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Повідомити про проблему з перекладом
lol, I bet a lot of these "gitgud" folks who are now upset with the patch are just lame frustrated Fighting Game players who got to feel like "pros" playing SoR4... Well I know at least one of them is for sure... xD
Oh and I also bet they still think we're the "minority"...
This!
And if they can patch it once, they can definitely patch it again and find some common ground between the casual and hardcore players.
Because as far as I'm concerned, I feel like the cast's buffs can now contend with the old AI, but yeah they were kinda cheap.
I hope they at least buff the enemies, not back to how they once were, but more challenging than they are now without being cheap like they used to be.
1) Muay Thai and Kickers attack spamming being nerfed is a good thing, NGL. Still, Axel could reliably fight them since he outranges Muay Thai kicks, can punish Kickers very easily, and can kill them in one hit confirm even before the patch. Problems with these guys were more from being outnumbered like crazy, like 5+ on you and they attacked at different times covering for each other's recovery frames. Thats still there.
2) Commissioner and Barbon still have those attacks though? Heck I dont think Barbon is even nerfed. What I've noticed for the bosses (though I havent played for that long to confirm) is that the ones who have grabs like Commissioner and Max dont insta-walk into a grab attack anymore which is nice. IMO, they gave the fights involving the Y Twins even worse things than that. At least you could jab both of these guys out of their attacks if you had good jab range on your character. Like Axel4...
3) That is one area where they attack in sync, unlike the Kickers. You could cluster and bait them into a Star special combo and almost kill with 2 Stars, but admittedly that depends on your character. Axel could do that. I'd rather have them have a longer charge time for their attack than what they are now where they get knocked down only to roll away and attack again. It didnt change much, its still optimal to punish them after their fire attack. Not to mention now we get an area in Stage 12 thats even more annoying than that...
4) I cant believe people are actually serious about knife Galsia being a threat. EVERY character has a counter to them thats not invincible special: Neutral Jump attack, Down Jump attack, or just avoid them and jab them. Whichever is more effective for your character.
Really?! You can't? Damn, that's when I need it the most and the only time I'd ever really need it too lol.
Now it's just OTG GP/OTG SP as a universal escape route. That's no fun.
The removal of the wrecking ball on stage 12 sucks though, that part was a ton of fun after the extreme difficulty of that stage. Make the part before the Koobo be a little harder, and change the big ben area back to what it was.
Err well...I could time my jabs against Donovans sure, but I'm saying when I already have a group of enemies stun locked, the timing won't always allow for me to to get Donovan in that same rhythm if he's fallen down from combo drop off weight. I can always use Defensive Special when he gets up, but that ruins my flow and pushes enemies away. So this is why Grand Upper OTGing is nice because it does more damage than the Defensive Special.
That is really not the case. Axel still plays the same and the enemies just got nerfed so there is nothing new to learn. If anything you'll feel safer than before.
Wrong. Axel is now as fast as Blaze. You can move from combo to combo extremely fast, his elbow back attack is safer to use because you can still resume a forward combo while using it, and his Grand Upper carries enemies so you won't get pushed behind them with this move. His standing super is also extremely quick now, again, like Blaze.
I sort of liked him as a slow bruiser, but he is more fun this way. The OTG changes were silly though, I felt he didn't need those.
As for nothing new to learn; have you played Stage 12 yet? The wrecking ball room was completely changed (for the worse, sadly), and Ms. Y's dash attack now doubles back and tracks you - caught me completely off guard, that's something new I have to get used to.
The team-up with the Y Twins is also much mroe satisfying now.
Yeah he kinda did. He needed something to finish off downed opponents that wasn't a risky low damaging Air Special, which should have gotten increased damage in this patch, but oh wells. The shorter recovery kinda makes it more worth using I guess.
I don't know how that is relevant when that happens in Mania only.
I still think this is a severe case of "I want to play Mania but it is frustrating".