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

Congrats! Nice placing :grin:

Edit: congrats to @KevBones10 aswell!

:tada::tada::tada:

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Thank you!

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I think that would be way too easy and oppressive and wouldnt promote a two way interaction which is something I personally think we should be striving for with most changes (the two way interaction that is). I do think spinal needs a bit of a pick me up though balance wise and giving him back his shadow meter sucking would be just the thing.

Thank you! It was a very well organized event and very entertaining! I highly recommend going to one of Ian’s and Jonathon’s events. KIT in Tennessee and Mid south in Little rock.

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True I guess that could be a bit more hectic having 3 different fire balls bouncing all over the screen as opposed to the minions who are a bit slower and there is only 2.

Do you have any ideas for Spinal in particular? Do you think he is at a good spot where he is now, or do you think he needs some buffs/nerfs?

@KingOnimaru: Yeah that is true. I have seen quite a few people who like and want his old curses back. How would you feel if his Instinct was remodeled again, to where upon instinct activation he gets his old curses back during its duration? Mind you that would not be on top of what he already has lol Would that be too weak/not as good as what he has now?

Again, im not suggesting these things should actually happen just thinking out loud a bit lol I like talking about the character and what people think should happen with him in terms of balance.

As a person who used to play spinal I really wish he had his shadow meter sucking ability since it was intimidating/unique (his instinct curse was bad for the game though since it shut down a universal comeback mechanic too easily) and I think spinal could use a slight buff so it just makes sense to me that the shadow meter sucking mechanic should return. When it comes to Spinal’s instinct I feel its personally pretty powerful as is and making it stronger is unnecessary.

Oh yeah I agree I wouldn’t add to it, I meant pretty much scrap his current instinct for a new one that temporarily lets him gain back the ability to suck shadow meter back with skulls instead. Idk if that would be worse than what he has now or better though.

I think it would be worse honestly, right now his instinct can give spinal alot of control in the neutral.

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For the record, I never saw it posted that you took 2nd place. Ggs.

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Thanks man! It was fun..The twitch stream went down all day during the event. The guy at Panda X is trying to upload it but the file is corrupted or something. They recorded it onto their own device instead of Twitch
so as soon as he figures it out we will get to see the top 4. It was some great matches except fro the final when Kev destroyed me with Arbiter.

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Played a little bit of Eyedol tonight and am I crazy or does anyone else think that his Rod Blast (b+MP in Mage stance) should be nerfed a bit? It’s rather quick, it has a substantial amount of range on it, and hits pretty hard. Five rod blasts (admittedly a lot) take about half a health bar.

I can see having two of those things (quickness and range or range and power), but all three?

I kinda hope it doesn’t. Because then I can’t hit him from from full-screen anymore then. :frowning:

You can low profile it. :wink:

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I have no clue honestly, he feels so new I dont really have a good grasp on what is really wrong with him atm.

Just like shadow pulverize (maybe pulverize too haven’t tested that yet.) :slight_smile:

Bleh I wasted a bunch of time typing up a very long post but I’ll condense it: warrior body rushdown is maybe too potent, his instinct is WAY out of control with super strong pressure and neutral and very high damage, and while it seems like each body is meant to have a weakness (getting in/shadow counters for warrior, defense for mage) the reality is that neither is very pronounced and while it’s more of a big deal for mage than warrior he switches from mage to warrior extremely quickly due to mage’s reliance on specials for neutral.

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You’d be surprised at how much he doesn’t need to rely on those specials in neutral while in mage stance, though - He still keeps a lot of good normals.

Just adding that stray Omen’s fireballs aren’t even breaking combos after they hit an enemy performing a combo on Omen, sometimes i ve had them recovering quick enough from the fireball’s hit that they can begin a new combo but it still counts in the old’s combo counter.

Then it’s still the same combo. There wasn’t enough hitstun on the fireball.

I think since the new update is now officially out, we should let it sit and play the game.

We’ll close this one up.

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