So they couldn’t just make the cost for one higher to compensate? Like you drain all your meter or stone ( or both) to get a snap in of a character. Yes you may be neutered in neuteal for losing a character but your opponent gave up every resource for it. You could make it a real high risk high reward deal in which the person that uses it can’t tag again for 10 seconds or something.
You can do anything to make anything work, just I believe their intention is to make a game that isn’t revolved around forcing 2 characters into 1 character too early. They want this to be a game where the fight is to keep your 2 characters as long as possible and the one who finally goes down has to work to win.
Just a matter of design intention. Just like how Marvel 3 was designed to not have invincible assists outside of Haggar. That’s not something they wanted for the meta of that game.
Rocket is pretty good at point too, not just support. He doesn’t just fill the screen with garbage, he can convert off of every single bit of that garbage, and mix you up besides. I think he’s got legs to last a long time in the meta. I think one of the last things Sonicfox is actually doing wrong is starting Jedah on point.
Hawkeye I think might suffer too much from good Advancing Guard reflects, once people get consistent with them.
To me that’s fine. Both MVC3 and this game are games with auto pilot offense that’s incredibly easy to establish. so defensive play should be thrown a bone. Since not only are there smaller stages (meaning forced engagement is way more likely to happen), the defensive options that do exist are not great. The counter tag mechanic seems very easy to bait out. So I’m ok with letting this mechanic slide. Same thing with hidden missles. In a game where one opening could end the whole game, at least give people who aren’t on offense a fighting chance.
I tend to like games that aren’t slanted in one direction. So it’s good to have a balance of things. If this game was already full of big defensive options, then yes reality would seem like too much. But since this game lacks them, it’s all fair game.
If that is the case why is zoning (seemingly) so weak? Don’t you zone to play safe and defensive? It seem this game is completely opposite in that vein because it rewards you for being aggressive. Hell punisher and Smooth Viper are the only 2 players so far I have seen have any success zoning. This game may be keep your characters alive the longest but the emphasis seems to be more to destroy your opponents first character quickly and play smart to end game.
Most games go like this from what I see
Match start neutral
Player gets hit
Neutral reset usually in an unfavorable position of whoever got hit first
Repeat until character dies
Stone activates to prevent player with one character from doing anything.
Win game
You get rewarded for having the fastest ability to kill someone’s character first in that yoi have the best position an immediate access to take away your opponents stone usage for a time.
From what I’ve seen zoning is strong at minimum because it sets up powerful hit boxes for another character to rush in from.
As far as the reset thing, some matches go like that but a lot of other I’ve seen go where the opponent successfully counter switches out and then the match generally goes on for a while longer.
Marvel generally takes time for zoning to be really oppressive because you have to have a strong awareness of the offense and movement of the game for it to work. That’s why stuff like Chris G’s Morri/Doom/Vergil and RyanLV’s Chun/Morri/Phoenix that are based around time taking and defense took more time to come around. Whereas early meta stuff was Zero, Wolvie and Dark Wesker going HAM.
Nah, reality is fucking obnoxious. Shit starts up instantly and essentially stops all offense for 2 seconds, it’s way too much utility for just pressing a button without even having to space it/set it up properly. Even missiles didn’t work like this, at least you had a buffer time where you could attack and avoid it before it hit you, you couldn’t use it with the guy in your face.
I think adding a snap mechanic turns this into a one player game. Honestly the only place where I liked it was MVC2. It was a game where you had designated assist characters who were terrible point characters. so it may in theory gave some lower tier characters a better chance to beat the point character. for a lot of the top tiers, lower tiers could somewhat hang in there with them on point. But when you added things like anti airs assist, a lot of lower tiers simply didn’t have the movement options to get around it. In that case snapout really worked well. It was also much harder to establish offense in MVC2 because the defensive options were so much stronger, so having a snapout mechanic made a lot more sense, since the damage wasn’t super high either (outside of a few characters)/
I think the snap out mechanic in UMVC3 was a bit too much. In a game where most assist just supplemented offense and create mixups, and in a game with a lack of defensive options. Snapout just made matches even more movie watching. Especially since happy birthdays were a guaranteed kill on both characters anyway.
This game already has happy birthdays and pretty high damage. And you have 1 less character on top of all of that. And on top of that there aren’t a ton of defensive options. So this can probably lead to some incredibly one sided matches if someone happens to get lucky and just snap someone out.
I feel if you want your opponent’s other character, you should make enough good decisions in your gameplay to force them to want to bring them in. Such as perhaps making them commit to an unsafe move. There area lot of reasons why someone would tag their character in before they even intended to. This establishes more of a mind game in general.
To be honest I think the person that plays characters that are best able to get the hits win the matches at the end of the day despite counter switching. Not saying it doesn’t work but I feel like the only time it TRULY is effective is when you are sj height. Most people trying to do it are cornered and grounded. Outside of that I think the tied list is gonna reflect those that can get a hit or make getting one easier. On top of that usually it is done when a character is about to die an it hasn’t helped. The person combing just stops or hits both opposing characters and the result is the same.
A la Dorm Dante Zero Captain Marvel Nova Ultron etc. You play them you get the hit. Yoi keep becoming able to get the hit you steamroll. That is why I think people are sleeping on characters like Nemesis right now. I think he will be really strong. Whenever I see a good nemesis he turns games around but everybody is stuck on Rose Garden rush down teams (Dorm etc).
You could get away playing lame im Mvc2 with some teams and umvc3. I think this game rewards the ability to combo off many things in many situations (whicj all those characters do well). Usually in most games like this yoi arr considered god tier if yoi can do that.
Yeah it’s just a pot calling the kettle black thing when it comes to offense and defense. They have their auto pilot offense, you have your auto pilot defense. Is it fair yes? Are they both auto pilot and both can call each other out? Pretty much yes.
What I’m waiting for is to see what other options people come up for in neutral with defense outside of reality stone. There’s definitely some characters that seem good for protecting other characters without relying on reality (particularly Coon and Haggar). Big bodies with space should be able to put up good walls also.
you’re acting like reality is a win button. When all it really does is forces you to slow down and think about what you’re doing. It’s entirely avoidable, and it dissipates after awhile. Most characters have a way to beat it. Either they have beams and projects that beats it entirely, or they have movement options to get around it. The only people who hate it are the people who just want to maul.
People just have to come up with their options for fighting reality like they did for hidden missiles. Hidden missiles was whined about for the first 2 years, then they whining died off a bit after people learned what to do and that only really Morrigan covered it well enough for it to be that oppressive.
Missiles complaints still existed but they died down because people improved their fundamentals (movement). Their is still hate for that assist. Which goes back to people needing to let shit flesh out first before yelling BROKEN OR O.P.
The stuff that beats Reality surge seems to beat it up pretty bad. People will just need to keep a pocket counter pick for it.
Real zoning blows through it no problem, Space box seems to make pressing Reality surge a one way ticket to eating a free level 3 against much of the cast, etc.
The funny thing is Richard Nyguen is not a reality stone user. And he was beating reality stone users left and right. Very crisp Dante movement and Dorm made reality a non-issue for him. I have noticed that people aren’t really using the movement options yet. I think even I have only wave dashed a handful of times in matches so far. A lot of players may be afraid to utilize the advanced movement options because wave dashing has changed back to it’s MVC2 inputs. And it’s easy to get overlaps in the heat of a match.
Eventually people will get their movement down, and once everyone’s movement gets crisp (at least crisp enough to start moving in actual matches), then reality will probably drop down. I remember back in the days in MVC2 when people thought all you needed was Blackheart/Commando/Sentinel and you could beat any team. But once movement improved that team because less effective.
Alright guys, decided to go with Thanos/Marvel. Decided stop worrying about chemistry and just play who I like and learn. Hopefully they go together okay
i also named Ghost and Strange as strong support characters. I imagine characters like Hawkeye, Arthur, Coon and others should become more common for that reason also
That’s the better option for now. Pick 2 characters that are good on point or have decent support and make them synergize. You can bandwagon a team with synergy you don’t have a lot of fun playing, but you probably won’t put as much effort in as a team you put together yourself.