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Played all day today, just stopped, sat back, and just thought to myself "Did I even really have fun today?"
I think I might have for the first hour or so.
yup exactly that, but they stopped working on the game at all, and since I had all characters unlock back then (just not steven) I didn't care much, but now I lack a bunch of them strangely
(keep in mind I had almost all character level 20 and beyond, and the others between 10 and 15)
what I can add now after playing for a bit : the zoom is ugly, the game is more floaty with less air control, the priorities are changed but still ♥♥♥♥♥♥♥, the game is still all about scam again, but slower, so now even new player and spammers can win with no knowledge.
everything you have to do is even more grindier than before, going level 5 on a character takes ages and a lot of unlockable have been purely and simply deleted.
the pass and the rift is a pain in the ass to grind too, takes ages for one level, I could find a woman have children and bought a house that I still wouldn't had finished the level 20 rift.
this was an issue back then, and they made it like that because of the lack of content.
now this is 18 month since the last update, and you are telling me we have only 4 new characters, but two are locked behind grinding and another one is available behind a paywall.
They likely reset levels because being higher level actually gave you a bit of an advantage. Best to start everyone on the same level, the progression isn't as important as having them unlocked anyway.
I feel like they slowed it a bit too much. Some of the jumps feel really bad, like you're hitting an invisible wall overhead. You can tell they didn't really intend for the game to be as slow and restrictive. But rather than just letting the chaff fall from the wheat, they caved in to the absolutely terrible players who whined and moaned. You know, the same people who will sit around and go "Yeah man this is such a better change" and then play two games, get mad because they get juggled endlessly (there's plenty of loopable safe infinites now) and will come back and blame something else or just ragequit.
It's why any fighting game worth a damn doesn't listen to like 90% of feedback outside of actually experienced players who have a real understanding of how the game works.
A casual will go "Oh, this attack is just way too strong"
A good player will go "Okay, they're doing that move. That's only got a hitbox extending horizontally. I should switch to playing a more vertical gameplan to deprive them of that." and actually learn how to play against it, or even take advantage of people who just spam it.
Then, after years of practice and play, they can go through and tell you EXACTLY what moves need tweaking because they know the situations on a level more than just "feels good / feels bad" which is going to be wildly subjective between players.
Like, you wouldn't go talk to someone who just started college if you had cancer. You'd go to someone who has actually been through medical school, and even then you'd want someone REALLY experienced with what they're doing, and someone who has WORKED with cancer of your specific type before.
You know, the kind of experience the casual layperson doesn't have and doesn't care to have because they're not pancreatic cancer removal surgeons?
But WB sadly caved. So now players who know how to play are going to have LESS to actually do, which is going to in turn make life worse for the casual players who whined so much about the game being too fast and too mobile. They sacrificed EVERYONE'S mobility for the sake of not having to learn to just react calmly and quickly to a game that wasn't even moving that fast to begin with.
Making the game slower doesn't make YOUR personal gameplay get any better. It just makes doing the interesting stuff less interesting, and the impressive stuff less impressive. It brings the ceiling down more than it brings the floor up.
For the past 6 hours I've been blowing up lobby after lobby of 2v2's because I'm just playing Jason with the most braindead flowchart possible and it does UNGODLY damage.
Is one enemy in range? Side attack > Side attack > Up+Special, read the air dodge/ double jump, react accordingly with either Up+special or Down+Attack.
Is there two enemies in range on the same side? Side attack> Side attack > Down+Special. Attack once then throw off-stage / into walls, read reactions, loop if at low%, finish with Air-Up+Special.
Those two "tactics" (IE: Changing one button and reacting accordingly which is EASIER now due to the low mobility of even the faster characters) along with just throwing out big normals with long reach like S.Air or D.Air? I've lost a 2v2 ONCE in the past 6 hours.
Except the slower gameplay lets you do MORE of that and get away with it because there's less options. Instead of battles of spacing and mobility, smart usage of tools and back-and-fourth exchanges, the slower gameplay just lets you get away with on-reaction infinites and doing the same thing over and over because so many mobility options got nixed.
All because people like you couldn't be asked to learn how to play the game the way it was made and intended.
Like, what, does Solitaire move too fast for you too?
See, this is a good example of the kinda comments that got multiversus into the downward spiral it's in now: "Attacks lack hitstun" except they very much don't. There's a huge animation change and specific colors flashing to let you know when someone is in hitstun.
There's entire mechanics around stopping hit-stun and mitigating it and some characters literally utilize hitstun to juggle and cancel into other moves for mixups.....
https://www.youtube.com/watch?v=ils3DxgbeDs
Hungrybox out here speaking facts. THIS guy has experience. THIS guy knows what the hell he's talking about.
I had 80 hours during the beta and I'm not sure I wanna play the game anymore. It doesn't "feel" good to play now. It's wayy too sluggish.
and for anyone thinking the speed is fine, go watch some gameplay of the beta.
when you had good reflexes it felt really good