All of your reasons have been countered, though, and then you drop the conversation, only to mysteriously re-appear with the same position later..
Everyone, let's play nicely together. We all just want the same thing.
Shouldn't they nerf Vergil's Spiral Swords vertical hitbox?
That way characters like Chris who have fast moving horizontal projectiles can knock him out.
Mostly because of terrible game at super jump height. The combos that you are seeing are optimized combos off of grounded hit... but that doesn't give the whole picture. RR not being able to convert aerial stray hits easily is what lowers his damage potential. His small hit boxes don't help. Compare this with Firebrand who has a dive kick and Bon Voyage he can do in the air to grip opponents into a corner and start his game.I don't understand why 620K for one bar is too little for a character with excellent mobility, a self-crossups, a teleport, massive screen coverange, and self-unblockables with an assist. I don't know why 620K is too little for any character, really, but we're talking about RR. I'm not in support of a damage increase on him until I hear actual reasons why he needs more damage. Firebrand barely does 500K with his normal bnb, and I don't plan on asking for more damage for him.
Not really because SS is going to be 2 bars.Shouldn't they nerf Vergil's Spiral Swords vertical hitbox?
That way characters like Chris who have fast moving horizontal projectiles can knock him out.
I am not warmed up to the idea still. He gave the reason that Storm Float wasn't a good idea in Vanilla because stuff like Tron, Akuma and Lariat existed.... well 2 of those still exist and now people have started using Missiles. And there will be better assists in this version of the game so that's even less reason to bring it back.returning the Float + assist call ability. Since Viscant suggested it, I wonder if people will be more warm to the idea.
We gave him the ability to convert off of superjump height hits, though. That's what the additional j.S hitstun and Rocket Skates being j.S cancelable were about. Now he can staircase down.Mostly because of terrible game at super jump height. The combos that you are seeing are optimized combos off of grounded hit... but that doesn't give the whole picture. RR not being able to convert aerial stray hits easily is what lowers his damage potential. His small hit boxes don't help. Compare this with Firebrand who has a dive kick and Bon Voyage he can do in the air to grip opponents into a corner and start his game.
I'm curious what this unblockable nerf is.As far as FB goes, he should get a damage buff (along with other buffs) along with significant nerf on his unblockable.
I do like this thought.Shouldn't they nerf Vergil's Spiral Swords vertical hitbox?
That way characters like Chris who have fast moving horizontal projectiles can knock him out.
Resets are more exciting than new long combo #378478403719
27 startup, 8 recovery, +22 on block and hit.Alright, fine, I'll drop the damage argument.
Btw, do you guys have the current frame data for the bear trap? I'm curious about something.
By that logic, we should leave in TAC infinites, too. The people who have stuck with the game have tolerated all of the BS because there's nothing else on the market like it. They don't love it. It's part of the reason why people say Marvel makes you salty even when you win: the ToD nature makes one feel a bit shameful about the beating the opponent gets.Definitely agreed, but I can also understand where Beard is coming from. He doesn't want the masses who've stuck with the game's iterations and its high risk/high reward to become alienated with a sweeping change that might require more experimentation and data for optimal satisfaction among players.
At the same time, I think everyone agrees that if there were more instances of peace and more instances where characters live through one another's combos, there would be less griping over "that one randumb button/special/super" deciding a match.
We can expect better from them. There is nothing big about this damage nerf that Capcom can't handle.Look, I'd much rather not see this all devolve into name calling and bad blood when the gist of everything we're doing here is to promote a better game period. Can we all agree to disagree on this one and just start taking closer looks at things being said or going unsaid?
FWIW I believe a universal damage nerf is neither here nor there after thinking harder about it. We're already taking care of individual character damage well enough. The damage nerf came at a time when we were just doing a theory patch note and entertained the thought of a Marvel 3 with more instances of Marvel 2's neutral game and reset based play. While the idea is still tantalizing, the moment this became a thing we could get out there for Ono and Capcom's consideration, I began to understand the reigning in on "wishful thinking" for the sake of a more presentable and palatable set of balance changes and system tweaks.
I 100% agree with you. I don't think it necessitates Hsien-Ko or Arthur or Rocket Raccoon getting a damage nerf.The game is better off being reset-oriented. It forces players to learn more of their character toolsets, it makes the game less one-sided once someone gets a hit (notice that at high level play, whoever gets the first hit tends to win), and it increases the value of team support by needing all 3 characters to be able to support one another well (as opposed to point/support/anchor right now, which is very limiting and getting old fast). Resets are also very hype, far more interesting than watching 15 second ToD combos, and far more interesting to play against as well.
If I was smarter, I could think up all the possible arguments in one day. The only other time I did that was Shuma and that was half trolling because I'm the sort of guy that dresses up as him and raps on youtube.Sometimes comments get passed over, but when mine get passed over I make sure to repeat them, and I make sure to engage with people so that I am heard. I don't say something, stop posting about it for 3 or 4 days, and then bring it back up later. That's just a shitty way to communicate, and it's very tiring and hinders progress.
Actually, you called me a bitch twice.The only insult I made was how you bring things up long after they're done and just say "oh yeah I'm not supporting that".
I haven't given FB much thought... well except for his unblockable.I'm curious what this unblockable nerf is.
Can you float after an airdash?I am not warmed up to the idea still. He gave the reason that Storm Float wasn't a good idea in Vanilla because stuff like Tron, Akuma and Lariat existed.... well 2 of those still exist and now people have started using Missiles. And there will be better assists in this version of the game so that's even less reason to bring it back.
BTW Storm can still call assists after float but it has to be after a normal jump. You can probably do stuff like 3 Lightning Attacks straight up from the ground, float and call an assist. Maybe, been a long time since I played Ultimate Storm.
This way no one dodges the damage reduction. Japan has a funny way of missing obvious stuff with top tiers that ends up blowing up in everyone's face. Capcom is especially good at this.
All of my Firebrand unblockables are against grounded characters, FYI. Actually, almost every Firebrand unblockable is against a grounded character. It's just Tenderizer that sets up aerial unblockables, and I think we should just make a small change to Tenderizer H (or remove it, which I plan on doing).I haven't given FB much thought... well except for his unblockable.
Basically the same change as Viper. Aerial hit from the unblockable leads to a minimum hit stun strike effect that the person can recover out of and FB can't combo off of (unless he X factors on hit). On the ground the unblockable remains the same, it causes that stagger animation.
Obviously for compensation he would be getting buffs to his tools, assists and damage.
I was about to say just make Tenderizer into L version. Actually makes the assist usable for more than 2 characters.All of my Firebrand unblockables are against grounded characters, FYI. Actually, almost every Firebrand unblockable is against a grounded character. It's just Tenderizer that sets up aerial unblockables, and I think we should just make a small change to Tenderizer H (or remove it, which I plan on doing).
I lol'd.And yes, low damage benefits chip strategies and characters who can still manage to do high damage EVEN more.
By that logic, we should leave in TAC infinites, too. The people who have stuck with the game have tolerated all of the BS because there's nothing else on the market like it. They don't love it. It's part of the reason why people say Marvel makes you salty even when you win: the ToD nature makes one feel a bit shameful about the beating the opponent gets.
We can expect better from them. There is nothing big about this damage nerf that Capcom can't handle.
People who bitch will bitch about everything. Most people would still prefer it because "it reminds them of MVC2" or some shit.If the game became reset heavy wouldn't people just bitch that resets are hard to block like they do about incoming mixups?
Lei Lei will probably not get anything useful, but these changes will make it a far better Mahvel game than before and that is all that matters. Lots of characters will surely be left behind as usual, but we'll inch a little closer to MvC2.No lies, if every character was guaranteed to get powerful new sets of things to play with and further refinement to their play, moves or underlying math and this damage nerf went down, I personally think it'd be the best Marvel of the three versions of MvC3 entirely. I see the logic on both sides of the fence regarding damage but I'd definitely side with the damage nerf crew if I didn't wonder about how Capcom would go about doing it (or if they'd do it at all). It's always nice in theory until it gets Capcom'd somehow.
It's not as bad as ToDs or inescapable unblockable setups.If the game became reset heavy wouldn't people just bitch that resets are hard to block like they do about incoming mixups?
But if we are leaving a territory of discussion and you don't agree with it, repeatedly say so to ensure we don't leave it. Everyone should do that. Otherwise people are making decisions under false pretenses, and that's bad. There's a lot of stuff flying around, and no one here has time to read every post in-depth. Push your ideas when they're relevant.
One of the bigger problems I have with this is that it's so hard to test the effect this has on the game as a whole. It's approaching "whole new version" changes rather than a balance patch. That one thing slides around every other change we could make in some form. It's hard to keep track of the greater context.Let me put it this way: with the way I think damage should be, if we addressed each character individually, we would have to find 20% damage worth of nerfs in there. So it's faster to just nerf the damage. Or buff the health, as we are actually doing.
Then just normal jump, airdash, float, call assists, use the second airdash to attack. Done.You can but the issue here is being allowed to call an assist during float. I am not sure on this because they changed it from Vanilla to Ultimate and I mostly played Storm during Vanilla days.
RR was already a character that needed 3 hits on some characters to kill. But he could kill most with two or crazy level 3 x-factor shit. But level 3 x-factor and his damage are going down, he has terrible normals and his zoning still isn't that good. Plus, his best reset was taken away because his traps OTG now for some reason(I didn't see that on the list before or I would have said something). He'll only wind up doing a quarter to a third of his opponent's health now and not have especially good resets outside of being on point. If you want to make him better, either increase the damage on his level 1 hypers or let his dp traps Air OK so he has a real neutral game.Also we are discussing RR right now. You think RR is getting screwed over by the health increase? Say so and state why he should get damage increase to compensate.
I don't disagree, but this is an arbitrary punish to bad characters.Hsien Ko and Arthur are shit characters to begin even in a current high damage game. They need a lot more than just damage increases to be worthwhile picks.
People will bitch about anything.If the game became reset heavy wouldn't people just bitch that resets are hard to block like they do about incoming mixups?
You've never felt shameful about an XF3 DT Vergil comeback?Fuck that shit man, I don't feel shameful for my TODs. I got the hit, didn't drop the combo you didn't now you lose a character. It's not like I am using a tool that the other person doesn't have. If people felt shame over TODs then all Hidden Missiles player should've been dead by now from shame.
People who bitch will bitch about everything. Most people would still prefer it because "it reminds them of MVC2" or some shit.
I feel like the traps going off as OTGs is a bad change for his game, too, but RR players here wanted it. I would back you on removing that if we can get a discussion going on it.RR was already a character that needed 3 hits on some characters to kill. But he could kill most with two or crazy level 3 x-factor shit. But level 3 x-factor and his damage are going down, he has terrible normals and his zoning still isn't that good. Plus, his best reset was taken away because his traps OTG now for some reason(I didn't see that on the list before or I would have said something). He'll only wind up doing a quarter to a third of his opponent's health now and not have especially good resets outside of being on point. If you want to make him better, either increase the damage on his level 1 hypers or let his dp traps Air OK so he has a real neutral game.
They aren't going to be bad characters once we are done with them.I don't disagree, but this is an arbitrary punish to bad characters.
Nah man I earned that shit when I survived the incoming!You've never felt shameful about an XF3 DT Vergil comeback?
Bad characters are bad because they have bad tools that they can't apply properly. The damage problem definitely compounds the issue for them but it's not the fundamental flaw. Hsien Ko and Arthur are bad not because they can't TOD you but because they have shit mobility among other things. If Hsien Ko moved like Magneto no would really complain about doing low damage with Hsien Ko.I don't disagree, but this is an arbitrary punish to bad characters.
That or they just don't have the tools in the first place.Bad characters are bad because they have bad tools that they can't apply properly. The damage problem definitely compounds the issue for them but it's not the fundamental flaw. Hsien Ko and Arthur are bad not because they can't TOD you but because they have shit mobility among other things. If Hsien Ko moved like Magneto no would really complain about doing low damage with Hsien Ko.
Trish doesn't even do that bad damage.Trish
Hsien-ko
Arthur
Firebrand
Amaterasu
I agree that net sucks ass and that claymore probably needs a buff. But I don't think OTG capability is what Rocket needs. Having them both last longer means they're at least useful for leaving behind on tag outs.@GB: If you mean boulders, maybe that could use some rewording. All I ask is for both claymore and net to be able to activate midcombo the same way boulder does already.
So...as someone who did not follow Mahvel news for the past few weeks...is a REAL patch even in planning state? Or is it coming?
If yes...DAMN. I would be so happy.
Not a single thing has been confirmed.
Are you sure it isn't your mobile net? Mobile GAF is always great for me.@GB: If you mean boulders, maybe that could use some rewording. All I ask is for both claymore and net to be able to activate midcombo the same way boulder does already.
Edit: Sheesh, this finally posted. Can I mention just how much I hate mobile GAF sometimes?
Capcom confirmed it and hired the posters of NeoGAF to design the patch. This was Sven's final act in his infinite wisdom.So...as someone who did not follow Mahvel news for the past few weeks...is a REAL patch even in planning state? Or is it coming?
If yes...DAMN. I would be so happy.
At least you're honest about your bias.Don't worry GB, I'm mostly with you about the 20% health buff idea. I don't care much for it and would much rather this had been handled on an individual basis. Though I can see how it might work out for the better.
I don't hate TOD's as long as it's with a character I feel deserves it. If I get TOD'd by Thor then I just laugh about it and feel like I deserved it. Zero on the other hand never feels like he actually earns it.
Since I play Chris I really rely on the fact that one clean hit is going to lead to most characters death. Not a fan of that changing.
I also play Felicia and I usually have to rely on 2 or 3 resets to kill someone. Not looking forward to that possibly becoming 4.
C. Viper:Can I have the list of the last 4 characters we were working on? Seems like all this discussion caused us to forget where we were at.
Last thing I remember was discussing Mad Beast and how it should have a lower timer, better start up but no meter gain.
So...as someone who did not follow Mahvel news for the past few weeks...is a REAL patch even in planning state? Or is it coming?
If yes...DAMN. I would be so happy.