I live in Oxnard which is like and hour away from Salty in good traffic, but normally the ride up there is hell.
I still need to talk to Bang Camero, and see if he’s going this week.
Verstande - it’s more useful to post something like “I LIVE IN ____ DOES ANYONE WANT TO CARPOOL?” rather than asking where other people live one by one.
WingZero - I’m not salty, I’m people-averse. I mean, I’m salty a bit, but mostly it’s that 2nd thing. Bring your non-racist sponsor ideas this week. :^)
Salty cupcakes is now Live!
Experimental test build this week.
IPS Carries Over DHCs/Tags - Can Groundtech 2nd+ Restand
Ohgod hide this from pali
Whoa… Really?
Ground tech 2nd plus restand?
So 1, yes ONE, restand per combo… Thats just a little much isnt it? If this were to happen it should be 3rd tech plus… I restand off of otg hits instantly meaning that i get no restand after that… Thats stupid.
Test version or not this wouldnt be balanced across the cast. The ips carrying over tags/dhc is good… But i thought that had already been implemented anyways… Pre patch… Its just a common sense good idea.
Also more character specific ips rules would be nice… Like cats only being activable once per combo… If done twice in a combo they trigger ips… Common sense stuff here…
So, one re-stand per combo for damage/resets options, otherwise the combo has to be a juggle or continue on the ground? That’s not a bad idea, just means all the extended re-stand combos will have to go or be modified into juggles only; may as well go the route of the OTG. This would apply to the point character only, right? So, you can still infinite re-stand assists during assist punishes?
What does IPS carrying over on DHC/tag mean? I thought that was implemented already.
“I do something, and if I’d need to do something different that’s stupid.” Hi, Dime, nice to see you again. :^) You could launch off your OTG, for example. It actually didn’t make a huge difference at all today, I’m definitely going to try it again next week. The POINT is to shorten combos, so don’t forget it’ll apply to the other player also. (Plus this is completely experimental…and, like with all other changes, you can try limiting yourself in training mode and see what you get to test the change RIGHT NOW.)
IPS doesn’t carry over on DHCs in the patch - DHCs just set you to Stage 5 immediately. It’s not a “common sense” idea because it would basically get rid of most combos after DHCs, I rejected it for the patch because buffs solos since it only affects teams, whereas solo high damage combos would stay. Neither is limiting Double to one Furoboros per combo “common sense” - the total damage you get off it for the actual super is like 1500-2000, many characters can do multiple supers per combo that do more damage than that, and she needs to link them together with normal attacks. At that point it’s common sense to limit everyone to one of any given super, which are already resource-limited moves that you have to earn in the first place.
And yes, infinite restands on assists.
Umm, how about setting IPS to stage 5 on the first DHC, then carrying over IPS on the second? That way, teams still have damage output vs solos, but you dont have long, 3 character combos anymore.
I don’t really get the restand nerf - it affects solos as well as teams, so it doesn’t really do anything to keep solos in check, does it ?.?
Imo 15-25 seconds per string -which seems to be about the current limit- is fine. It’s long enough to keep combowarriors happy, short enough to not turn the game into stupidity, gives a bunch of reset opportunities to play around with, and deals enough damage while not outright ToD’ing (sans 5 bars / corner and 3 bars / 1v3 corner 2 bars or whatever).
The issue is just that with DualDHCs this racks up to 60 seconds, and then it’s annoying (particularly if one doesn’t have to look out for resets because the 60s combo is gonna kill (or worse: timeout)).
Imo causing IPS to carry on between DHCs while also nerfing Solos Health/Damage (to compensate because they aren’t hurt by the DHC nerf) would be the simplest and as first guess best solution.
I was actually home last night (yay 4 day off work weeks…that check is going to suck.) and caught some of that Experimental “BECAUSE I CAN” Edition. Saw a lot more burst and burst baiting. Honestly, I thought that was a nice change of pace. Damn great matches in there too.
I was reading that chat…full of laughs, rage, heartbreak, and untold tales. Quite an emotional time.
That was the most depressing stream chat I’ve ever seen
Mike thanks for the comments in the stream keep going in the SG wish a could see in EVO 2103 oficial tournament
Wha? It affects everybody so the balance remains about the same. My goal isn’t to affect only teams…and if we have learned anything, it’s that combos get longer than what happens pre-release, so shorten them with the restand limit then add like 10 sec in your head. :^P
Doing something like the DHC IPS and then “changing solo health to match” is not a simple tweak at all. It’s simple to DO in script, but not simple to get right.
It’s worth nothing that nothing about the combos bothers me, and heck, nothing about pre-patch SG really bothered me with regard to combo length since that was kinda the point, but there’s the issue of it being 2-player enough…
My point was:
- The DHC nerf only affects Teams (this much is obvious)
Now, to not make Solos suddenly OP, you decided to also nerf general Combo length by disallowing multiple restands
However, the Restand nerf affects teams just as much as solos, as they can’t land multiple restands anymore either
Which means the original purpose (DHC nerf makes teams worse, so add some nerf which only affects Solos to keep them in check) isn’t met at all
- Pretty much the restand nerf changes nothing about team/solo balance, while the DHC nerf severely hurts teams, so Solos are significantly ‘buffed’.
Or am I missing something~
E: Oh, okay.
Yeah - they’re not related to each other. It wasn’t “Oh hey IPS across DHCs” then “Oh hey that only affects teams”…it was “These were some changes I had in mind before, let’s see what these do”.
Isn’t the restand limit slightly biased towards solos since they’re less likely to use several restands than multi character combos?
I don’t mind that part of the change. With some of the restands they can be adjusted to turn into juggles or dropped combos with slight changes to timing, which would give rise to a kind of “mash ground tech or not” reset. However, most characters have fairly long juggle combos anyway so I don’t think it would solve the whole 60 second combo thing alone.
Carrying IPS over between characters bothers me. Finding team combo synergy is one of the creative and interesting parts of Skullgirls for me, and I think this would be a severe limit to that style of play (single player lab-monstering). I do think it’d get rid of 60 second combos by itself though.
And idea I had that I would be interested to see tested is limiting the length of chains after certain points in a combo. An example would be; [after stage 3*, chains cannot have more than 3* cancels not including 2 part normal/specials] or [after dhc/raw tag, etc]. The aim would be to affect solos and teams equally, maintain multi-character combo creativity, and shorten combo length.
- I agree with you on the whole combos need to be shortened thing. (To encourage more player versus player action)
- I think a restand limiter is a very good idea… And have since skullgirls inception to console in april… Ive always thought that infinite restands was… Well i wont use the word… But it isnt flattering. What i disagree on is the the complete about face of the nerf… We go from infinite restands per combo to… 1? Idk but going to 2 seems like a much better number as it allows most bnb like combos while still helping to kill off long ass combos.
- I know that i could launch off of my otg… This is what EVERY OTHER CHARACTER in general does… And since i use more than just painwheel i actually do launch immediately a good amount of the time… But thats with other characters. Not with pw.
I dont mind learning NEW things… I hate learning DIFFERENT things in place of stuff ive already learned… Makes me feel like i wasted my time learning the stuff that i did… This is one of the biggest reasons why i cant get into asw games… Id get to pissed off with my character getting tweaked to being almost completely different in every new revision.
Like seriously… That pisses me off. I havent touched bb since the first game in the series.
4. I dont like the changes that have been made to pw (on the whole,though certain changes are nice…like the air super buff) this is neither here nor there but shows me that even though you may think that “changes” dont actually affect other characters they do, specifically that the st.hp xx fly f+mk no longer combos actually reduces the actual range of pws hitconfirm. There are ways around this like calling an assist to help combo or just going straight into super off of max range cr.lk… But the fact of the matter is that no matter how its looked at, it IS a nerf and a substantial one at that.
And if that was the point, fair enough, but i dont think that was the point was it? You werent meaning to actually nerf pw were you? I dont think you were, but that is what happened.
Also, pw can no longer combo mp stinger from st.hp… Another (unintentional?) nerf from the nerfing of st.hp and cr.mps hitstun nerfs.
5. While you say that the gameplay “wasnt affected” at salty, i dont agree with that statement… It looked like everyone i saw playing was made into “a little mike z” basically using super short combos into reset… Now i have no problem with that style as ive seen you using and abusing that style forever with your filia (and you remain one of my favorite players to watch cause of the sheer creativity of your playstyle and the obvious skill being presented therein) but thats your playstyle, it isnt mine, it may not be other peoples, i dont like the feeling of being forced into that kind of playstyle… Shorter combos overall… I dont think that the games “average” combo length is a problem at all right now i think the super long combos that when conditions are set and primed, work, will be a problem in the future, sure, but the way that tou are going about erasing those super long combos seems like extreme overkill to me and threatens to do away with the “average” combo length as well as the super long combos.
Not too thrilled about the restand change. My current bnb goes into launch, shortly after otg, but needs to restand to work properly. If I don’t make them restand, the launcher doesn’t always send them high enough for the air section. I could skip the initial launch into restand, but Peacock’s s.hk has a tendency to whiff on some characters, unless the combo starts a point-blank. The launch into restand is meant to get everyone to a range where it’s less likely to whiff. I could go back to my old bnb, but would make the fix to item drop otg practically pointless. I’m pretty sure it would ruin a corner cross up I recently found, too.
What about having snapbacks restore the restand, like they do with the otg’?
Snapbacks could restore the restand but that only helps vs solos.
There are other possibly simpler answers…like how 'bout just putting the 1 restand limit in stage 5? Which also helps for DHC or tag combos.
[edit] It’s odd how much, uh, vile hate that got, no wonder developers don’t experiment with features to get public feedback much. It did get a lot of positive response from people who are avoiding SG, though. :^)
And Dime, PW can still convert from max range cr.LK into cr.MK->s.HP fly F+LK. She just can’t convert from absolute max range s.HP anymore, which I’m totally fine with since that’s over half screen.