Here is my overall balance suggestions for each character. Come give your wanted balance changes for each character as well

Yep like a zangief super.

Instinct activation already freezes the screen and then shadow dominance hits them in whatever state they are frozen in, so the throw invincibility doesn’t come into play at all, actually.

It’s basically just if you know they’re going to throw you as a perfect meaty, you have an option. It’s kind of a bummer that it also loses to the same things as just teching the throw, though (neutral jump) and costs a meter, so… it’s alright but not that great.

Remember, Raam’s grab is 1+0 startup (which means, it becomes active on the same frame you press the punch buttons). So its invincibility only matters for perfect meaties, otherwise it’s just fast enough to beat everything regardless of invincibility.

Don’t tell @DulXboxOne . Him and I had a few matches and I’m pretty sure he had 5 stagger enders in 1 combo. He’s gonna be heartbroken if this goes through :broken_heart:

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His normal fireballs didn’t even go away in s2.

Yeah I figured that out after talking with FallofSeraph, some reason I had it in my head they did. Id be satisfied if just the shadow fireball change was reverted though.

Yeah, for comparison, Hisako’s shadow influence is technically throw invincible, but only while its active (and it’s active for one frame). In all of my matches with Hisako, I’ve only ever seen that grab invincibility come into play 1 time. So yeah, the grab invincibility on Raam’s shadow grab is probably among its least pertinent properties.

@storm179 to chime in on omen vs raam, rasha hitting you out of kryll rush post-grab happens often enough to be annoying but not often enough to be a legitimate balance concern for that matchup. The real issue is that his bonus fireballs in instinct count as shadow projectiles, rendering kryll armor largely useless for the duration of his instinct.

Wow thats dumb, sounds like a bug.

I never said it was a cast wide thing. Its relegated to a few. But those mus are harder than they should be. Glacius and kan ra in particular.

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But Omens regular fireballs never disappeared when he got hit…EVER. Only his Shadow orbs disappeared before S3. Now all fireballs stayed on screen. So you arent requesting a reversion to S2 Omen, you are requesting to completely change his regular fireballs.
Thats fine that you have ideas but your base information is incorrect to even make the change.

Thanks man! Not many congrats coming from my friends here as I expected. I appreciate it! Give Kev bones a congrats too…he took first against me with his unstoppable Arbiter!

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Yeah I figured that out based on what you were saying earlier, some reason in my head I thought that it was all of them that were that way in s2. I decided reverting the shadow fireball change is good enough, instead of nerfing his fireballs in neutral, since his fireballs in neutral have the weakness of being random.

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Is there anyway I can watch the matches?

This OP is hilarious, I can’t stop laughing.
I probably sound like I’m being jerk but seriously this is comedy gold.
I hope it was a fake post so I stop feeling guilty for laughing so hard.

Very productive and informative.

Sorry man, I just have been around a while and a lot of these suggestions are the exact reverse of balance changes made over the years, and the most commonly complained about characters for beginners are left untouched.
I can understand a lot of your suggestions it just all of them together happen to look like some kind of meme post.

I will say the Fulgore one makes sense and as a Fulgore main it’s something I’ve been feeling for a while, but it might be slightly too harsh considering how hard it is to get meter in some situations. Maybe just canceling his teleport should cost 2 pips, I always felt the teleport was a bit strong.

Also regarding Riptor: Her old tail flip speed was VERY unfair, and currently if you use her tail flip while already in the air it comes out faster.

Im really only concerned with competitive play here. Beginners or Causal players should still have fun regardless, there are plenty of beginner friendly characters and modes for those type of people who want that type of experience. Shadow Lords is being built from the ground up for them in particular.

It hasnt been archived yet since all day Saturday Twitch was down. Panda X did record the matches onto their own hard drive. They told me it would be up some time this week as they convert it over some how. Only the top 4 was streamed.

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I have a berf idea for Spinal. Idk if it would be OP or make him worse so ill just throw it out to see what you guys think.

So for Spinal, what if skulls fired while Instinct IS ACTIVE do not go away on hit, but keep bouncing around until they hit the opponent or are blocked a couple times like it is now. To balance out the skulls not going away on hit while in instinct skulls fired when instinct is active will also disappear when instinct runs out if they are still in play. It makes Instinct skulls similar to Gargos’s minions and Glacius’s hail only while instinct is active.

That would make Spinal almost literally untouchable while in instinct. Gargos’ minions are hard to avoid, but you tend to have at least an option or two to hit Gargos and still avoid Izzik or Dreck. Trying to avoid Spinal’s horizontal skulls bouncing off the wall ever 2 seconds or so would be nigh impossible, even with meter.

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