Death By Hugs
Smash Apprentice
- Joined
- Jul 18, 2014
- Messages
- 100
Actually, I am not a playtester. I applied but didn't get a response. I hope to be a playtester though! (by the way, i assume i guessed the yeti/polar bear.)Hey Guys.
Sorry I've been afk for so long! Been loving the feedback coming in but haven't been able to think about the current characters with a new one in the works and other features filling my brain .
I do have some thoughts about the current roster and I want to address some of the great posts from recent playtesters!
@ Death By Hugs
Cool ideas . You're not too far off with one of those. Won't tell you which haha.
@ C Chuck Tatum
Really happy to read through your posts particularly as your group became more familiar with the gameplay. Let me address some of your points:
So the edges on the sides are kinda close currently. In some ways they are to prevent extended edge-guarding. I don't want a situation where Zetterburn is around 60% and tries to recover for 30 seconds before finally getting killed. I could see pushing them out on a stage or two to give some variety though.
Hitstun being a bit high across the board is something I have noticed and will be addressing. The base hitstun seems to work pretty well (the combo game at lower percents is close to where I want it) but as scaling goes up, players are locked in hitstun a bit too long. In my build, I have made this change:
I will be playing a bit and might hit that even harder depending on how things go.
- Hitstun scaling as knocback increases reduced from .8x knockback increase to .7x knockback increase.
Recovery game:
This is something I have been watching and thinking about. One issue for me is that fun edgegaurds (spikes, gimps, etc) are less reliable than the lame tactic of punishing the prat fall landing. Right now that is hard to adjust without nerfing the recoveries in some way. Both Orcane and Forsburn have teleports that are quick and nearly impossible to punish off stage. Wrastor has a quick and huge hitbox with his Wing Slash (Up special). That only leaves Kragg and Zetterburn as characters that are wise to pursue off stage. Both of them are quite gimpable if done correctly.
a) Horizontal Recovery and Risk of going off stage. I'm not seeing this issue in practice. On none of the characters, other than maybe orcane without a puddle, do I feel at risk pursuing someone off stage. Could you explain which characters you would like to see more Horizontal recovery on?
b) Respawn is too fast. Yes. true. Respawn is a bit too fast right now. Being able to punish someone who went deep is unintended In my build i have made this change:
I will be playing with that this weekend when playing with friends to see how it feels. Unfortunately I can't kick out an updated build because in prepping for more features I have broken some things (like dinput controls haha)
- Respawn time before platform appears increased from 30 frames to 60 frames.
- Can act from platform time increased from 10 Frames to 30 Frames.
c) Too many vertical KOs. Yeah I can see that. It was worse in past builds. It has been hit a bit honestly, with the ceilings increased and knockback increased across the board. Many of those moves (such as Kragg Fair and Orcane Bair sweet spot) are using a modified Sakurai angle. In Rivals moves that have that angle deal 40 degrees of knockback to grounded opponents and 47.5 degrees to airborne opponents. When you combine 47.5 degrees with perfect upward DI (18 degrees max) you get 65.5 which is pretty far upward. I landed on 47.5 as that was something I felt worked well. However in my latest build I did bump it down a bit to see if I could get some more horizontal aerials doing work:
Some of the moves you call out honestly have higher angles. Wrastor's Bair used to have a Sakurai angle. That wall of pain was way too good. Since Bair is more disjointed than Nair and has a bigger hitbox, you could carry some one all the way to the blastzone with ease. At least with Nair, you have to get close enough to leave yourself exposed. If i wanted Bair to have that angle, i'd have to nerf it elsewhere (start up most likely). Orcane's first hit of Bair has a higher than 45 angle. You have to sweet spot it if you want to kill with it. Zetterburn and Kragg both have good horizontal aerials (Fair on both, Bair on Kragg).
- Aerial Sakurai Angle reduced to 45 degrees from 47.5 degrees.
Camera upward. Yeah this is a bit of an issue. Part of it is that we only have so much background art so I have to adjust the parallax to move the camera more. Can't easily fix this but I'll keep my eye on it.
Forsburn copy - Right now he is digging into the standard AI. He targets your opponent and will pick attacks just as an AI would (based on positions etc). I do agree the randomness is a bit harsh. I plan to remove a good amount of randomness from the AI in general so they are more predictable. This will also help because all randomness will have to be handled strictly moving forward and I will need to keep track of every random call. That being said, I am not sure if Forsburn will keep his clone as strictly AI or some kind of custom AI so players can use it better. Any change here will take time so I'll see what I can do.
Orcane Up Special - Get used to Orcane a bit more haha. With Air Dodge + Side Special + Wall Jump + Side Special, I often play entire competitive matches without using Up Special once as a recovery.
@Everyone
Zburn Strong attacks will be hit in the next build, here are some notes:
Basically I am lowering the base knockback across the board and standardizing the Fire hits to have the same knockback and scaling. This should decrease the 40-50% kills while not affecting the 100%+.
- UStrong Fire:
- Reduced from 10 base 1.2 scaling to 8 base 1.2 scaling.
- DStrong Fire
- Reduced from 10 base 1.2 scaling to 8 base 1.2 scaling
- FStrong Fire
- Reduced from 9 base 1.1 scaling to 8 base 1.2 scaling.
- DStrong Standard
- Reduced from 7 base .8 scaling to 6 base .8 scaling.
- Fsmash Standard:
- Remains at 8 base .6 scaling.
Wrastor DStrong will be seeing some changes. I am not happy with how it plays in his kit. It feels like a noob move honestly. It can be used to kill when you're reaching for one for example when you arenot comboing well due to your opponent's percent being racked up. But it's hard to use at low percents. Trying to jump cancel is tough because you risk jumping out of hit before you hit confirm. I am changing it to be a combo starter at low percents and a risky kill off stage.
Oh also I fixed some of the rock issues. An aerial rock should no longer trigger a break and then appear in the air (looking at Kragg Side Special for this one). My logic for breaking a rock was kinda silly so now it should feel smoother. It will no longer appear, adjust then break. It will simply break right where it was when hit by an attack.
- DStrong can no longer be jump cancelled during movement. Only during charge.
- DStrong now has a hop on hit that has reduced recovery from hitting the ground (12 frames of aerial recovery on hit vs 20 frames of grounded recovery)
- DStrong now sends at a 270 degree angle causing a ground bounce or a spike off stage. The spike power increases if you charge the attack. TIME FOR SOME EARLY KO's!
- This is a both a buff / nerf to Wrastor. It removes a reliable on stage killer for a chance at early KO's and another combo tool at low percents. I will be looking at FStrong and UStrong startup if this ends at too much of a nerf.
Also fixed the Forsburn in teams issue. Also fixed the invincible prat falling off Kragg's pillar issue.
I still have A TON of bugs to hit and Zetterburn/Earthbones has done a good job compiling them! I am super grateful for his trello list. If you guys find more crazy bugs then let him know.
For all the fans asking about the playtester builds. We don't have an April build planned at all. Next build will likely be May at some point maybe even late May / early June. Certain things will be in flux. Whenever the next build comes out, it will have patch notes like the past builds and everything bulletted here will be a patch note unless it changes further. Hopefully will have online play too, but can't confirm that just yet.
For those with an issue with controls. You will be able to assign a button for strong attacks. I also plan to allow custom assigning of the right stick (tilts, specials or strongs).
Back to work though. On things unrelated to all this!
Thanks,
Dan
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