Hey, I got the march build today. I wasn't able to log in to my old Smashboards account (can't remember if I gave you SpicyCrab or TastelessRamen) but I am that guy. (
cape.webb@gmail.com)
Little background; I am a competitive melee player from back in the day and my play group is all super hardcore game nuts. We get salty about every thing and the game is intense enough to keep us coming back every time.
These are my initial thoughts after two marathon sessions playing the game.
Build is super fun and I really enjoyed it. I can provide additional feedback later but here are my initial system impressions:
Characters die FAST, and I don't really mean that in a good way. I feel that often characters get knocked out of the stage and die from ring outs in situations where they could have definitely recovered if they hadn't been auto ring outed. It also seems that power attacks cause an inordinate amount of hit stun. \
Together these two things left me sometimes feeling like I had been cheated by the game, robbed of an opportunity to even try to recover in a situation where I feel I should have been able to give it a shot.
Recoveries in general seem badly balanced in terms of punishes from the stage:
my initial feeling is that on stage edge guard is too good, without ledges to grab on to characters returning to the stage are so vulnerable. Often just camping out with forward smashes by the stage lip seems unassailable from the outside. Worse yet, when you do break through and get back on the stage most up-B's, like Wrastors, have a long recovery time and are very easy to punish. Even when you HIT your opponent with your Up-B (talking specifically Wrastor here since I played him the most), it seems that they will almost always recover first and be able to punish you. I think this should be more like Marth or Samus from melee, direct hits with up-B moves should be very difficult to punish. (Right now I predict as players get better and better it will become very rare to see successful recoveries)
All of this leaves me feeling that the edge guarding game is a lot staler than it should be, and REALLY disincentivizes leaving the stage to edge guard. Characters almost universally seem to want to stay on stage safe and tucked away which I think is a missed opportunity. This game captures the frenetic feel of melee in almost every way but the edge guarding is still missing something.
The design should encourage players to leave the safety of the stage in order to get edge guards and early kills! This is super important and I think it is the weakest point in the game right now.
I recommend the following changes:
1) expand edges of the stage -> it should be rare to die in a situation where you could have reasonably recovered. Don't take away the players opportunity to create hype moments by trying to come back.
2) less hitstun on certain smash attacks. -> it's fine for strong moves to send me reeling but if I arc upwards in to the air, to the zenith of my arc, and then back down and then fall off the bottom of the stage before my hitstun is over that is too much. Once again, let me at least try to recover from that disadvantaged position; it will be more fun for every one.
3) Buff Up-bs as recovery moves: Up Bs could be significanly buffed almost across the board (not Orcane) and it would help the game. Also, the up-b's in general feel very weak which strikes me as a wasted opportunity (with only four special moves, shouldn't they all be really fun and useful?) I find myself only even considering using up-B in super desparate situations. I think it would be better to design around these moves being just as versatile and strong as the rest of the moves in the game.
a) Fire cat (sorry name escapes me) recovery distance could be MUCH longer. I think even going 2x bigger would not be unreasonable. Yes, he would come back from really far away. He could also shoot diagonally down to go for crazy wall jump recoveries. It would expand his mind games a ton... That's why players would have to leave the stage to stop him. More fun that way
b) Wrastor: When I hit someone with this up-B PLEASE give them more hit stun. It feels so unfair to nail someone with a perfectly timed recovery attack only to have them land before you, recover, and then punish with a strong attack while you are still floating in the air like an idiot. Could have a longer horizontal distance too but that might be too much.
c) Kragg: I find it crazy easy to gimp Kragg just by breaking his pillar, especially with fire cats projectiles which destroy tower in one hit. I do not think fire cat projectile should destroy the pillar in one hit. My play group has coined the phrase "let Kragg come back" in response to the easy gimps on him.
d) orcane : seems fine.
e)forsyburn: haven't played enough of him to say for sure.
Wrastor Specific Feedback:
Alright, I played Wrastor pretty much exclusively and I really like him except that his aerials are pretty redundant.
neutral A -> classic smash sex kick, has decent knock back.
up A -> sends opponent upwards
down A -> sends opponent upwards
towards A -> sends opponent upwards.
back A -> sends opponent upwards
I would REALLY like to see down A be a spike (Game needs more hype spikes and Wrastor could KEN COMBO If he had one...)
but PLEASE give Wrastors back air some horizontal knockback. forward air and up air is enough upwards hitting moves. Wrastor needs something reliable to get people off of his back and he doesn't need another move that does the same thing IMO.
My playgroup pretty much universally hated the 'aether' stages, but once we found basic stage mode we had a lot more fun. All the basic stages feel open and fair and well balanced for the cast...the aether stages seem like a bit of a mess to be honest.
I felt playing Wrastor on the aether version of the desert market stage was especially brutal, and that the elevated area on the right felt like wasted space with most fights occuring pretty much exclusively on the bottom floor. Playing Wrastor vs Kragg on that stage feels like being trapped inside Darth Vader's meditation chamber with a grizzly bear.
Anyway, I know that is mostly negative but rest assured we all really enjoyed the game immensely. In fact, I think given the opportunity I would much prefer to play this game over Melee. The simplified controls and streamlined play fit perfectly and the game is still incredibly deep and fun. I just feel the edge guarding aspect of the game could be much improved with a few relatively small changes.
Would you be interested in letting me put one of your characters in to my upcoming game as an easter egg/secret or maybe even a playable character? I would be happy to send you some details about my project as well some samples of our art so you can get an idea of what we're doing. I think it could be a fun opportunity for some indy crossover goodness.