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But buffing health is clearly one more bad design decision in the cascading effect of bad design decision that lead Tekken to the state where it is now.
Each stupid idea they got, they try to "fix" with one or several other stupid ideas, which each get their own one or several stupid ideas to fix them.
If you use a general fix like more health (it has been done before- harada even mentions it), it is again a general fast fix.... not a long term solution.
All of this really depends on the longterm road map for how they intend to "fix' the game. But currently, it is all wait and see again at this point.
It i am not too optimistic. They have lied and done ♥♥♥♥♥♥♥♥♥ before.
Idiots.
Who knows- maybe, just maybe, they has no other plans for anything past year 2.
At this point, it's better to just stop playing it.
Think about it for a minute
because people spent money in that character, and at this point, she became the main of those players.
ITs clearly a fix, rather than dying from 2 juggles, now you can survive an additional 1 more juggle. Clearly they want you to guess more and watch your character float longer.
If you get juggled on wall, more hp is really good actually because recoverable health (a juggle is basically like 30 HP recoverable health). Recoverable health in Tekken 8 is probably one of the best additions to the game, they just need to tweak it better.
You might not notice this, but if you use heat burst into heat dash, you regain maybe 8 or so hp. Depending on your character's heat smash, you can get up to 12+ HP. That's where I think they should focus the balance on in order for the defending player to get back HP faster.
My issue with recoverable health right now is that it's too little. You get 1 HP per weak attack, 2 on larger attacks, 3 on most heat engager moves. What they need to do is when you're the defender and use a heat burst, you should be getting more HP per attack, but it also depends. Characters with un-uninterruptible strings that are safe, like Yoshimitsu, can get up to 20+ HP just using something like f2,b2,2,2,2 of d/b,3,3,3 or even his basic d/f3,2,1+2 in order to gain tremendous amount of HP followed by heat-smash.
Tweak this so characters can get back their HP in heat and then heat can become more balanced defensively. Obviously, lows being non-recoverable is great.
Edit: Another cool addition is when one uses heat burst, they should get a portion of HP back too. I think that would make it harder to kill people with combos and allow the defender to get a more favorable position to strike again.
Someone said this is a band aid on top of a broken bone.
I say its a poorly placed tarp placed on top of open manhole in the middle of a busy street.
They said they were working on fixing the patch over-time and adjusting the heat system. If you understand, that is no different than S1. Your lament would only work if you didn't like S1 in the first place. Combos were already long due to heat dash, and adding a strong aerial tailspin isn't going to change that. Heat burst (activation) has been that way as a defense mechanism, and they've reduced heat dashes' offensive capabilities. As for "ludicrous tracking", they can work on strings to make sure it doesn't re-align, but only problem characters like King have issue with the 3D land-scape right now, because of homing grab 50/50. And, that's character specific, because if you pick a character such as Kazuya, Heihachi, etc, you can very well side-step them. It's very character dependent, but just blanket statement saying "ludicrous tracking" is over-generalizing more than you think.