there’s about a million ways to fix this game but unfortunately there’s about a million ways capcom can still fuck it all up. i really wanted this to replace sf4 but… it’s just not happening. it’s losing too much momentum and by the time they make it better (fat chance), hardly anybody will be playing it. i still hope this game has a chance but imo it sucks many asses.
totally awzum fixed still-somewhat situationaly but way way way more usable Pandora:
Requirement:
-Current character’s Health under 25%
Effect:
-Sacrifices current character and tags 2nd in (like at the moment)
- Char1+ Char2 health * 0,85 = new health
- Instant full meter bar once; slowly degenerates; doesn’t last over the round.
- No timer
I would rather they make pandora drain the character’s health ala D.Ph style. It would make more sense for the character to faint once their vitality ran out. You could still run away, but you could also attack the opponent to shorten the timespan.
TBH, I don’t like the concept of Pandora being useless and people being OK with it cause they don’t like it. Discontent is a sorry reason to make anything bad on purpose.
Seems like a waste to post but, I imagine capcom does monitor some threads on here so here is some changes I suggest:
- Smaller Stages
- Smaller wake roll distance covered
- Slightly longer timer to compensate for the supers/throws/cinematics running the clock.
I think those three items addressed would deal with most of the time out “issues”. The characters in this game have a surprising amount of tools to open people up with (especially that tekken cast). If games STILL timed out consistently, I would probably change the way the scaling works possible change it from the first two hits unscaled to maybe 3 or 4 (you would obviously have to mess around with damage levels too kaz doing like 500 already as is without meter lol).
Smaller character stuff I would probably address:
-
Amount of standing jabs leading to safe pressure with a lopsided risk reward. I think Rolento is the only one who has it right because he character design has always been that way while many characters that have a mid level hitting jab did not have it in the past (or have it lead to the types of combos they do in this game).
-
Certain odd hitboxes (nearly all of yoshi’s hitboxes), recovery on certain moves (raven tele) and frame values (yoshi again comes to mind).
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Infinite patch of course.
-
Reevaluate the weak AA’s that most of the tekken cast has and possibly give them more options? I am not so sure on that because I don’t want to homogenize the game, or break the tekken characters either (raven, nina, some others with GREAT aa’s would make them much harder to fight cause of the tools they already have).
That stuff being said, the game really hasn’t been out long enough for me to really judge if this is the end all be all of the game or people are just exploiting easier tactics and harder stuff is just around the corner waiting to be found out.
I play Guile / Kaz for the most part btw and I think they are both a great bar for “game balance”. I like how strong they can function in this system and the various tools they have, give everyone tools to compete with these types of characters. There are plenty of things I think this game got right that I enjoy, the footsie game, general feel, block strings (YAY!) that is overshadowed by silly things that people don’t want to dig past. Great game base, just needs a touch up.
p.s. Gems / Pandora with a purpose or drop them lol
How about this- as soon as Pandora is triggered, health and meter fill to max and both start to run out. Perhaps at the same speed as gray health recovers?
I don’t really care for a comeback mechanic, but at this stage Pandora just feels gimped. 7 sec is just too short.
The biggest problem is Pandora doesn’t stop the clock – if it did, we’d see it used a lot more in dire situations and it’d be a much more hyped element of the game. Time fixes and Snap Backs would really help the game, I think.
Have everyone smoke a fatty as aa prerequisite and the game is perfectly balanced. 420 nigga
/Mango
OK, sorry.
I guess i should say, in my opinion, I think people are suggesting changes before learning to open this game up. The more I play, the more depth I find. Remember when everyone was saying jump ins are over powered? And now we have learned to play, and I can’t remember the last jump in that landed, or that I don’t end up with huge punish chances. That was all I mentioned to say.
Not meaning to be, unhelpful, just forgot to make my point clear without being offending. Thanks.
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I think its a little of both. Somethings that -feel- overpowered sometimes are – and then somethings that aren’t overpowered might seem so if everyone’s been saying it is. It is easy to get swayed, but we have to have those people saying these things because there are people (like me and a lot of others) who take it as a personal challenge to defy the claim.
Hugo was considered an OP God in the first weeks of the game but now most people recognize the match up and teach others how to beat him – if he had been a sleeper, he’d have shown up down the road and caused a lot of trouble in the metagame. In some ways, its good that we put all of these things out there, even if some of the people on the edge of the round table are yelling and crying at the top of their lungs, we still have a round table and we have things getting put on it for us to investigate. You’ve just got to keep a level head and, rather than going “Lol, scrub” about it, you’ve got to take the info and investigate it thoroughly.