Rivals of Aether

Rivals of Aether

Mollo
BearWulf Sep 25, 2019 @ 1:55pm
Balancing Discussion
Share your ideas here!
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Showing 1-15 of 184 comments
Drevniqq Sep 25, 2019 @ 2:08pm 
havent played him yet idk
MudkipMonkey Sep 25, 2019 @ 2:48pm 
The character is sick, but the effectivity is underwhelming. Side-b really does not do anything (slow travel time during charging, and then there is also a pause inbetween release and the shot, dealing a grand total of 4 percent), The only real way to kill is the big bomb, which is super hard to set up and takes a lot of time to even throw out, which sticks out like a sore thumb in a game where all characters have so many kill options. All bomb throws are too slow, detonation wise and throw wise. The bomb throws need to at least be somwhat consistent at killing, because they replace the strong hits, which are usually used for that exactly.
I say the easiest way to buff the character is make bomb throws and/or detonations faster and make one of the aerials kill way early, like give backair a sweetspot or make upair 2 stronger. Making fair a little faster would also help.
Again, the character is very well made, it's just slightly underwhelming to play because the character has so little kill options.
Caped64 Sep 25, 2019 @ 3:02pm 
I think his neural special should be reversible. Way too often have I found myself on the opposite side of a bomb I wanted to hit with the bat. Not to mention that the bat is basically his only reliable kill move excluding his bombs which are hard enough to kill with. I also think that the trajectory of his side charge move (or side smash if we're going by smash terms) is a bit too high. It seems to only work if an opponent is at a certain distance away from Mollo or to put a bomb on the other side of the stage.

Also I believe theres a glitch with him, as the timer for bombs seems to reset when they are hit with his neutral special.
Vilguzano Sep 25, 2019 @ 3:35pm 
there's a bug with the stun grenade in cases where it doesnt stun the oponnent nor me
Ric Sep 25, 2019 @ 3:57pm 
his moves feel like they don't interlace at all, it's a well made character but the only move that even remotely set up into anything are his bombs and thats hard to do in practice mode even.

I also agree with this guy
Originally posted by Caped64:
I think his neural special should be reversible.
but i also think it should be chargeable he has 2 moves that are high risk low reward where you can't stop once you start it up.
i know it might sound crazy but i think it would crazy nice to cancel out of fair, and nspecial.
meeyuh Sep 25, 2019 @ 4:55pm 
Hey, just wanna start of with saying along with Guadua this is the best and most fun workshop character rn.

I think there is a lot of potential with him that people don't realise. For example people say his side special is bad, but it's quite good as it could throw opponents off and you can do an aerial attack out of it, maybe allowing for a short combo.

The thing i think could be improved is that he needs higher kill potential. The only things ive killed with have been regular bomb, the super bomb, his aerials and up tilt. Up tilt i think is actually really strong although it still kills pretty late. I'd suggest upping the force of up tilt, bair and sair, as well as maybe up air.

Last thing is i can't get combos with him like with other rivals characters. This could be cause im not used to him idk but id suggest making him able to combo more, maybe decreasing sideways force on down tilt and up tilt would be my suggestions but idk.

Anyway, as a closing statement, this character is sick, the zoning is insane, but he lacks kill power and combo potential.
FlopFish Sep 25, 2019 @ 6:22pm 
What if the side special was changed to something like Roy's side special in smash where the gun causes an explosion that can be charged, dealing a larger radius and knockback(while also damaging you) at full charge

If you prefer it the way it is you don't have to do this, I love the character either way but im just throwing out ideas
BearWulf Sep 25, 2019 @ 6:25pm 
what if it was like palu side b? and the explosions always send twords you??

Originally posted by jjflop40fish:
What if the side special was changed to something like Roy's side special in smash where the gun causes an explosion that can be charged, dealing a larger radius and knockback(while also damaging you) at full charge

If you prefer it the way it is you don't have to do this, I love the character either way but im just throwing out ideas
taasos.d Sep 25, 2019 @ 8:08pm 
i think increasing the damage on his side b and giving him more damage and knockback would be a good buff.He is really fun but he feels way too underpowered
Giik  [developer] Sep 25, 2019 @ 10:14pm 
I just patched mollo and buffed a few things, like the bat (Now the down B! menu as neutral B is way better for inputs) can actually kill with the tipper properly. That and some aerials are side-graded, being a lil' more powerful but also getting a sourspot.
Uair 1 and 2 SHOULD combo together more reliably now.
Pretty much just doing field testing with the patch, seeing if the adjustments are closer to being well balanced.
Would it be better if the normal bomb was more akin to the finisher bomb (not EXACTLY but like, closer to it) and the finisher is just ridiculously powerful to contrast with the predictable and long fuse? So you could use it as more of a mindgame threatening tool even if you can't reliably hit with it.
Last edited by Giik; Sep 25, 2019 @ 10:15pm
Samuel Sep 25, 2019 @ 10:23pm 
Originally posted by Giik:
Would it be better if the normal bomb was more akin to the finisher bomb
Can you expound? I like your idea of using the finisher bomb primarily as stage control.

As for my feedback on Mollo, making bombs easier to use and capitalize on should be a high priority. Some suggestions:
  • shorter fuses and throw/roll distances.
  • ability to throw bombs mid-air.
  • immunity to your own bombs (no other Rival can hurt themself).
  • instant detonation when any non-finisher bomb is hit by a flare.
  • stronger kill options, such as more knockback on F-tilt and quicker startup on F-air.


    As well, some quality of life bugs:
  • Bombs hit characters while they're rolling
  • Bombs hit characters while they're still on the spawn platform
  • Bombs don't move Elliana's steam
  • Bombs don't destroy Sylvanos' flowers
  • Bombs don't destroy Forsburn's smoke
  • Bombs don't destroy other projectiles (clone, fireball, seed, missile, slipstream, raindrop, poison needle)
  • Bombs don't get grabbed by Ori's bash
  • Bombs don't get blocked by Ranno's bubble
  • Bombs don't get destroyed by Clairen's plasma barrier
Last edited by Samuel; Sep 26, 2019 @ 8:54pm
Tykabo Sep 25, 2019 @ 10:34pm 
I think that fair needs to come out earlier because it's impossible to short hop forward air. Please buff the bombs and make them all blow up on contact, I also think that if I hit a bomb with the bat and the bomb connects with the opponent then it should explode instead of pitifully bouncing off them wasting all that set up.
Tykabo Sep 25, 2019 @ 11:01pm 
Also why does Mollo have 2 jumps when he has wings, wraster has wings but he has 4 jumps, Mollo should either have 3 or 4 jumps
Iconking Sep 25, 2019 @ 11:31pm 
Should prolly think about what his kill moves are actually supposed to be. Better not be his down special, that is like expecting to ONLY kill with falcon punches.
Senn Ferg Sep 25, 2019 @ 11:55pm 
i love this character, but i feel like a lot of moves have way too much endlag. specifically, it's hard for me to get back to ledge after using down air or forward air. getting hit by your own bombs might be a bit too punishing. maybe dial back the hitstun or damage, and i don't think it would be too broken to make his side special a bit faster either by movement or detonation. also a good quality of life change would be to make the bombs easier to hit with baseball. otherwise i like this fun character with it's cool gimmicks, and i wouldn't mind if you did none of these changes
Last edited by Senn Ferg; Sep 25, 2019 @ 11:59pm
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