm who needs more adjustments, a good portion of her movelist is useless.
Same thing with Dorm and the end of his air S.
How about instead of calling for nerfs after viewing that set.. call for buffs?
I think FGTV already recommended double jump on her. They tested it in H&H. Air dash She Hulk was way too derpy.
Characters who I believe are mostly fine and need minimal changes:
Taskmaster
Amaterasu
Nova
Dante
Dormammu
Hawkeye
MODOK
Hulk
Felicia
Strider
Haggar
Chris
Viewtiful Joe
Frank West
Spider Man
Wesker
Trish
Most of these characters are in the Upper Mid or higher competitive category. If you are better than these characters then you are a bit too good but if you are worse you probably need help.
Exceptions would include characters liks Strange or Firebrand who even though are good competitive characters still need quite a few changes either way. That is to say need both nerfs and buffs.
Make Iron Fist better.
Looking at most tier lists and my own... there are really only 5 characters that require substantial nerfs.
Zero, Viper, Vergil, Magneto and Doom. The top 5 so to speak. Some people think Morrigan require substantial nerfs others don't so that one I would say falls into controversial character.
About 10 characters require substantial buffs: Ghost Rider, Hsien Ko, Phoenix Wright, She Hulk, Tron, Nemesis, Iron Fist, Chun Li, Shuma Gorath, Arthur.
Viper needs some, but it's harder to tell how much she needs to be nerfed since she has so much less player representation relative to Zero/Vergil.
I think FGTV already recommended double jump on her. They tested it in H&H. Air dash She Hulk was way too derpy.
Characters who I believe are mostly fine and need minimal changes:
Taskmaster
Amaterasu
Nova
Dante
Dormammu
Hawkeye
MODOK
Hulk
Felicia
Strider
Haggar
Chris
Viewtiful Joe
Frank West
Spider Man
Wesker
Trish
Most of these characters are in the Upper Mid or higher competitive category. If you are better than these characters then you are a bit too good but if you are worse you probably need help.
Exceptions would include characters liks Strange or Firebrand who even though are good competitive characters still need quite a few changes either way. That is to say need both nerfs and buffs.
Viper
- Focus attack startup increased from 77 to 90 frames
- Seismic Hammer assist replaced with Optic Blast
2H causing soft knockdown is IRRELEVANT when you are making Spiral Swords a 2 bar hyper. As is reducing the durability. For 2 bars, I better the hell be able to beat out LVL1 hypers.
- Vergil
- 2H no longer soft knockdown
- Spiral Swords durability reduced to 1 High Durability per sword
- Spiral Swords costs two bars, one free follow up
I personally liked Frantic's change on Mag Blasts. Make Magnetic Blasts L version 3 durability, M version 4 and H version 5. On top of that, the move has crazy low recovery... the move is damn near impossible to punish and is like +20 or some shit on block. The other two changes are good too.Magneto
- Hyper Grav damage reduced to 50k
- Magnetic Blast reduced to 3 low durability
- Force Field M and H have 5 and 10 more active frames, respectively
I think the main problem with the Foot Dive is the trajectory + hit box. A lot of characters cannot approach from the air and have to approach from the ground, which means they are automatically at a huge disadvantage against Doom because you can't be below him. If his Foot Dive could easily be read if it would cross up or not then it wouldn't be such a hassle being below him. I don't know how I would adjust it but it definitely needs adjusting. Missile needs a bigger nerf than that for sure. Plasma Beam nerf is just right. The only other thing I would add is slightly less HSD on his OTG moves so that you don't get brain dead quadruple relaunches as your BnB.Doom
- Footdive now causes a normal ground bounce when not used after a launcher
- Hidden Missiles assist startup increased from 50 to 65 frames
- Plasma beam assist starts slightly closer to the player
Haha, everyone's so excited, we can't even stick to one set of characters anymore. This is cool.
God's Beard: I was actually thinking lowered damage scaling, making a fully charged Focus Attack anti-air a strike instead of a soft knockdown (gotta learn your legit confirm for the followups) and maaaaaaaaybe (emphasis on the maaaaaaaaaaaybe lol) making Seismo JCs slower since Rapid Seismo/Seismo-FADCs/Seismo-Laser is oppressive as fuck for a good portion of the cast with the right assists/circumstances.
Optic Laser assist man... I'd be in heaven.
Nah, don't agree on the scaling nerf if you get rid of soft knockdown on lightning. That one move connects so much of his game. No soft knockdown means no lightning loops, no extended combos, confirms from the air are way harder. Buster lightning gets nerfed because buster bounces them into the lightning and kills the soft knockdown. I really think the one nerf handles everything.No need to nerf Buster all that much, he can't use it all the time. Zero seriously needs a scaling nerf (the values are way too high, even before he does loops he can get around 800K meterless). On top of that the only real nerf he needs is that after he does Lightning and cancels into Buster, that Lightning should not persist. It's obviously an unintended feature of Buster cancelling, the Lightning that persists turns into an infinite durability projectile. So these would be my 3 nerfs: Lightning no longer soft knockdown, scaling nerfed and Lightning does not persist after Buster cancel. These 3 nerfs I would say are required, beyond that I would say stuff like active frames on his normals are kinda ridiculous so maybe shave a few frames off here and there nothing too much.
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No need to nerf the start up of Focus Attack, she will still get unblockables... you need to nerf something else about it. One of her assists replaced with Optic Blast is definitely what I had in mind for her buffs but you didn't even address the 2 other main problems: Ex Seismo and her scaling. Her scaling is just like Zero, way too high and she gets absurd meterless damage and gain. Ex Seismo is a no flash screen, extremely positive on block, highly invincible, huge hit box and leads into a full combo move. No other hyper has this much going for it in the game. One of the things on Ex Seismo has to be changed. So my Viper changelog would look something like: Nerfed FA, nerfed Ex Seismo, nerfed scaling but a better assist. Completely fair and balanced.
2H causing soft knockdown is IRRELEVANT when you are making Spiral Swords a 2 bar hyper. As is reducing the durability. For 2 bars, I better the hell be able to beat out LVL1 hypers.
That makes no sense. All three versions of Mag Blasts are the same damn thing, they just move at different speeds. And they all do the same exact thing with plink dashing. 3 low durability for all of them. This keeps him from matching designated zoning characters so easily while keeping his trademark space control. It's not a hard punish so much as most characters can't easily break it without hypers. The recovery speed doesn't matter at the heights people use it.I personally liked Frantic's change on Mag Blasts. Make Magnetic Blasts L version 3 durability, M version 4 and H version 5. On top of that, the move has crazy low recovery... the move is damn near impossible to punish and is like +20 or some shit on block. The other two changes are good too.
I think the main problem with the Foot Dive is the trajectory + hit box. A lot of characters cannot approach from the air and have to approach from the ground, which means they are automatically at a huge disadvantage against Doom because you can't be below him. If his Foot Dive could easily be read if it would cross up or not then it wouldn't be such a hassle being below him. I don't know how I would adjust it but it definitely needs adjusting. Missile needs a bigger nerf than that for sure. Plasma Beam nerf is just right. The only other thing I would add is slightly less HSD on his OTG moves so that you don't get brain dead quadruple relaunches as your BnB.