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
And... the scaling of everything looks so bad. The characters look like they're giant on a lot of maps because they are scaled to the old character sizes. It gives the feeling like everyone is 8 feet tall.
The main problem with the slower gameplay isn't really what it does to the mechanics, it's the fact that they slowed down what seems to be every single animation in the game, so nothing feels snappy anymore. Combos can be slower in a more technical-fighter kind of way and it's still cool. But I can't even jump without noticeable animation lag. It was the first thing I noticed in the tutorial.
For example, play Lebron and it feels like there's a full half-second lag time between pressing the button to throw the ball, and him actually throwing the ball. Weirdly enough, doing a no-look pass isn't any more consistent than it was before, either. I press behind him, he takes 5 years to decide to throw, and then he throws in front of him.
Someone could have a field day just compiling the frame data on all these moves. I bet there's at least one that takes a full second to come out.
The game is no different tactically, just now it feels worse because of how slow it is.
In the beta you had to do the *exact* same things you are describing, but faster to be able to react with the games speed.
It doesn't feel good now, at all. For a game where the *main* appeal is being a competative platform fighter. I think they have taken a huge step in the wrong direction.
Keep in mind, a live service game like this will ONLY survive due to the players that continue to play months after. All of the casual players only playing "for fun" as some folks say, or just to do rifts. Are gonna get bored real quick and move on.
Catering to the casual player in a game like this is a literal death sentence. Having more input delay and recovery frames after attacks are fine. It is easier like you say to punish people, that isn't an issue. The game speed though is just a big yikes from me. Now we even have the top platform fighter streamers making videos and saying it doesn't feel good.
Do you remember on day1 beta release when practically everybody was praising this game and saying how fun it was and good it felt to play?
Yet here we are now in the forum, with a 60/40 mix. 60% of people saying it feels crappy, and 40% enjoying it.
I'm just saying, this is a VERY bad sign for the game. Especially after hyping and marketing themselves a bit in the last couple months about this great new net code and engine and how they were gonna address all these issues annnd Oh wait. Who cares about that, because more than half of the player base no longer enjoys playing it.