My Thoughts on how to fix this game

Hidden Missiles going away on hit is pretty terrible, he’s a walking dartboard when he is called out on the field. That would make the assist a liability.

I feel It balances the assist out, as is it is way too powerful, I feel now you would have to actually think about your calls with that doom assist. It will be alot less effective but still have its uses, and doom has two other great assists to complement it as well.

Nothing wrong with giving Phoenix Wright invincible Maya super, no recovery on Order in the Court, and fully invincible, unpunishable assists in Turnabout? He needs help but this makes him retarded.

And then there are nonsensical things like letting Felicia build meter during a super jump wall cling (Building tons of meter through running away is a good idea?), making Nemesis’s armored super SAFE on block (Now people can just randomly throw out this assist and they won’t be able to be punished if they don’t get a hit), letting Ryu’s Denjin SRK assist be invincible (See also: Invincible assists in Vanilla), and more. I’d love to have a new patch toning up some characters and toning down others, but if you think you know how to fix this game then you are sorely mistaken.

I’m no expert myself but not many of your changes make any sense. You don’t seem to have a clear idea of what each character needs and with these changes you end up with several characters who can combo after throws now, several characters with damage buffs, several characters with moves that go through/clear out projectiles, and so on. I’d like to see a writeup from you detailing what how you think X character stands right now and what he/she/it needs and doesn’t need and maybe a more detailed description of goals you have for the game. Right now all I see is “I want to make everyone STRONGER, so indiscriminate buffs for all!” and I’m not seeing much of a method to this.

It is not way too powerful at all. It is the most overrated assist in the game.

Its uses would be a strict OTG and the thing that stops you from moving so you don’t get bodied by beam assists and random mashers. It would not be a “lot less effective”, it would be useless in neutral.

Ive actually thought quite alot about my changes (I find it fun…) I feel felicia is just a character that is lacking so I tried to buff some of her unique properties which is her kitty level 1 super and her ability to build meter, I just combined it with her wall cling ability to give her more of a reason to be played. Nemesis’s rush super can be still thrown on block in between its hits on block so technically it isnt safe. Ryu’s Charge srk goes up really high and is really hard to combo from also it falls for quite a bit making it very easy to punish on whiff unlike tron vanilla gustaff. As for mr. right he is a make or brake character, he was designed this way and I like it, he starts off terrible but can end up overpowered, I just made it easier for him to get into his good mode. I know I did alot of changes, while balancing I thought why should I pick this character, looked at their strengths and weaknesses, their playstyles and viablity, and went on an upgrading spree while staying true to the character.

Also Im considering making a video because there is too much to write about why I did certain changes.

Im ok with the assist being situational, I consider it very strong and does need to be toned down for the better of the game, certain characters will now reap its benefits more than others due to it being situational.

Hidden Missiles is not ruining the game in any aspect.

Certain characters only reap its benefits now anyway. It doesn’t help every character equally.

You read my post incorrectly. Hidden Missiles won’t become “situational”, it will become useless and inferior to every other assist that covers one of its functions.

You should ask RedmageFoxx to help you with this video.

TBH the only other option I can think of is maybe to make the homing effect not as good, thats the only way I could see not making missiles disappear on hit, also its not ruining the game but I do think it is too good.

Let me repeat myself: She can now actively build meter at super jump height while clinging to the wall. If you can’t see how dumb that is then I can’t help you.

Touche.

This is Marvel, there will be characters who will be able to combo off of it, even with it knocking people up really high.

So you wanted to make getting into Turnabout easier while making Turnabout one of the dumbest things in the game. I don’t follow this logic. Turnabout was fine, PW’s problem was that getting there was too unreliable and was too weak at his other modes, not Turnabout not being good enough.

There is such a thing as too many buffs. I find it ironic that you nerf Hidden Missiles because it’s too overpowered but then you turn nearly everything else up to eleven. If these things had already been in the game you would have made a thread on SRK asking for those things to be nerfed. I’m bewildered that you don’t even seem to realize this.

Go for it.

Hidden Missiles does very poor damage per missile, scales combos terribly, and can be avoided by most characters with good movement. Its main function is space control and forcing opponents to cede space to avoid blockstun. There are many other assists with far superior startup and better damage that create more bullshit situations: Zero with Jam Session, Wolverine with Plasma Beam, Jill with Bolts, etc.

Also making Ryu’s Shoryuken assist invincible on startup basically makes him the new Psylocke. And guess who’s going to benefit the most for that?

Magneto.

Im just trying to not make it not a free assist, right now it is completely free and basically punishless, maybe an increase on startup, what would you do to balance it out because it does need a weakness.

See you keep implying that, and it’s false. He stands out there for 100+ frames with his ass in the wind hoping that the downward arc of Missiles will hit the opponent. It’s punishable on reaction by anyone with a beam assist or a beam, armor moves, downward air projectiles, long normals, hypers, DHCs, THCs, and simple jabs. It’s one of the worst assists to call in a up-close fight as he can easily get caught in a happy birthday.

This game already suffers from a severe lack of assists that control air space, and that’s why Hidden Missiles is one of the most popular assists in the game. It’s not because it’s OP or whatever; it’s because it covers a function that almost no other assist does, and therefore it has little competition in that area. So the best way to deal with HM is to give legitimate competition.

I feel you are giving hidden missiles way too much credit, you literally can mash on it get a random missile out that can hit the opponent that deserves a happy birthday on you, right now it is too strong, if you can think of a way besides nerfing the homing or on hit thing or maybe making the startup take longer to make it more balanced I would like to know. I dont want to kill the assist, just make it fair.

You can’t fix Marvel games dude, and guess what? Many of the players don’t want them ‘fixed’ (aka balanced)

Go for broke!

This thread. No.

EDIT: since your intentions are good

[details=Spoiler]Combine 1 and 5 and a move that is already a main part of Cap’s game because it’s decent will become the ONLY part of his game because it would be fucking stupid, going through all kinds of projectiles, faster, and giving him combos (he does insane damage) off of relatively easy hits.
6 is already in the game.
7 is already good enough as it is. Not sure if it has inv, but it’s already a strong anti-air. No need to have it being mashed out whenever possible.
2 is whatever, I don’t see him blowing meter on it.
3+4, I’m not sure.[/details]

[details=Spoiler]You’re giving him way too much for a character that is already top8 AT LEAST, top5 at most.
1- Vanilla disruptor is ridiculous and made him one of THE BEST zoning characters in the game -AND- he could end most blockstrings with it and be relatively safe. There was a reason why it was nerfed. it was stupid.
2- AirDash speed returned to vanilla is a Nerf in some Areas and a buff in others. Basically, some combos he does now change slightly, and confirms also change. It’s a buff because people found it harder to react to his Vanilla airdash, I guess, but his airdash now is much more versatile than it was then. So there, that’s a nerf, IMO.
3- This gives him ridiculous start of the round Option Select into pretty much unscaled damage from a special that does 150k BY ITSELF. The move already has it’s uses, not every special each character has needs to be this amazing special that answer situations perfectly. ForceField can already be used as an anti-throw mash OS at the beginning, it’s a max durability projectile parry, among other more exotic uses.

The meter build nerf depends on the rest of the characters. As it is, he builds 1.6 bars off of an optimal midscreen combo. That’s the RayRay shit, not dumb fly loops. he does build more in the corner/with assists, but every decent character does. His meter gain was already nerfed from vanilla to ultimate (Very fair, to say the least) so I don’t think that’s a problem anymore.[/details]

[details=Spoiler] First, I have to say that the very idea that Frank West needs any buffs is way beyond me. I just can’t, sorry.
1- Irrelevant. Good Frank Teams don’t use Drank so they never throw up. Why would you make him safe after he fucked up? bad idea.
2- Great idea actually. props.
3- Bad idea. Picture as it is does 10k, a hardly relevant value, so there’s no point in reducing it’s damage. But combine 3 and 6 and he’s going to give you hell. because camera is already a HIT (not projectile) that hits both your point and your assist. So making pretty much a mini-HSF means nobody will be doing anything close to the ground without being counterhit. Sure, it doesn’t lead to anything big, but it would make the matches extremely stupid. I can see this buff if it only works when he has a Drink on him, since he can get punished afterwards if he’s not smart.
4- This is already in the game.
5- His damage is already absurd. And he already has damage buffs as he progresses through the levels. Along with defense buffs, free HP up on level up, chipping normals that do 14-36k per hit…
6- Good to prevent the neutral tech > snap punish you can do to it, but combined with 3, it’s a bad idea.[/details]

[details=Spoiler]1- Kinda makes sense. Kinda. But it might be a problem because deadpool already DOES good damage, you just rarely get to see one that knows the goddamn character.
2. Mix this with the 1st one and you’re in for some bullshit.
3. God awful idea. At this point the match becomes a game of “Chicken” where one guy is just doing stupid fucking shit while the other is trying his hardest not to do anything to not get immediately countered by a lvl3.
4- Good idea.
6- Counter can’t be completely invincible during their active frames, otherwise they would never activate. If you mean projectile invincibility, it’s not necessary, next to no characters start their offensive straight from a projectile. No recovery… eh, I can kinda see it. There are plenty of lvl3s with very short recovery.
7- He does really fucking good damage already. This would be silly.[/details]

And you call for some characters to have fully invincible, “punishless” assists. The fact that they cost a meter to use doesn’t make it more balanced/reasonable.

You really, REALLY lack of awareness of what your proposed changes would create, as well as not having knowledge of what already exists in the game. You may have put tons of thought into your changes but that means nothing with your apparent lack of knowledge about this game.

Phoenix Wright:

[details=Spoiler]Buffs:

  1. Maya stays out for 1/3 longer.
  2. Maya protecting hitbox is vertically increased to help protect you and your assists better (maya will defend from all attacks unless you physically get over her.
  3. Order in the court super no long knocks back pheonix wright meaning it has basically no recovery.
  4. Questioning and Cross Examination start up time is decreased by 1/2 to make it easier for them to hit foes and combo.
  5. There is a Maya Icon near your meter that will light up when you can call maya again also it takes 1/4 less time for maya to be available than before.
  6. All of pheonix wrights assist in tournabout mode are fully invincible and unpunishable.
  7. Throwing fake evidence has less recovery.
  8. Maya Super is now invincible.
  9. Qcf S now sends out the dog as a low hitting projectile.
  10. During Turnabout mode the dog assist on hit puts the opponent in a capture state with the dog biting on their leg.
  11. Paper Throw assist in turnabout mode throws 2 times the amount of paper.
  12. After hitting Questioning 3 times your opponent is sent into a stun state.
  13. Damage increased by 10%.[/details]
Spoiler
  1. You can already get 3 pieces of evidence per shield. 4 pieces is too much.
  2. I actually agree. Unless you are saying that Maya will protect all projectiles with no limit. That’s the only counter to the Maya shield.
  3. Broken shit. You would have like 2 frames to punish the mode change.
  4. I believe this would make HOLD IT faster than a light. No.
  5. A Maya icon isn’t needed. And it would be a better idea to bring a set standard to Maya’s availability instead of making it faster.
  6. NONONO this is terrible. Broken. As Hell. There was a reason it was nerfed. You may as well bring back pre-patch Mad Beast.
  7. Sure. Why not.
  8. Invincibility plus a completely unstoppable attack is broken.
  9. Sounds good.
  10. More hitstun: Good. Capture state: Bad.
  11. Not needed. Already had enough anti-zoning tools.
  12. Already there in Trial. Not needed in Investigation. You can only put 2 in a practical Investigation combo anyways.
  13. Doesn’t help anything wrong with him.

V. Joe

Spoiler

Buffs:

  1. Damage increased by 15%.
  2. Six Machine’s bullet travels faster.
Spoiler
  1. 746,000 * 1.15 = 857,900 That is way too much for a very safe, very mobile, very hard to hit character.
  2. That would control less space. It would also lower the amount of laughs I get when a scrub tries to beam super through it.

And I know practically nothing 'bout 'Murica.

Have you considered the idea that you give it too much credit?

It doesn’t need to be nerfed. Making other assists stronger will indirectly nerf it. HM’s strength is relative to the game.

Also, what are the point of these Dante and Doctor Strange buffs? The former are completely useless and the latter make him way too strong.

for Jill somersault needs to be able to OTG so she can combo after throws and increase machine gun super and overall damage by 10% and increase the range of her cr.M back to vanilla status