Not really, he went on to explain that anything lazy ass players can’t figure how to beat should be removed or made even more punishable, even if it wasn’t safe or punishable already (see Blanka Balls).
yea,but back when it was still like that,ppl still complained"ZOMG SCRUBS GET A FREE COMBO ON A GUESSING GAME".so either way complaining is still goin to ensue.
I don’t think he meant that at all, to be honest. Maybe that what you took it as, as people tend to see things in extremes on these boards.
To me it was more like balancing around the majority of players ( beginners to advanced intermediates) over the 0.001% (aka the people that provide the least $ as a collective to a company, or the super hardcore) that play fighters 24 hours a day.
Many games are designed around high level play, MVC3 included. Being GOOD at runaway was a high level tactic in MVC2 and Seth Killian said it was one of the strategies they wanted to keep in check in MVC3. They even went so far as to task a quality assurance tester with the specific job of trying to running away forever, so that Capcom could identify if there were such possibilities and address them (stated by Killian). Other nerfs in the MVC3’s system, such as the lack ability to cancel whiffed normals with dashes, no guard breaks, and shorter flight time duration, were also in response to elements that dominated high level play in MVC2.
So it’s obvious by looking at these things that Capcom did make attempts to balance MVC3’s system around high level play…and there’s nothing insane about it. The addition of X-Factor, in my opinion, was an attempt to bring new things, and maintain the series’ reputation of being over-the-top. I think it’s the only thing that really needs adjusting in order to make the game not feel gimmicky.
I think the game is very balanced in terms of character reps. The only, and I mean THE ONLY thing that would even be considered for character based changes is (No surprise) lvl3 XFactor Sentinel. Shift his Xfactor percentiles around. The game’s been out for less than a month and we still have 2 more characters on the way, let the game blossom FFS.
Simplification of the Tech system is the stupidest thing I’ve heard in this thread. They added a whole new dimension of mindgames and you’re complaining about it?
As for system changes I’d like it if our characters turned during a SJ if we weren’t attacking, this is annoying as all hell.
A Spectator mode for Lobbies, watching 2 ID cards hump each other is boring.
More in depth options for Lobbies.
Changes I would make:
Increase the damage on normal throws for most characters, and put characters into normal jump status after doing an air throw during a super jump, so they can call assists. The reward for throw resets on some characters just doesn’t make it worth it right now. Doing an air throw reset during a super jump combo with Zero, for instance, gets you 80k + a highly-scaled Sentsuizan, which is roughly the same damage you would get for just finishing whatever combo you’re in. Maybe I’m just too used to HDR Chun and doing over 1/4 life while getting a safe follow up mix up with every unteched throw.
Differentiate the follow up to the different TACs more. Right now the only difference between the combos you get from them is the up TAC is a bit higher up. For example, make the down TAC bring the character in on the ground with the opponent falling straight down and higher hit stun decay than the other TACs, the horizontal TAC the only one that changes directions while the two characters fly towards each other, and the up TAC leave the opponent flying straight up as well as the incoming character. This will make it less of a pure guessing game because some of the follow up combos will be much better for certain characters and you’ll get to see some more variety when people start mixing up their TACs.
doesnt look like this one is gonna happen
time to stick to player matches and ranked matches I guess
MegamanDS posting…
I didn’t read through all 200 posts but this is my list and I’ll try to keep it realistically doable.
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When 2 characters are left, make either assist button usable to call assists and to tag out.
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Tech bounce and roll in 1 direction only (Fanatiq’s)
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Save multiple custom button inputs just in case friends come over
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When a successful tag in occurs, you can not punish the person that got hit by your tag with anything. Make it so it rewards you for landing a tag. At the same time, make tags a “middle hit” and not an overhead because I can not tell you how many times I can predict a tag but I’m waiting for it by cr. blocking or if I stand block, they just attack low so I can never punish a random tag.
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This is a big one and TESTED so don’t question this…
When someone tags out character A to character B, character A has the “assist ok” about 1 second later. If you instant snap character B back into character A before that 1 second, character C comes in. Or if they only have 2 characters left and you snapback off a tag, the same character just hits the wall and lands (like snapping last character in mvc2). You need to do a combo first before you snap which is complete BS in my opinion.
Been thinking more about it:
- When you only have 2 characters left in your team, make both assist buttons be able to call your other remaining character with either button.
- (Maybe) Make air-techs don’t send an enemy that high into the air, so decrease the distance he moves up just a tiny bit.
- For X-Factor change one of these, make X-Factored characters take chip-damage (so healing stops whenever a character blocks an attack), or decrease damage of lv.3 X-Factor of a combo that usually does let’s say 600k to maximum 850k or close. Only one of these has to be changed because I think X-Factor should stay as a comeback mechanic, but just by encouraging the comeback by making the player that is losing rush down and try to win the game back, not land a ridiculous 3 hit combo and kill a character. These makes for a game that commentators and viewers can still expect a comeback (like now) but doesn’t stop the phase of the game as much because it doesn’t encourages that much of runaway from X-Factor. Either that or just make character take chip damage so they still are encouraged to go in instead of just chipping from far away.
- (Maybe) Decrease the damage assists take just a tiny bit, not that much because heavy damage on assists encourages for players to think more on when and where to call their assists.
- When you snapback 2 characters on the other team at the same time and they are the only ones left on the team, the assist character that now is floating in the air should be able to eat more damage than they currently do (3 launchers or so and they drop invisible).
- Netcode, I am no game developer so I don’t know if this is possible, but if it is Capcom should consider doing something about it, atleast to make you see what’s the connection speed of your opponents in ranked matches. Spectator Mode would be great.
- Alt Costumes should have 3 more colors LOL!
- Sentinel HSF drones should not stay after being hit. Don’t change him much, this just makes for less HSF brain-dead spamming.
- Make characters switch their side they are facing after they cross-up an opponent.
I think the game is amazing and extremely fun. Very sandbox style and character balancing I think is near perfect for a VS game. (Near, but not fully) Maybe because everybody does good damage (which people also did in MVC2, EX. Jill did 50% to Cable with Basic BnB), characters such as Zero, Ammy, and Arthur get maybe 50 points more health? Not necesary seeing as some people, including me, played Strider in MVC2.
I’ve had my fair share of smh moments at this game that other people have talked about already, but here’s one complaint I don’t think was mentioned yet:
As safe as assists generally are in this game, I don’t think they should become active if the point character is hit before the assist character appears on screen/is supposed become active. Basically, it would be better if it worked like it did in MVC2 where the assist would taunt instead imo.
I guess it’s only really a problem with the invincible assists because [media=youtube]kYXf55iwjjc"[/media] can occur even if you score a clean hit.
I think at least changing that aspect back would encourage smarter assist calls.
Also, I wouldn’t mind more assists actually being invincible on startup if this aspect was changed.
Thats a frikkin problem. In MvC2 the assist would taunt and you’d get double snapped to infinite. I think that this is one of the things that they overlooked.
Yeah, assists breaking combos bothers me as well as of right now. Need to think it over some more.
What the fuck? No I didn’t.
I’m very very surprised and shocked that SO many people want balance changes ALREADY…
Seriously, at least wait ill EVO to suggest balance changes… but even I still think that’s way too early for this type of game…
I’d love to have this guy as the lead director for the next game eh?
get rid of this dhc damage reset
Patch in extremely bloody fatalities, make it so you can only perform them on Crimson Viper.
4 srsly.
The game sucks ‘NOW’, and needs to be fixed “ASAFP”.
Wtf does it matter when balance changes be suggested, this isnt 2001 anymore, the game is being figured out exponentially faster than mvc2 ever was, and has 10 years of mvc2 experience to draw on right out of the gates. Which of those suggestions do you not think is legit? These are suggestions for changes made down the line doesn’t have to be patched immediately, but as it stands fanatiq is prob right game wont have competitive legs over 2 years unless changes are made.
With the invinc assists im liking the idea of the mvc2 system where they wont come out if you are getting hit, that might be a better solution than toning invinc assists. Maybe if your assist came out and taunted and couldnt be hit that might be a good middle ground, since it still takes your assists out of action for a period. Anyways most of my suggestions are echoed throughout the thread and by top players so whatever.
isnt there only one invincible assist? id like to see anti air assists actually be useful, like captain americas stars and stripes
Yeh real AA assists would be good, the few invinc armored assists in this just plonk in front of a char and stay active for liek 10 years hitting you out of whatever you were doing and give an easy air juggle or whatever. Legit AA assists would tone down a lot of the spammy bs you knows comign but cant do anything about, so yeh i do wish there were some real aa assists too. I know im semi contradicting myself here, but aa assists with mvc2 system where assists dont go active if point char hit would be better maybe (or maybe it would break the game entirely who knows…)