I don’t think his instinct is bad by any means. I’ve been saying this since they changed it for season 2. From a utilitarian perspective, feral cancels are useful. However, from the perspective of a lower level player, they don’t meet two of the three criteria.
Is it useful? Yes. Check.
Is it straight forward? No. It’s not an easy move to be good with, and while that would be fine for many ideas, I don’t think it’s fine for an instinct move specifically.
Is it fun? No. It’s a workers move. There’s no flash, no style, no feeling of being more powerful just because you can cancel out of something that’s unsafe, even if the individual act of doing so when needed is again, a useful thing to have.
I liked Wulf’s season one instinct because it felt like it completed him. Much like high damage season one Thunder, who got crazy mobility off of his instinct, high mobility Wulf got crazy good damage which made hulking out and howling and then laying in to the opponent feel that much cooler. Now, he hulks out and howls and gains the ability to cancel unsafe moves.
I’m sorry, but though I think it’s useful, it’s just not compelling and for many players, its utility is more or less wasted. I’m not against high level concepts on principal, not by any stretch, but any concept, regardless of ability level needed, should have some degree of both accessibility and fun when you’re talking about something as basic as instinct mode.
Jago can throw two fireballs and regain health.
Glacius gets armor, mobile liquidize and homing puddle punch.
Thunder gets crazy mobility.
Sadira gets webs.
Orchid gets firecats.
Spinal gets skulls, wall skulls and reabsorb skulls
Fulgore gets high speed meter, meter slowing moves don’t slow it down, and he gets to give himself meter using HP+HK
Shago gets dark tether and annihilation
TJ gets speed boost and last breath
Maya gets returning daggers
Kan Ra gets permanent sand trap
Riptor gets full speed run and huge range on tail and fire
Omen gets an extra projectile and shadow meter lockout
Aganos gets unlimited clubs
Hisako gets permanent wrath meter, and counters catch high and low
Cinder gets permanent fired up state
ARIA gets all of her special moves from all forms
Kim Wu gets auto generate dragons and dragon cannons
Tusk gets to cancel MP & HP in to specials and cancel a special into another special
Arbiter gets a regenerating shield and a parry
Rash gets a controllable speeder bike that staggers on the ground and recaps airborne opponents
Mira gets infinite air dash, an auto homing bat and vicious shroud
Gargos gets stone skin and eruption
Raam obscures the screen and does continuous, unavoidable potential damage
Eyedol gets access to both forms, powered up versions of his specials and instinct refill
Why did I bother to type all of those out when you know them already? I just wanted to give people the full (well somewhat full) list to compare to what Sabrewulf has: Chip damage with normals and feral cancel (which takes longer to recover from in season 3).
Even more passive instincts, or instincts that don’t appear to come with godlike powers on the surface, like Fulgore’s, Maya’s, TJ’s, Kan Ra’s and Riptor’s feel like game changers in the hands of players with ANY skill level.
They can look at what Fulgore gets to do with his meter and they can figure out what that unlocks for them. They know how helpful it is to have daggers that return to Maya and they can figure out what to do with that and what fun they can have and it doesn’t take a high level player to cancel special moves in to special moves with Tusk and to see how useful (and fun) that is.
Again, feral cancel is NOT a bad move. But when you compare it to everything the characters above have, and you remember that feral cancel isn’t the most casual friendly move, which makes it rather difficult for many players to get a whole lot out of, it stops being a question of “can we train people up to get the most out of this move” and it starts being “maybe this isn’t the best move for instinct specifically, especially for a character whose movelist is otherwise rather straight forward.”
Of course, Wulf doesn’t have to be a lower level player’s dream and there’s tons of complexity hidden below the surface. No question. But to me, an instinct move should be a rather surface level move. It should be easy to see not only what the benefit is, but how to apply that benefit and perhaps maximize it to your advantage.
I’m just not convinced that most lower level players can look at feral cancel and do that to any great extent, and if they can, again… Popping instinct should either lead to immediate fun new moves or immediate fun ways that it can be applied to the character. Barraging opponents with fireballs with Jago is fun, trapping opponents in a series of webs with Sadira or using them in juggles is fun, doing all the crazy stuff with a permanently fired up Cinder, ulimited sand Kan Ra or a Hisako with full wrath meter is fun.
So yeah, @developers I’d love it if you guys took another crack at Wulf’s instinct. I’m not trying to rant or sound angry and I don’t mean to insult any of you in any way. Just hoping you’ll consider something that’s a little easier to utilize to a full extent and that makes Wulf a more fun character to use overall. I’d still love to get another special move or two and maybe some flash in his move set that seems kinda lacking, but now I’m really sounding like a broken record. My apologies.