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#Gaming

Edited by Upperclass Bum: 11/5/2018 11:02:58 PM
19

Unnecessary changes / tweaks to characters that grind your gears

As a game or series grows, whether it's updates being applied to the current one or a new sequel coming out, there's always one apparent thing -- change. Be it for the sake of "balance", QoL, et cetera, it's a near constant for class or character based games. It's a necessity. However, sometimes there are changes that just make no damn sense. Let's talk about that. Mines in a spoiler 'cause it's a bit lengthy... [spoiler]Recently for me, it's Taki. In terms of differences per game, there's probably no other genre where change is such an apparent constant like it is in fighting games and for the most part, I'm fine with that. Taki has been a different beast in pretty much every game, but still retains some similarities with previous iterations. After driving it through my head that she's not Natsu and I need to stop approaching her like she is, I was starting to feel like SCVI Taki is the best Taki out of all of them even without some of the moves or Possession transitions that Natsu has in V. Then I realized just how -blam!-ed over she is with her A+B [Ninja Cannon] being a special low (a low attack that can be blocked in standing guard) now. When I first went into training mode and saw that it was a special low, I was immediately annoyed, but chilled out at the thought that maybe it could still be useful since previous Ninja Cannons forced your opponent to do one of three options: 1. block low 2. jump 3. try to get an attack in 1 is the safest, as the only real follow up they could do is if you're still blocking low and they throw out a mid, but there's not really enough time to get one off immediately after using A+B. 2 & 3 are the most risky. 2 'cause A+B can be followed up or completely cancelled with A. If you're fighting someone who has a habit of jumping lows, you can play mind games using this. 3 is risky simply 'cause if your attack isn't faster, you'll be hit. Wrong. That doesn't apply here. What incentive does your opponent have to do anything other than a standing guard when you use A+B since they know it won't hit? Ninja Cannon now has a break attack property, but even that's near useless as the slight stagger isn't long enough to capitalize off of it and despite it being a break attack, it doesn't guard crush. The only good things it has going for it are possibly tech traps (I say "possibly" 'cause I haven't checked. It could auto guard like it does on wake up for all I know) and the guaranteed lethal hit on impact counters, so GI and RE happy opponents blast off like Team Rocket. But I'd happily trade that guaranteed lethal or hell, even the BA property for it being a normal low. Better utility, better mix up and mind game potential. It's not our [Taki / Natsu mains] fault that people were brain dead and failed to block a slow, telegraphed as -blam!- low attack that was spammed in every game, especially V. I don't see every other obvious low now being a special low. Which reminds me, I had a modded Natsu with her name replaced with ">Implying 4A+B is hard to block". Always loved rustling some jimmies with that one. While typing this, I also remembered Taki can't juggle with 6 K B after 2 2 / 8 8 B anymore... Why remove a juggle that only noobs who don't know that you can air tech most aerial combos and juggles would get hit by? Then there's the fact she's one of the few with a CE that can be GI'd or RE'd. Lmao. Why?[/spoiler]

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  • BlazBlue again. Rachel is a character designed around laying traps, and hazards around the map, and then using a combination of mind games, wind, and her own attacks to push enemies into them. One of her most frequently used traps are these fancy lightning rods, with a pink bat on top. You can have up to 3 out at any time, and trigger them with a simple 214C input, to zap opponents. In BlazBlue Chronophantasma, she got an [i]amazing[/i] buff, where she can now press 22A, or 22B, and the bats will fly off of the staves, and—provided they’re close enough—latch onto the enemy. Then, when you detonate the lightning rods, the lightning will always strike right on top of your opponent. 22B was absolutely useless. It was the exact same thing as 22A, but with a shorter range. So, understandably, in Central Fiction they removed it. The annoying part comes from what they did to 22A. They changed its input from 22A, to 22B. No new move added to 22A or anything, just changing inputs for some reason. I guess they wanted to throw everyone off, since no one used 22B in CP.

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