MvC3 Balance Tweaks Take 2: X Factor Harder

I think Mad Beast should be tweaked as following:
-Duration is 5 seconds
-Is now a level one hyper
-Can be used to cancel moves similar to Berserker Rage and Devil Trigger

I don’t have any character specific changes, but I do have some gameplay changes I’d like to mention.

First, change the way TACs work. It seems like an interesting way to safe tag a teammate in, but due to it failing ~1/3rd of the time then it isn’t really useful and easier to just spend two bars DHCing. I’d make it so that it costs 1 bar to use, partially resets damage and hitstun scaling (like it does now) and thats it, no meter build depending on the direction you hit. Make a limiter on how many times it can be used in a combo so that a character couldn’t potentially be tagged in for a meter, rebuild it through doing damage then tag out again effectively making an infinite (provided you could do that with every character on your team).

Second, completely rework the way XFC works. Too many people complain about its current incarnation, however I think it should be changed and not removed. Reduce the overall durations and speed and damage increases of each level of XFC. For characters that don’t benefit from speed increases or low damage increases in XFC, make it so that it provides special properties to their special moves. For instance, an XFCed Hulk could get SA on the ground Gamma Charge and be able to combo after it with s.M. I feel this would be the best way to take care of all the people complaining about Dark Phoenix as well without outright nerfing her moveset since XFC is what makes her shine so well.

Third, either remove the DHC trick or make it so that more of the cast can utilize it. Personally, I don’t mind the DHC trick, but I don’t think its fair that only a select portion of the characters can use it. If this isn’t an option, then I’d say just patch it out, it provides too many advantages to characters that can use it (most of which already have a plethora of advantages already).

Fourth, fix online. Nuff said.

Fifth, reduce the times of hypers. For a game with easy to hit touch of death combos, time outs occur too frequently. Part of this is because of characters like Zero who start a combo, the opponent can get up, go to the kitchen, grab a soda, drink it, return and wait for the combo to finish. However to change that, many of the cast’s move properties would have to be reworked. However what can be changed is the duration of hypers. When Ryu does a Shinkuu Hadoken, I don’t need to see him powering up the blast, just make it come out already. The only cinematic hypers in the game should be level 3’s. However if this isn’t an option, then how about slowing down the game clock or putting more time on it then 99 seconds?

That’s all I got for now.

I don’t see why people complain about X-Factor so much. An easy way to beat out Lv. 3 X-Factor… is to counter it with Lv. 3 X-Factor. Blocking makes all damage go bye-bye, and since they used theirs first, you still have a little bit of time to punish them with however much you have left. If you popped yours off in the beginning of the game and they saved theirs for last… well, it’s your own dang fault. And the other way around, if they popped theirs off early, and you saved yours… then that’s pretty much game.

As for glitches, like the DHC glitch, it should be patched out or fixed. Patch it out because not every character can use it, or keep it in and allow every character to use it, which would cure the problem.

I love Arthur. He’s such a fun character, and even though he would gain a lot from having a dash and less floaty jumps, it just wouldn’t be right. He plays (almost) exactly like he does in Ghosts 'N Goblins. He doesn’t have a dash, and once he makes a jump, (and double jump) he’s committed to it. It made jumping to places risky, and changing that would be like giving Hulk the ability to fly. It would be wack.

I don’t think his lvl3 whiffing on bounce needs to be fixed. Just give it a second when you land, after a regular air series you know they bounce. It’s just not as brainless as Magneto’s lvl3. I mean if they increased the hitbox and made it hit like that it wouldn’t be an issue, but it doesn’t seem really necessary IMO.

One thing that should be fixed is the stutter animation of your point when your assist is getting blown up. Seriously annoying and looks like shit.

Long post incoming. I actually discovered this forum has a 20,000 character limit per post when making it!

Why do people want to nerf EM Disruptor? Magneto is currently built to be able to be played in a lot of ways, and nerfing EM Disruptor would basically be trying to boil him down into a single playstyle (rushdown). Those are the kinds of changes that would be better avoided, especially in a game like this where the whole idea is that the characters should be powerful, flexible, and diverse. The only real problem with Magneto right now is that the DHC glitch lets him take his damage output too far, but I think it’s relatively uncontroversial that the DHC glitch should go at this point. In any case, nerfing EM Disruptor would certainly ruin Magneto for me, and I don’t really see that as fair just because I play him in an unusual way.

A better design approach to rebalancing MvC3 to be even more balanced would be to give the mid tiers slight buffs and the low tiers significant buffs. The only character deserving of any serious “nerfing” is Phoenix, and even then I don’t think she needs to be actually worse so much as less swingy and less polarizing. It’s true that in most games, nerfing the top is important to making true balance, but in a game like MvC3, I really don’t buy it. You balance to where the fun is, and honestly in this game, the best and most capable characters, characters like Dante, Magneto, Wesker, Amaterasu, etc., are the most fun.

I’m unsure of how XF3 is such a huge problem outside of XF3 Dark Pheonix being such a gamble for all sides involved. It’s as powerful as it is for quite a few reasons which show pretty well in real play. I had a massive section itself on this but for the sake of the character count, the three main reasons are to make it only a situationally good idea instead of an always good idea to use X-Factor the first time it could kill or save a character, to make different distributions of the same amount of life more competitive with each other (three 1/3 life characters versus one full life character), and to remove lame duck gameplay by compensating for the loss of options losing life causes in Marvel which doesn’t exist in games like Street Fighter wherein your charcters can still do everything at low life. I’d also appeal to our collective experience and ask how many people really think an untouched team is at anything but a large advantage against a lone character X-Factor an all? It’s obviously greatly in your advantage to kill characters instead of get characters killed; there’s just one thing in the game that helps to counter-balance the millions of other reasons getting characters killed sucks. How is this possibly a problem? Individual changes to X-Factor values are probably fine, but on a universal level X-Factor is fine including XF3. If you are getting swept by XF3 characters, you aren’t being screwed by the game; you’re getting outplayed. If that weren’t true, it would be a good tactic to intentionally lose characters to get XF3 ASAP which isn’t exactly evidenced by any good players. X-Factor as a whole system is exceptionally well designed, and I strongly hope that Capcom makes minimal changes to it.

This brings me to the case of Phoenix. I think the evidence suggests she’s well balanced in that Phoenix teams are big threats but not even really the best options to win tournaments, but the problem with this character is that she’s just way too swingy and polarizing. The swingy thing is all about how Phoenix is all about either winning really big or losing really big with small numbers of decisions deciding the whole game, and the polarizing thing is about how the values of all characters are just really skewed by the presence of Phoenix in the match. Her teammates end up being suckier versions of themselves but not to the same degree for everyone; Wesker and Chris are only slightly nerfed for instance whereas characters like Spencer or Dormammu become virtual dead weight. It’s all about how much losing huge chunks of their options (hypers, snapbacks, and alpha counters) hurt them and how well they can work with only one useful assist instead of two. The opponent’s team, on the other hand, is all about how able it is to either bring Phoenix out and kill her fast before she gets five bars or its ability to somehow impede the rampage of Dark Phoenix which is hardly the same test that teams usually face in a match. It’s a hard question how to fix this honestly. Phoenix is a very unique and interesting design that took a lot of guts on the part of Capcom to include in this game so we don’t want to make her more like the other characters, but at the same time, we do want to remove the worst things about her that make for bad gameplay.

I think a lot of the masses have actually correctly identified why Dark Phoenix is so ridiculous as to make the match before she comes out seem irrelevant. X-Factor Level 3 Dark Phoenix is just stupid. She’s so fast that most of the cast has zero viable options to threaten her, and she will trivially one touch kill even high health characters with mashy, sub-optimal combos. Normal Dark Phoenix is already very scary with her high speed, high damage output, spatial control, and great safety, but she’s balanced by the health drain and high susceptibility to chip gameplay because of it. In short, she’s already built to compensate for being against a whole team, and adding in a mechanic that is designed to make any character more powerful to the point of being able to fight a full team just makes her dumb with the only real benefit being that she can be randomed out due to her very, very low life. This is bad, and for it, I propose a very simple solution. Don’t let Dark Phoenix activate X-Factor, and make X-Factor inactive on her if she inherits it from another character or regular Phoenix (that is, she won’t even glow red and gets no benefit while it ticks down, but the assists will still be empowered and recover red life faster if she has any). Normal Phoenix probably needs buffs to compensate for this so she’s not bad, and I’m honestly not confident in my ability to find the best ones for her with my current knowledge, but I think this is the clear best start to making Phoenix both fit well on more teams and making gameplay when she’s involved superior for all players.

The next point is other universal changes the game needs, and I think they’re few in number. On top of their initiative to remove all non-X-Factor infinites from all characters which should be continued (I think C.Viper and Chun-Li have cases here that can hopefully be removed in as non-intrusive of ways as possible), the DHC glitch really needs to go. The damage output is just too high from it, and the practical effect is devaluing high life as a character attribute and constraining viable team construction. It was good on Capcom’s part to let it play out and see just what would happen, but now we’ve seen, and I think most of us can agree that the game would be better without it.

Trivial X-Factor infinites are kinda silly I’ll admit; the Wesker and Deadpool ones really stand out to me. Preventing full life X-Factor combos would be ridiculous on a few levels, but just visually it seems wrong for Wesker to rapid fire shoot away your entire health bar from full screen. How about a universal system wherein any time the exact same move that is capable of doing chip damage combos into itself three times in a row, the fourth use will hit like a Team Aerial Counter and make the victim fall safely to the ground? Any hit with any different move in-between will reset the count including assist hits or even different versions of the move like :m: vs :h: on a special move. I can’t think this is even possible to come up outside of infinites that have either already been removed or need removed (Akuma, Captain America had very obvious cases), X-Factor level 3, or the super impractical infinites on Hsien-Ko and Tron Bonne which wouldn’t be a problem if they were impossible to be honest. I mean, if you get hit by high level X-Factor Wesker odds are you’re still dead (unless you’re at absolute full screen!), but it will look less dumb while you die which I think will make most people feel a bit better about it.

That’s about all I think universally needs to change. I’ll finish this long post with looking at some individual characters who could probably use improvement.

Invincible uppercuts as assists universally don’t have invincibility in this game, but I’m not sure why. The only characters who have this are Captain America, Morrigan, and Ryu (Spider-man, Wolverine, X-23, Viewtiful Joe, and Zero never have invincibility on their uppercuts, and Akuma’s uppercut doesn’t have an assist version). Two of those are bottom tiers, and even Morrigan is hardly tearing things up. I understand not wanting them to be used like Tron Bonne, Haggar, or Hulk assists by just beating everything instantly (though them doing that might itself be worth exploring), but maybe if they were vulnerable while jumping out but then became invincible while uppercutting it could be better? That would make them not so safe to just call out whenever but would guarantee that those attacks would beat absolutely everything which is a vaguely similar decision to using those moves on point actually. These assists suck as it stands, and the balance could only be improved if they sucked less. The fact that all three are instantly invincible when used as alpha counters already (if I recall at least) means that they could be very interesting assists actually!

Beyond that, Captain America feels gimped compared to how he could be. His basic design is obvious; he’s supposed to be straightforward and good at the straightforward business but limited when it comes to more complex set-ups, and that’s a good design. The problem is that some of the simple virtue he could have is strangely limited by his frame data. Why are his normals so unsafe? Every one of his normals has minus frames on block which is pretty rare and mostly on found on characters like Hulk and Thor. Just adding 1-2 frames of hit/blockstun or removing 1-2 frames of recovery from his basic grounded normals is really called for here, giving him safe lights and close to safe mediums and heavies. The only real plus he has is that -4 on his launcher is fairly good and situationally safe (it’s the same as Magneto’s), but for a character like this, -3 might be even better (that’s regular Phoenix). Comparing the frame data on Stars & Stripes to the frame data on Shoryuken on either Ryu or Akuma is just strange too since Stars & Stripes is just patently the worst of the three. Not only does Captain America not have an air hyper to allow him to hyper cancel his uppercut like those two, but his have the worst start-up (Akuma’s :l: srk does have a single more frame of start-up but both his :m: and :h: start up faster as do all of Ryu’s) but are far more unsafe even before considering hyper canceling. Akuma has across the board more invincibility than Captain America, and while Captain America has a little more invincibility than Ryu, it’s not a lot and certainly not worth the difference (and remember Ryu is bad anyway!). Stars & Stripes should still be very unsafe but more in-line with Ryu and Akuma (much easier to make safe with assists!) and should probably start up a frame faster across the board. Lastly, Final Justice is also not f1 invincible unlike almost every other level 3 hyper with this kind of use which makes no sense; it should be. Those three changes alone would make Captain America much more viable.

I would also end my Captain America stuff by giving the assist version of Charging Star the same anti-projectile properties as the point version. It doesn’t start countering projectiles on the first frame even on point so this isn’t even necessarily super powerful, but it would make that a unique and useful assist instead of a near-worthless assist as it stands now. Having a unique and powerful assist would shoot Captain America up any tier list instantly because he’d have some real, concrete reason to use him!

Arthur is another problem character I feel comfortable talking about. I don’t think the common answers of “needs more mobility” are really right. His game is fundamentally solid, but it has two major problem. First of all, he needs more meter than he can build to really zone effectively. He needs to keep using Golden Armor and Goddess Bracelet, he might want to use his exceptional level 3 hyper, and his projectiles build depressingly little meter while they chip away. Basically every one of his projectiles should get a small damage, and hence meter building, buff which would make his entire game way more sustainable. On that note, Golden Armor really should last about 50% longer. It already lasts way longer than any other buff hyper, but at the same time, what Arthur wants to do is keep them out and chip so he needs way, way more time than, say, Zero needs with Sougenmu especially since Arthur goes boxers after his Golden Armor ends so he better have built a really good position in that time. His other problem is that he has no good way to deal with teleports, and this is a kinda tricky problem. Making him beastly at dealing with cross-ups is a good first step. Shield Deflect should be able to counter from the back. It’s already invincible, but it should flat out counter things like a cross-up Berserker Slash no matter which way Arthur is facing when he uses it. Standing :m: likewise should only be beaten by lows and should block attacks from the front and the back, just flipping Arthur around if he would need to block something from the back (starting up a few frames faster wouldn’t hurt either). Secondly, if he’s chain firing daggers or lances and Arthur is crossed up mid-chain, he should auto-correct and fire the rest of them toward the target (I’m not clear if he already does this honestly, but I know he should). Third, his :b: + :h: command normal projectile (the sword projectile) just plain needs to be better, doing more damage, starting up and recovering faster, being hyper cancelable (not special cancelable is fine), doing chip (the guide claims it doesn’t though I kinda thought it did…), and pushing further back on block. It covers behind Arthur unlike any of his other projectiles and should be a reliable answer if you expect the opponent to teleport behind you (or above you as with many :h: teleports) instead of a move that is virtually never used. It might sound scary to buff a move that much, but if you want to take the easy way around dealing with what is supposed to be the most projectile intensive character in the game, you should have to expose yourself to the credible risk of :b: + :h: xx Goddess Bracelet for some big damage and being forced right back to full screen. That sort of stuff, plus maybe making his air :s: have slightly wider hitboxes just for the sake of convenience on his already very awkward combos, would make him so much better and a much more viable character.

Chris is a very easy case. His useless a assist should be replaced with Grenade Toss :m: or :h:, probably :h:. His relatively poor synergy with basically everyone is the biggest thing holding him back. Secondly, his hypers need something built into them to make them less situational. Sweep combo’s ground bounce really should work even if he’s already used one in that combo, and grenade launcher should at least throw them very far away against airborne targets. Just as much as making him better on point, being able to DHC into him, well, ever would be nice. He’s otherwise honestly a pretty decent character.

Shuma-Gorath’s poses I don’t think are a fundamental problem; honestly they’re pretty awesome looking and mostly don’t hurt his game even if they can be excessive. Hyper Mystic Smash is usually safe except in corners since it pushes opponents very far away and the balls stay active for an eternity, and it’s an absurdly good hyper to end DHCs with (a virtue that would be more appreciated in a post-DHC glitch world). Like even on block, the amount of chip that something like Magnetic Shockwave DHC Hyper Mystic Smash does is just ridiculous (on hit it’s a ridiculous wall of death). I really think Hyper Mystic Smash is fine as is. Hyper Mystic Ray’s pose could probably stand to be shorter I’d agree. I get that it’s supposed to be unsafe and all, but as it stands, I think it’s actually the single most unsafe level 1 hyper in the game on block (even C.Viper’s Burst Time recovers 9 frames faster according to the guide!). Like, even -50 would be okay, but -88 gives the opponent time to do quite literally anything even from across the screen. It’s not a terribly big deal since this hyper is going to be mega unsafe no matter what though so whatever. The last pose is on Devilization which is kinda silly. As far as I can tell, Devilization has no uses at all. There is almost literally no way to combo after a Devilization (I even looked into silly throw set-ups after Mystic Stare, and it does nothing for Shuma-Gorath) unlike every other command throw and even his normal throw which is actually a very good normal throw (easy to combo off it always, anecdotally his normal throw seems to have good range, and it recovers a bit of red life as a special property). Just letting him hyper cancel the pose would make a lot of sense; command throw is a special move so why can’t you hyper cancel it after it lets go of the opponent? It’s not a huge deal since he’s fine with basically not having a command grab, but it just seems silly that he technically has one but for practical purposes does not, and I don’t think he’d become overpowered if his command grab were useful. Speaking of useless moves, it would be interesting if the :m: and :h: versions of Mystic Stare had some real reason to use them. As it stands, it seems like heavier versions add more recovery with no benefit at all, though many of his combos that use Mystic Stare work just as well with the :m: version as the :l: version. Making heavier versions stand out by having increased time until eyeball explosion would be neat (like instead of always 180 frames go with 180, 240, 300 frames), and it wouldn’t even kill them if the assist version had eyeball attachment instead of the very useless thing it does now (really, as it stands, Shuma-Gorath doesn’t have B or y assist types). Otherwise, I think his damage output is fine for a character that is supposed to be so slippery and get so many opportunities to do nonsense and also fits well on teams because of his unique and ridiculously good assist and great DHC options, but the one thing that’s really frustrating about Shuma-Gorath is how limited basic combos get for him because of the poor range on his :s: and air :s:. Air :s: leads into Hyper Mystic Ray so you would usually want to end combos like that, but against opponents in assorted positions (like combos starting off anti-airs) or even just when you try to do anything fancy at all, that air :s: just loves to whiff since it has really bad range, seemingly even worse than the animation makes it look for no good reason (given the commitment on Shuma-Gorath’s air :s:, it deserves deceptively good hitboxes, not deceptively bad). His grounded :s: isn’t quite as bad but still is pretty limiting given that he has such great range on moves like c.:m: and s.:h: that is hard for him to exploit because he can’t lead properly into launcher if he lets them get too far away during his grounded combo. His damage output might even improve a bit with that since he’d be more free in doing assorted shenanigans without having to worry so much about his combos dropping when he gets to the :s:.

That’s all I have. Perhaps it was a bit much, but I have a knack for putting a ton of thought into these things and have some experience on balancing things.

^ All that and no thoughts on Hsien Ko? That makes me sad.

L EM Disruptor doesn’t need to be 7 frame start up. I really dont even know what the logic of that was. It could easily be good without being the speed of She Hulk’s c.L to activate and I’m sure it’s only so many frames after that before it reaches full ass screen.

Hsien Ko’s armored pendulum assist needs to be better. Then she’ll be tops.

Again I understand people like flexible characters, but they shouldn’t really be better than the specialist. Magneto,Phoenix, Viper,etc shouldn’t better than a keep-away character. Wesker shouldn’t really have a grab better than Haggar. Dante’s zoning tools shouldn’t better than Arthurs. The idea that Ammy’s reflector is better than Hsien-Ko’s Gong is one of the dumbest things I ever seen in this game.

It’s one of the reasons why the low tier are low. Specialist suck ass in this game…

OK let’s see. I’m gonna be a little biased here since Iron-man/MODOK/Doom is my team, but w/e.

General:
-DHC Trick persists, but the damage scaling does not reset. Basically, you can extend combos just as well, but the damage will be much lower. I like the DHC trick, but for some characters it’s just too auto-win.

-X-factor damage reduced. Lv 1 deals reduced damage from now. Lv. 2 deals old Lv. 1 damage, Lv. 3 deals Lv. 2 damage. Right now, X-factor Lv. 3 is too braindead rewarding for mashers.

Iron man:
-cr. H is special/fly cancellable. This would add a tinge to Ironman’s zoning game since he would be able to missile>fly to start some pressure or missile>unibeam for some zoning. Finally more use to this garbage move. That’s it really. I don’t have problems w/ the launcher or his limited DHC capacity as others around here have.

Cap:
-New (old) command normal.; f. H. His old st.F in the original MVC. It was always an amazing poke that I was hoping to see in this game.

-j. L Shield Slash OTGs. I believe he was able to do this in MVC2. I dunno why Capcom didn’t keep it.

-Variable Flips. L+S travels shorter than the current flip and has noticeably less recovery. M+S travels a tad further than the current flip and has a little less recovery. H+S has projectile invincibility, travels half a screen, and has more recovery.

-(Optional) Double jump… goddamn double jump.

MODOK:
-df. H has less start-up, but less damage and less hitstun. I know MODOK’s “weakness” is his anti-air capability, but I think it’s just absurd how much start-up this move has.

Ryu: (If it were up to me, I’d say remove Akuma and give Ryu a mode change super into Evil Ryu again. But it’s a little late for that now.)

-Front/back air dash.

-j.H is airdash cancellable. That is all.

Assists:
-Tron’s Fire assist has more recovery frames, making it easier to punish.

-Thor’s Mighty Smash assist has several frames of invincibility on the way up.

I dunno what to do w/ some of the characters that are lacking now. On top of some of the other changes that some of the people made here for other characters, I think the game would be set from here.

Easy XFactor fix:
Either make XFactor times all the same or make them all the same damage/speed/etc and keep the times what they are now.

Make She-Hulk and Felicia’s wall jump actually worth using.
Make one of Cap’s Shield Slashes OTG. Maybe he’ll become a decent character after that.
Make the Snap-In time longer, maybe even twice as long as it is now. Give us a legit way to fight Phoenix.
Shorten the time you need to wait when a new character enters (from being killed) to call an assist. I shouldn’t be put at a further disadvantage when you kill one of my characters.
Fix Magneto’s Disruptor. A projectile should not be as fast as some character’s Light attacks.
Spectator Mode online.
Rematch option in online lobbies.
Better netcode.

Actually, they aren’t.

  1. I’ll reiterate, no ground bounce off of Wolverine’s dive kick plz.
    2.Wesker either needs to take more damage, or deal less damage. One or the other.

Everything else is fine.

Actually, after an assist is called and they do their thing, they should be vulnerable for longer prior to exiting the screen.

There’s only a few things in the game that make it “unfun” for me.

– I actually like the DHC trick, but I think I invite controversy when I say that some characters are too good with it (Wolverine, Wesker, Sentinel). These are already characters who would be at the top of the tier list without the DHC trick. Having the ability to reset their damage make them fucking scary. However, some characters (Thor for a prime example) should be able to keep it to make them much more viable.

– Dark Phoenix needs alternate color schemes. **Fucking PERIOD. **As far as I’m concerned, Capcom dropped the ball on this about as badly as HAL Labs did when they added *tripping *to Brawl. There’s just no excuse here. Other than that, I’d say get rid of some of Phoenix’s wall bounces. She does a fuckton of damage with her normals and combos. Why does everything she has need to wall bounce as well?

– I agree with Mighty Spark getting wider hitbox.

That’s all I can think of for now. Everything else I think is too early to be complained about.

Yeah, they are.
Two of the directions cause the point character to reset completely while still gaining all the benefits of an Aerial exchange(meter or increased damage).
Only one direction causes the Aerial Exchange to function correctly, and only Amaterasu and Shehulk are capable of it because of the nature of the attacks used.

These two attacks cause the Aerial Exchange to basically drop one portion of what it is intended to do.

That is a glitch.

Tone down xf3 please, if not well tone it down in weskers and sents case. I win too easily with xf3 wesker and as for xf3 sent i go,

http://s3.amazonaws.com/kym-assets/entries/icons/original/000/005/180/fuckthat.jpg?1302809593

Another loathsome thing about Hsien-Ko’s gong is that it doesn’t start working immediately. It takes about a frame or two after she’s done the animation for it to actually begin reflecting/destroying anything, leaving her vulnerable to attack. This is especially evident when facing someone with a very fast projectile, like Wesker’s Samurai Edge or Magneto’s EM Disruptor.

Someone mentioned Ammy’s reflect dish - something I saw on a stream earlier was how Ammy could activate the dish and soak up Purification towers like it was nothing, even though towers come FROM THE GROUND. Gong can’t do that. :frowning:

uhhhhhh unless, you mean that only hitstun resets, I’m confused.

Yes x10000.

  1. Adjust X factor duration -> 33% duration cut across the board I say. It doesn’t need removing nor do the bonuses need to be adjusted. In a game like Marvel where one combo can equal death, it’s a necessary mechanic. It just lasts too long.

  2. Remove DHC glitch -> the combination of damage and “low” health in this game makes this a ridiculous tactic -> I’m saying this from the perspective of someone who has 2 out of 3 reserves capable of DHC glitching. With that said, if the damage standard is shifted to the “low” damage option, this might be ok being left in. But until that potentially happens, I say remove it.

  3. Make Dark Phoenix’s flames match the player’s color choice when alternate colors are used-> This would lead to her having the following colors used for her outlining flames: 1. Orange/Gold/Yellow (Original, whatever color it looks like to you), 2. White, 3. Black, 4. Blue.

  4. Add spectator mode -> Only for those with connections capable of supporting it. Seems to mean having ~1 Mb/s upload minimum for this game, in addition to a self-latency less than 50 ms.

  5. Add damage option to online play -> For the longest I thought I was the only person who’d like to see the “low” damage option become the default. I’ve ran into a few more people who think the same though. It would give some true merit to those of us who’ve come up with longer, execution-heavy combos that are essentially currently just to show off due to the game’s high damage/low health. But I respect different opinions here so, just make it an option.

Game is “fixed” even if only the first 3 are done… the other 2 would be nice though.

Everything else is more or less just whining imo. As much as I’d love online play to be made identical to the offline experience, I understand the impossibility of this until everyone has a ping of less than 10 ms unless a major backbone overhaul is done. Which is generally out of the realm of patches. If I were a whiner type, I might whine against Magneto’s Grabity Spleen, but that’s about it, and that’s just because I hate Mag lol.