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RoA_Zam
Yup, I've been watching balance lately and have noticed Wrastor is an issue so will be looking at his Side Special in particular as something that can be hit.
I'll address some of your points though! Thanks for the feedback!
Hurtboxes being off - will look into those. If you see any that lag let me know. Hurtboxes are currently shared between air versions and ground versions of specials to make my life easier so on some specials they don't line up exactly but it was close enough that I did not feel the need to make a new one.
Zetterburn fire consume is actually a new hitbox with its own data, so its not a straight modifier. Damage, knockback angle, base knockback and knockback scaling are all set independently. Right now the scaling does pretty much double (.5 - 1.0) and the base knockback is almost double too. I can hit them individually though. I actually still consider Zetterburn to be balanced against Kragg and Orcane as of now, so won't be hitting his burnboxes unless I buff him in other areas (recovery for example)
The floating pixel thing for both rocks and characters is disconcerting and I have seen it before. I don't think its the characters themselves having the issue as the collisions are pixel perfect and I have tested that to confirm. I believe the issue is on where characters are drawn. I am doing some rounding to snap both characters and the ground pieces so pixels are retained but I think they are rounding in different ways and it is causing issues. I will solve it before ship but haven't squashed it yet.
I think I know the Orcane 2 puddle glitch. Get attacked out of an up special on the ground.
. 2 puddles. Its on my bug list.
I'd have to buff Zetterburn's up b damage while moving damage to make that break a rock but its probably a good idea to do that. Will mark it as something to try.
Hitbox sweet spots were actually in the older builds too. They are just hard to see. I plan on giving wrastor some hitbox separation on his lingering hitboxes when I do a knockback pass. (Example: Nair being stronger and bigger on the first frame then reducing in size a bit and knockback on later frames). I want to get attacks across all characters scaling a bit more while still keeping the combo game intact. I will likely do that early next week as I don't feel super comfortable in GM Studio on my laptop and instead just work in Photoshop while traveling.
Here is a picture of some of my immediate tasks from my Trello. I picked out some of the easier ones from the feedback from here as part of my "Next Playtester Build" tasks:
Will try do a few more things for next update too but I am balancing stomping bugs and working on balance while also creating new content :D
-Dan