Hey Guys,
Got a bit of time before my play session so thought it would be good to respond to some feedback.
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FunctionFn
Thanks a ton for the write up. Lots of good stuff in your post for sure.
Combo game variety:
I get where you are coming from for sure, but this is an issue with the core of the attack designs. Moves in Rivals are designed as "Openers" or "Enders". This is because defensive tools are limited so part of your defensive game is how well you get yourself out of a bad position (getting hit by an opener).
Your DI and your opponent's ability to use Enders IN their combos are important. Most Enders out of combos require good reads, good reaction or an edge guard that was gained by using your Openers to get your opponent in a bad position. There is skill in being able to land them at the right percents and being able to close out a stock. Now you might just say, why not just increase the scaling of openers across the board? There are three reasons for that:
1.) To avoid the Sheik issue in Brawl. It's not fun to have to fish to land 1 or 2 kills moves in the neutral because your other moves now knock too far away to follow up. Sheik in Brawl is quite fun up to 70% when nothing combos any more and you have to wrack up a bit more damage in order to get a grab release boost smash kill or just fish for a Usmash. I honestly feel Wrastor has this problem a bit currently because against a smart opponent it can be come very difficult to land a kill other than the Up Special strong box.
2.) There are no grabs in RoA to set up for kill aerials. That means tilts take that place.
3.) To avoid having the neutral break down because low-risk openers can now kill. If you could just kill with a 4-8 frame ftilt with decent range, then why ever use a smash attack?
I get that combos become samey after some play, but I disagree that in RoA you never need to look at percent. My follow ups are usually dictated by percent. During low percent combos, I use strongs knowing that I can still follow up. (example, Orcane, dsmash -> uair) At mid percents I stop using strongs and try to reach for another opener or wait for a reaction from my opponent then punish. At high percents I get back to using strongs as finishers. On a character like Wrastor, I won't even touch strongs until my opponent is in kill range because the recovery is too high to follow up.
The sameyness is something I will watch, but I will not be increasing knockback scaling across the board. I have done it in the past to get the game to where it is now. At this point, I will be designing the game with the mindframe that learning when to slip your Enders into your playstyle are just as important as landing the first hit.
There are exceptions I will make of course. Increasing knockback scaling on specific attacks can open up more combos as damage increases, especially on characters with good movement options. But I will be looking to avoid getting into a space where moves are hard to string together and people generally fish rather than combo into KOs.
Feedback on hit:
Something we still need to work on. Particularly the strong hits. However, the hitpause is already quite high for a fighting game. Strong attacks go past 10 frames and special effects like Zetterburn's fire strongs go past 20. I probably won't be increasing the time because they will impact pacing. I will definitely be hitting the visuals though. We need our "black lightning" that smash 4 has and still haven't figured out what our version will be.
Zetterburn:
Zetterburn likely is the strong character in the March build. (In my opinion). Slightly above Orcane. He KOs so early and can fit a variety of playstyles. Campy Zburns who rely on Down Special, Fspecial and then Nspecial to get out of combos create a situation where they have burn up the majority of the time and can just fish out Strongs for KOs.
Kragg:
Can see where you are coming from about the pillar but it is pretty predictable. If you stay close to him it wont give him time to pull one (Wrastor can combo Kragg from below). If you expect it then just roll / dodge horizontally and punish him before he can hit real ground.
Also, I'm okay with messing with tenant of being above your opponent isnt terrible for every character
. If pillar camping becomes an issue I will hit it in other ways. But I dont see it as a design flaw. RoA is a different game with different rules than PM or Melee.
Forsburn:
Clone AI. Read you loud and clear on this. The clone has issues. Not sure how I will be fixing but I will be looking to do something.
Wrastor:
Yeah the stream being out for a while IS its cooldown in many ways. If you use it just for the projectile not thinking about where you are then you can't put a stream in a better position for a set period. But if Wrastor plays carefully and always streams the solid ground then it can be strong. Wrastor is in a weird place right now where I am not in love with his playstyle. (Feels close to Sheik where he has to fish for kills after doing sweet combos up to 80-90%)
Hitstun:
Yup. The scaling on hitstun time is a bit high. I've hit it in my build. Reduced it a bit further for my playtest today. from .8 - .65.
Movement:
Wavedashing into tilts is still faster and easier than trying to dash -> crouch. Plus you can do a retreating Ftilt much faster than if you relied on dash.
The reason you can use strongs out of run is because of the limited options in RoA as well as taking out execution barriers. If I wanted to let players able to quickly run then crouch then Fsmash then why not just let them do it out of run? RoA is meant to be flashy and fast without all the technical barriers that other fighting games have.
Final:
Yeah hitstun will be hit. Scaling won't across the board, but possible for individual attacks. Kragg and Wrastor might have issues but RoA is its own game
. Frame-by-frame is looking like it might be possible in the near future.
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Cowhunter
Thanks for the write up.
Dashing -> Smashes
So I addressed a bit in Function's post. I understand the issues with it. I'm not fond of having it just be technical barriers. The argument that doing anything out of dash should take more time / more risk is fair though.
I could see increasing the start up from run into Smashes by a set number of frames. That would make it a bit more committal across the board. Will have to see a bit more high level play to see the extent of this issue.
Dash Dancing:
Yeah. This could be seen as problem. They all have similar dash dances. This is because I don't want any characters to be limited out of dash. Without grabs / grab ranges, it's hard to balance them in other ways. Kragg though probably doesn't need a Dash Dance as good as his is due to his strong zoning capabilities. These are just numbers but at the end of the day I adjust them so every character plays the way I want. I usually start from extremes and then tone things back so you are playing the toned back version which is why I can see them feeling samey.
Will make a note to look into distinguishing their ground games / speeds more.
Samey Characters:
I agree with you in some ways here. This is again a bit of an influence of the way the game is designed. It is an offensive combo based game. Everyone needs tools to start, extend and end combos. So because they all have similar tools they can be played in similar ways. I don't forsee this changing in RoA. Maybe in a possible RoA 2 we can address that by giving players more options and variety in gameplay styles.
-Dan