Rivals of Aether II

Rivals of Aether II

Why would you prefer to play this above melee?
This game is really unbalanced... Even Smash Ultimate feels more balanced despite it having more characters. Come on.....

This game isn't fun, and I did enjoy rivals of aether 1 even though I get my ass kicked there as well.

I'm sorry but I refunded this. I'm going back to play melee again until I'm old and grey.
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Much more playable and fun honestly. High level melee play mostly relies on breaking the physics and doing ultimately unintended things. Melee was great for casual and medium level play. I don't mind that people love it for high level play but everything that was done there was just unappealing to me.
This game lets me feel like I can actually attempt to engage with higher level plat fighter gameplay.
Melee has terrible balance.
Every professional player will openly admit 80% of the cast is permanently unviable specifically because of spacies, yet they are consecrated as sacred and not nerfed despite other changes being made once melee went online with slippi.

Rivals is by far the best balanced platform fighter, and it's not even close.
HOAI 4. Dez. 2024 um 11:26 
Enjoy playing a balanced <8 usable characters and even fewer usable stages.
Stoque 4. Dez. 2024 um 11:49 
Ursprünglich geschrieben von Sir Sid:
This game is really unbalanced... Even Smash Ultimate feels more balanced despite it having more characters. Come on.....

This game isn't fun, and I did enjoy rivals of aether 1 even though I get my ass kicked there as well.

I'm sorry but I refunded this. I'm going back to play melee again until I'm old and grey.
Why I prefer Rivals 2 over Melee?

*Post launch support
*Actual character changing skins that aren't just pallette swaps.
*Actual controller remapping support.
*More characters in Rivals 2 are competitively viable than Melee.
*Vibrant scenery with cell shaded characters for maximum visibility.
*Download the game and play. No slippi nonsense.
What do you want bro? someone in the community to tell you an excuse to keep playing? To validate your frustration feelings towards the game?
Not dealing with the Melee community is a good reason
Melee feels way too stiff to me. There's no RAR, for instance. This engine feels way better. Ideal for me would be PM with rollback but this is definitely the next best thing.
Ritten 7. Dez. 2024 um 3:12 
I prefer this game over melee because of the potential, this can become bigger and better than melee in time. Balance changes new characters and meta development with more time as skill improves. You can invest now at the beginning, instead of being 20 years behind if you just now started in melee.
Some of us don't want to play a 23 year old game, where the average online player is leagues above any casual that dares want to play against them. Even though ROA2 is clearly aimed at hard core platform fighter enthusiasts, you can tell that it has some QOL improvements like multiple controller support, and better customization options to make the experience more accessible. Also you will eventually get sick of playing against the 8 or so top characters in the game over time.

Melee will never get a balance patch, and will be stuck with a 25 character roster for all eternity. Also melee's visuals are starting to age to some degree now. It's not terrible, but Ultimate looks so much better than melee overall.
Ursprünglich geschrieben von Sir Sid:
Ursprünglich geschrieben von Meat Man (Alfons):
Why is it unbalanced?

I just played a game against some dude using Forsburn. He can make himself invisible, so he felt really broken and cheese to me. He's also in Rivals of Aether 1 but it didn't bother me there somehow.

OMG and you have that character Kragg, He's like Steve in ultimate amplified, creating giant pillars and throwing boulders with no limits.

Also, I can't air dodge sometimes in this game? So I guess I'll just lose if you get stuck in a combo... Something's wrong with hit stun as well, it's too punishing.

And the community is Toxic online, you have people going all out against me with my 7 hours in Rivals of Aether 1.

I get matched with pros which also indicates broken matchmaking... I picked intermediate matchmaking....

I've played Smash all my life but never seen a character like Kragg or Forsburn with cheese gimmicks like this.
You just played for 90 minutes and gave up at 2 characters wrecking the crap out of you, at least one of them being on the lower end of the roster?

Imagine if Melee was completely fresh to you and you decided to give up after 90 minutes because you faced a good Donkey Kong player.

And Rivals 2 is a more balanced game than Melee by a mile, everyone has reliable tools to win and decent speed. Melee has so many characters with moves that literally do not work as they should. Also, for all the grief I hear about grabbing in Rivals 2, it's nowhere near the levels of Smash where in some games "chain grabbing to death" is possible.

Not to mention that it's a way more comfortable game to learn. Melee's lack of input buffer and rigidity is hellish on first contact, but people who've played it at the time don't notice since they didn't play as competitively as they do now. It was just a party game for fun to most.
Zuletzt bearbeitet von Vic Viper; 7. Dez. 2024 um 5:30
It's actually pretty well balanced. Every character has a "gimmick" that makes them unique and that was purposely implemented. I mained Samus in melee, but Zetterburn and Forsburn feel the most like Melee characters imo.
Also Online is not near the toxicity of Slippi, it's just that a lot of people already have experience in platform fighters already and probably came to this fro RoA 1 so they have a better feel for the game making the average skill level higher.
Ursprünglich geschrieben von Umbreon™:
Much more playable and fun honestly. High level melee play mostly relies on breaking the physics and doing ultimately unintended things. Melee was great for casual and medium level play. I don't mind that people love it for high level play but everything that was done there was just unappealing to me.
This game lets me feel like I can actually attempt to engage with higher level plat fighter gameplay.

while i agree with you, all rivals did was turning those unintended things into "features"

no reason wavedashing exists except to satisfy meleesweats
Ursprünglich geschrieben von Hold Down = No rematch:
Ursprünglich geschrieben von Umbreon™:
Much more playable and fun honestly. High level melee play mostly relies on breaking the physics and doing ultimately unintended things. Melee was great for casual and medium level play. I don't mind that people love it for high level play but everything that was done there was just unappealing to me.
This game lets me feel like I can actually attempt to engage with higher level plat fighter gameplay.

while i agree with you, all rivals did was turning those unintended things into "features"

no reason wavedashing exists except to satisfy meleesweats
If we were discussing L canceling, I'd agree.
Wavedashing, though famous by that name in melee as an emergent though noticed possible maneuver in development, is incredibly common in many fighting games and incredibly important. In most games the analogous feature is just the backstep, or forward step. Quick spacing adjustments that preserve directionality.

Wavedashing and backstepping are important because they allow someone to quickly retreat while still facing one direction. This allows you to dodge an opponent's move and counterattack unsafely, but quicker. But only provided you are able to gauge or predict their next moves range.

In a physics fighter like in any other, it allows you to more severely punish an opponent for behaving predictably, and therefore leads to a more varied neutral game.

Without it dash attacks and certain aerial spam would be even safer, as these move are particularly susceptible to spacing punishments
Zuletzt bearbeitet von Judge Cudge; 8. Dez. 2024 um 7:25
characters r cuter :)
Historically I have enjoyed traditional fighting games like Street Fighter or Tekken because they have more varied movesets, and for that reason I was pretty let down by SSBM when it first came out. Rivals actually feels like a full fledged fighter where each character has all these neat synergies with their moves. Plus the universe is built from the ground up so it's not forcing these characters who IMO have no business being in a fighting game to fit the SSB formula. I have a hard time still fighting characters like Pac Man vs. Wii Trainer for example.
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