Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It should CERTAINLY not be gained for taking damage. Comeback mechanics are a crutch for games that aren't confident their core mechanics are fair in the first place.
Yeah, just slow down the skill gain tbh and make any Instant Spark abilities or Auto Vanish cost more skill points.
It's ♥♥♥♥ when I get a massive combo off and try to finish them with an ulti and they just auto-vanish out of it. You wasted your entire sparking meter to get vanished by a 3 skill point auto vanish.
These are the changes I'd like to see, you're welcome to give your own insight.
Perception button needs either a higher cost, or make it timed. Fun as it is watching someone stand there with their hand up waiting for you to hit them, it's not. Sure, you can ki blast them, but they just hold it the entire time and for some reason, the developers thought it would be a good idea to make rush combos not link to smashes anymore. After 4 rushes, the smash is not safe. The step in to a smash, is also not safe, they can block them, or in this case, perceive them.
Super counter timing to be upped by 2 frames. You think this won't make a difference? Oh but it will and it will lead to more interesting moments than "Haha, imma vanish you!" fests.
Instant sparking either removed, limited or increased in cost from 3 to 5-6. Just like they did with yajirobe, this is becoming a rampant problem. What does it take to go instant sparking? A,^+y, enjoy.
After image strike to be increased to 5 or 6 cost. It makes NO SENSE why after image costs one and dodges one, but strike costs 3 and dodges for 15 seconds. Makes it too spammable and far too rewarding, despite the counter play to either being ki blasts or throws.
Speed up some of the rush moves, slow down the beams. Spirit bombs were damn slow in the anime, but they are speed gonzales in this game. Unblockable+hyper speed= pain in the butt and that is only one beam/ball to name a few. The game was not this fast on its initial showing, players asked for the speed up and they got it. It's also likely why input delay is flakey.
Bring ki sickness back. Much as I like to use my supers against my friends, a fine balance is needed. BT3 had it, bring it back. What, did we find a cure in the last 17 years?
Big brain comment. You right.