Light Spam is Overpowered*
*ON CONSOLE
AH, got your attention there did I? Yes, before you came here to tell me to git gud, at least read this. As it stands, there remains an extremely large amount of players on console, both PS4 and Xbox, myself included in the latter of the two. Myself and these many others have had to deal with some very difficult changes as of late, the balancing of characters to be faster and more fluid to make the combat much better and allow characters to do more with their kits to compete with these new dlc ones. And that is GREAT, don't get me wrong. I was ecstatic to see my boi conq daddy go from an extremely meh hard turtle to a counter god. But these reworks came at a cost. That cost was that most of the big name streamers and data was gathered exclusively, dare i say all of it, from PC...
Why is That a Bad Thing?
One reason: framerates. As it stands your average gaming PC wants to be running at a smooth 60 fps minimum at all times. I have heard of some people pushing it further to 120 and beyond, but we won't count those super computers. Here is where the math comes in. Yes while an attack, lets say orochi's lights which are 400 ms on the first, i believe, might be the same speed across all platforms (400ms) that attack covers a VASTLY different number of frames. And due to how our eyes work, will actually make an attack EASIER to respond to if it takes up more frames. MATH TIME: 1000ms to 1 second, 400 ms is then .4 seconds. At 30fps, being 30 frames in 1 second, that gives us 12 frames because .4*30=12. Now same thing but at 60 fps and you will find you get 24 frames to react! Nearly what 1 second feels like at 30fps! And at 120fps you get a whopping 48 frames of animation to notice the attack, position your block, and react to it accordingly.
But That Isn't How Time Works
No, it may not be that you are getting "more time" to react. It is still the same 400ms. But you are not reacting to a timer, but an action. Higher framerates will always appear smoother and more fluid and refined. Many people claim that they make them play better and they are right. Because when Orochi throws that umpteenth 400ms light at you, you aren't reacting to a cue to be at that point within 400ms but noticing the attack, as a result MANY of the fast spammy characters are FAR FAR harder to counter on console because we have what effectively will feel like half the time to react to the same thing, he appears faster because the animation has less frames. And this isn't just Orochi but many other attacks around that speed. And don't get me started on managing a gank, good lord don't even tell me i have a guard widget because you can't trust that thing...not after the flicker incidents...
The "Solution"
I am not a dev. I have never worked on a game in my life. So I am not gonna act like I have a cut and dry solution that was my idea. What I am going to suggest that needs to be done before this gets too far out of hand, is that Ubisoft and their devs need to bite the bullet and do what many games that rely on frame-perfect reactions and precise gameplay do. Balance console differently from PC. I'm not saying certain character buffs should be altered or omitted, but the hard crunchy numbers need to take into consideration the ****ty framerate of consoles when altering said numbers. Slightly tweaking this way or that so as the combat is JUST as nice as PC. Or at least in the ballpark. The worst of this is is that the longer the devs wait, the harder this will be to do....if they even do it.....which they likely won't. Im just saying this is a better solution than either ignoring a huge part of your fanbase or blanket nerfing a character so us potatoes can actually see the sword before it is in our throat.
P.S. I didn't even mention that this all is assuming you have a perfect connection...which you sure as hell don't. Especially on console.
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