My thought/input of some testing ground changes
So far, loving the changes to the character involved. Especially loving the changes with Option Selects. Just have a few things I'd personally like changed.
The raider changes are perfect, nothing wrong with them. They are supposed to be threatening, appearance and combat wise. Well done.
For Orochi, the only problems I have are the Animations for the kick. Its too fast going into the light when it hits, and looks dumb when it whiffs. And it's because you can get a follow up light if you miss, needing it to be fast and janky. But you could still have a unique animation of the Orochi sliding into the recovery of the missed kick and have them throw a light adjacent to it. May just be a dumb reason to fix an animation though. And for when the kick hits, the follow up light doesn't need to be so fast. It can take it's time being thrown out. But still. looks dumb. Otherwise, the Light dodge attacks being enhanced is fine.... UNLESS you for some reason just made them a heavy parry, on accident or it being a bug. Like with Zhanhu's changes, you mentioning making them heavy parries, but were still light parries in the testing grounds. That was fine for that. But this is straight up a bug. Please fix it. But Orochi does feel good. He feels fresh to play and fight against.
Shinobi. There's a lot of good, and some questionable changes. Firstly, the chains and combos, sickle rain properties are just what he needed. However, having Sickle rain chain from guard break needs to go or be changed. My idea - it either needs to be an opener and just give the 24 damage it should have. There's a reason no other character can go into their finisher heavy from guard break. OR, make it so that sickle rain, through its entirety of the kit, doesn't pin the enemy and allow inputs of bleed. Instead, make it do 23 damage up front, for the subsequent light damage for the bleeds, and apply the bleed with another light input, like peacekeeper has. This allows there to still be the opportunity of a teammate getting a heavy during the recovery, and it removes the frustration of not being able to do anything for 3 or so seconds. But keep the ability to back flip after that light input so he can go into his front roll and kick combos, as well as more sickle rain pressure. Next point, the ranged heavies. They're fine damage wise, and chain wise. To go into a front roll and do sickle rain pressure. Also fine with the knockback it does now that it's counted as a bash that does damage. However they shouldn't wall splat. They work perfectly when the enemy has to make a choice when the Shinobi does a front roll. Either dodge the kick, or wait for the sickle rain. It completely removes that decision making moment when the ranged heavy wall splats and guarantees the sickle rain. This brings me back to not having sickle rain on guard break, because other wise, it would be an opener heavy INTO sickle rain and that makes the enemy have to make a decision. Instead it just guarantees the maximum amount of damage, 35. Only beaten by peacekeeper's 38. And back tracking again to wall splats on ranged heavies, and why they shouldn't, a ranged heavy is guaranteed from a parry. Now that teleport kick is guaranteed from the light riposte. If every thing hits, and the ranged heavy wall splats, the Shinobi rolls in, does a sickle rain and makes out with 67 Damage. From a HEAVY parry. TLDR for Shinobi; remove or change sickle rain from guard break, and remove wall splats from ranged heavies. TLDR "Or change sickle rain"; make it do its damage and bleed input immediately.
I really do like the changes all the characters have, Raider isn't predictable, Orochi doesn't have to do the same thing every time, and Shinobi doesn't feel like a dumpster with roller blades and rocket boosters that don't turn off.
I had another point to make about Shinobi, during a brainstorm of what changes could be made for the character before the actual changes came in. It was to make the second dodge of Shinobi invulnerable to guard break, but just make the first dodge have to go through the whole animation before the second dodge comes out, making it balanced. My idea here was that using the double dodge almost always results in a guard break and tears, and with this change, the shinobi could predict weather or not an attack would be thrown or feinted and still get out of both, if the dodge is early enough. Seeing how there's still the first dodge that has to go through completely before the second, allowing a guard break normally on the first. But that whole change would require a whole change of timings and bs moments where you SWEAR you dodged in time but was still hit by a guard break or the attack. But what actual is in the testing grounds is totally fine as well. Because there are moments when a Shinobi should use the second dodge to get out of a combo of attacks. And now not having to do a second dodge to get into his kicks it perfectly fine.
That's all I have, I really would like to see a pull through of a lot of different opinions of the thread, but I also don't want to much to change for the live changes. Other than the incongruities of what I mentioned.
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