New idea for online: “Props!” Basically, if you lose to someone who you feel is much better than their rank suggests, you can mark that player as such. If a lot of people do that, then their ranking point gain is accelerated so they are moved out of their current rank quicker. You can’t really farm it because of the number of people required to pull it off, but it does provide people who feel out of their league a way to respectfully filter out people beyond the scope of their abilities. And you can’t just spam it because it requires you to lose, which will cripple your own ranking/Fight Money gain.
imo mini-games are always more than welcome. We all know that after the arcade mode, people won’t do much other than some trials and go play online to get salty.
I’ve always been a fan of 3v3 with a ratio system anyways because cvs2 is life
One of my favorite aspects of MvC3 that I hope carries over to SF5 is the fact that any move that locks the opponent in a capture state (normal throws, counters, cinematic supers, etc.) is “immune” to time-overs. As long as the move connects before time expires, you’re guaranteed to get the full damage, even if the clock runs out before the move finishes.
One of the most obnoxious things about SF4 is being unable to use your Ultra in the last 10 seconds of the round because it doesn’t do enough damage before its ridiculous cinematic finishes.
In terms of “extras” stuff, I’d like to see a beat-em-up Final Fight style mode. But I could wait for a PC master mod to make this happen. Just lemme beat up on all those piece of shit background characters on the way to the final boss.
I’d also to like them to remove the cinematics entirely if the Super’s hit kills/chips out the opponent instead of having to see the KO screen and then watching boring unskippable shit for like 15 seconds
i think they should add guard break back into the game, but only for when your health hits zero and you stop taking chip. if you start taking chip damage with 0 health, all chip damage is added to a “guard break” meter that appears and when you run out, you do a classic guard break flinch. so you can’t chip someone out with one dp on their wakeup, but you also can’t just sit there forever, blocking.
I dunno if that’s the solution but I do agree that there’s something wrong with the way it is right now.
Another idea I’d like to bring up - When playing online, instead of having the arrow saying “YOU” at the start of a round, have your character actually be completely highlighted and flashing for a second (similar to how characters looked when a gem was activated in SFXT).
If you’re playing sets with a few people, it would be nice to wipe the slate clean after each set instead of a blanketed ‘1P has 37 wins, 2P has 29 wins’
I just don’t want this as an online feature only. Really people tend to play much more online by themselves than with a group of people and its also another reason why I think those extra mode online are dead (tournament mode/team battle mode)
Damage scaling isn’t a big deal. In SF4, we all know Capcom went on a balance spree throughout its life span. I think the Super-AE era is when damage nerfs were prominent. I started to call it “Still Alive edition”. And in Third Strike the magic pixel situations were way worse.
I’m not even saying that the damage nerfs were terrible, because, if you think about it, having a new ultra to choose from added versatility to apply damage for characters. So Capcom probably saw it as “fair” to make other damage adjustments. Still, seemed kind of rare to have those ultra combo finishers.
So I think it’d be a hard call to just remove Guts. Capcom would probably just give everybody a 100+ life boost in its place.
What would happen if you started the round one with full super meter? Alpha 3 had this and I think it worked really well in that game. No other sf had this. With how fast paced the matches go in sfv what would the outcome be?
Not full v gauge but full super meter stocked. You would still need to build v gauge. But I think it would add to the gameplay and let better players work meter management better than players who used their bar too early or not at the right time.
I know it’s a drastic change but what are the pluses and minuses that might arise from the current cast?
Full super might render the start of matches too cautious for people to do their thing - one or perhaps two bars of EX might help spice things up out of the gate however.
I’d like to discuss the new damage type that was datamined. Like many others I think it is ‘poison’, or non-recoverable damage over time.
What I want to know is how will this damage type take into account ‘stacks’. For example, a poison projectile that deals 100 damage over 5 seconds. If you are hit twice by this projectile, are you gonna take 200 damage over 5 seconds or over 10 seconds? Or are they not gonna stack but only refresh the poison duration.
How do you feel about a secondary effect associated with Poison? A slow debuff for example.
Pretty drastic, gives you access to certain punish options and increased damage output for nothing. I think it would slow down the pace, since both players would have access to high damage options for the get-go. I always liked super bar resets in-between rounds though, make each round an all-out as you won’t need to save any bar for the next.
You say that, but then you see characters like Bison already screwing them…
Overall I do like the idea of starting with full meter a la Alpha 3 because it means you can only lose access to your options through your own choice (spending meter). If you don’t have the meter to spend in order to escape or whatnot at any point it’s because you screwed up.