1. #1
    Ubi-P4in's Avatar Community Manager
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    Testing Grounds - Phase 1 - Feedback Thread

    Hello everyone,

    Starting today, Thursday August 29th at 9:00AM EDT, Testing Grounds will be playable in-game. This will be available in your current installation (so no need to install another build).


    You can find more information via our Testing Grounds article.


    The team would really appreciate any feedback to be submitted in this thread. We're excited to have community feedback on the balancing changes you will get to experience in Testing Grounds.

    We would also greatly appreciate you filling out this survey.
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  2. #2
    Vakris_One's Avatar Senior Member
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    My first piece of feedback has to be: why isn't there the function of creating a custom match in the testing grounds feature? We need a controlled testing environment in order to give more precise and in-depth feedback. Making it random matchmaking only is not very productive for the purposes of a more in-depth approach to testing and feedback.
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  3. #3
    The current health distribution makes largely no sense gameplay wise and is a fairly major factor in the power difference between the "playable" and "mostly unplayable" characters.

    Everyone who currently has a healthpool of 120 should be brought up to 130. Especially Assassins and low health hybrids.

    The characters who should have 120 health are the ones who rely on true 50/50s with fairly high damage on certain guesses. That means especially warden and hitokiri. Shugokis health should be looked at as well when/if his mixup eventually becomes unwalkable/unrollable.

    Why those characters?
    Characters with true 50/50 guesses and fairly consistent damage as a result of those 50/50s should not be able to rely on their 50/50 for their entire gameplay concept.
    If they have MORE health and do MORE damage on correct guesses then they can literally play coin flip every match and on average they will come out ahead because they can guess wrong more times.

    If they have lower health they will be required to gain some form of advantage somewhere other than their 50/50 and their entire gameplan wont solely rely on guessing right enough times to etch out a lucky win more times than an unlucky loss (again because currently their 50/50s largely favors them).

    Coin Flipping can not be the entire strategy for a fighting game.
    In Street Fighter 5 grabs (which are mostly true 50/50s) do about 1/10th of a characters hp on average. Even grab focused characters do way less than here. In addition punishing grab attempts is MUCH more rewarding for other characters if they guessed right AND grab focused characters are SLOW as molasses and very easily zoned.
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  4. #4
    anyway @ topic
    Cent is okay. The change to gb vulnerability on his heavies is a HUGE but incredibly good nerf. If he had more health, slightly more damage and anything off his own dodge to punish the strong characters bashes he would be pretty good. But he doesnt so i guess considering the "just guess" direction the game is taking hes okay. If he could jab off a whiffed light that would help him keep forward momentum - see below.

    He needs some tool to access his punch from whiff either way. This would make his ganks a lot better since they wouldnt feed as much revenge.

    Range is a huge problem for cent still and some degree warlord (still). Backwalk attacking and backrunning is the new go to with backrolling pretty much unusable. So thats definitely not helping them right now.

    in short

    Why is cent so good:
    - his new OOS pressure is INSANE - its literally warden with less stamina cost and faster animations = more attacks in 1 OOS. And he doesnt even give stamina back to his opponent after landing eagles talon. In comparison Jorms OOS is sooo much worse just because he gives the stamina back to his opponent when using combo. Not a problem for cent tho.
    - the new zone costs 30 stamina, its really good, the second indicator for the zone shows up even if its canceled
    - he can now flicker the UB
    - his unpunishable soft feintable, ]gb invulnerable[ , chargeable heavy offense *edit: apparently his heavies are now much more gb vulnerable - very good change - i think the character is left as "okay" without his crazy strong neutral heavies, even if they can still be soft feinted. This is a huge nerf.
    - slightly worse hitokiri mixup off everything that hits, even when blocked and the unparryable nature of his heavies combined lead to lots of coinflip opportunities

    why not:
    - health, damage, no dodge offense, no gb invulnerable neutral heavies (thank god)

    overall hes just another character for duel that doesnt require any actual talent to play to some degree of success which is kind of disappointing - while still lacking tools to chase people who only run away

    in 4s he additionally still has all the problems that make a lot of characters not great in 4s and raider the best thing since sliced bread i.e.:
    - no range
    - no aoe
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  5. #5
    My first bit of feedback - One thread for all feedback is not enough.
    In earlier tests a whole forum section has been opened up to section off the feedback from the test. This allowed for different threads discussing different things as well as more dedicated players' "mega threads" where they could write several posts and gather/summarise their feedback in a neat way.
    Having all feedback, no matter who writes it, in one big thread will be a giant mess and discussions will be impossible.

    If you really are looking for feedback from your players, give us the option to do so in a structured manner. Using just one thread for all of it tells me that player feedback isn't important. I pitty the fool who gets stuck with extracting any kind of intelligible information from this thread.
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  6. #6
    Ubi-P4in's Avatar Community Manager
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    Originally Posted by Halvtand Go to original post
    My first bit of feedback - One thread for all feedback is not enough.
    In earlier tests a whole forum section has been opened up to section off the feedback from the test. This allowed for different threads discussing different things as well as more dedicated players' "mega threads" where they could write several posts and gather/summarise their feedback in a neat way.
    Having all feedback, no matter who writes it, in one big thread will be a giant mess and discussions will be impossible.

    If you really are looking for feedback from your players, give us the option to do so in a structured manner. Using just one thread for all of it tells me that player feedback isn't important. I pitty the fool who gets stuck with extracting any kind of intelligible information from this thread.
    Thanks for the feedback. We are using Mega Threads so that feedback is consolidated and nothing is missed. There is also a survey in the opening post to give more direct feedback. Players are still open to discuss Testing Grounds within the threads. Feedback is very much important to us, which is why we are running Testing Grounds in the first place.
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  7. #7
    An overall of new testing grounds... At least in my opinion this is dumb. Centurion can't punch down anyone - EVEN IF SPLATTING AGAINST WALL AND PINNING - because of new update which was pretty much his primary role. The ability to punch after light is nothing more than a pain in the butt especially with his ability to now cancel it. It will be overused much like Raider's tap spam and Lawbringer's top light.

    You should focus on characters that are bad because you do everything BUT that. How about doing something with Highlander? He's THE SLOWEST character in the game and can't do anything. But why do that? You can increase OROCHI attack speed! While I had a few matches with pretty high Kill / Death ratio it depends on your enemy. If it's anything with dodge attack you're dead. He can't even punish for parrying light attack. He can be catched on heavy whenever and this hyperarmor is more of a formality than anything useful, just put there to be there.

    Aramusha? He can spam heavy into light feint but that's about it. That's where his offensive ends.

    Gladiator is the easiest to grab dodge attacker. While if others even click attack button on dodge he's untouchable but Gladiator no matter if dodge attack or bash he can be caught almost in the middle of it. What about Valk's and Noubushi misses? Why can they continue attack series despite missing an attack that THROWS THEIR WHOLE BODY OFF BALANCE while Gladiator turns into a sitting duck to just shut down on the spot if dodged? What about his toe-stab when enemy's out of stamina. It's impossible to catch anyone like that because it's easier to feint them into your parry or guard break while the toe-stab takes a good while to even come out as attack.

    New character can punch your stamina empty in 2 attacks and then instantly knock you down for a damage that probably either left you dead or dying.

    Shinobi's hyperarmor on kick was taken, now every fast character has to be really off guard to be hit. But he's taken down from air from a tap so that's fun...

    Please, it would be best if you played your own game from time to time and saw how it goes instead of doing random stuff and not seeing the effects. You are not trap-makers.

    #BringBackOldCenturion
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  8. #8

    amazing

    this rework is so amazong , please keep it that way , dont touch anithing his perfect
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  9. #9
    Originally Posted by Vakris_One Go to original post
    My first piece of feedback has to be: why isn't there the function of creating a custom match in the testing grounds feature? We need a controlled testing environment in order to give more precise and in-depth feedback. Making it random matchmaking only is not very productive for the purposes of a more in-depth approach to testing and feedback.
    ^^^
    This.

    Would've been nice if we got to try the updated characters out in the 1v1 Training Arena where you can manage stamina, health, can set timing feedback etc.
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  10. #10
    EvoX.'s Avatar Senior Member
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    Why on earth is there only PvP options for a test phase?
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