Rivals of Aether

Rivals of Aether

Creeper
 This topic has been pinned, so it's probably important
balancing discussion
if you have anything to say about balancing say it here not in comments



i was asking for how to gain more bedrock but i know now
Last edited by commanderdemon; Nov 11, 2019 @ 3:29pm
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Showing 1-12 of 12 comments
dreem  [developer] Oct 19, 2019 @ 9:19am 
your bedrock amount refills every time you lose a stock/get ko'ed
commanderdemon Oct 19, 2019 @ 12:34pm 
by that, i meant how do you gain it back without getting ko'd
dreem  [developer] Oct 19, 2019 @ 12:42pm 
you can't, because i didn't want it to be spammable.
Shmepppppp Oct 19, 2019 @ 12:50pm 
I feel the bedrock should last longer since there are only 3 per stock.
It would be cool to play on a flat stage and make your own platforms to fight on.
commanderdemon Oct 19, 2019 @ 12:54pm 
maybe make 1 bedrock generate every minute
Strawberry Forest Nov 5, 2019 @ 10:51pm 
bair is hella weak
i feel like overall creeper is decently balanced, especially for workshop standards. still, i think side b should be quicker to charge, it feels like it takes too long and the projectile isnt worth the wait, and un charged it goes nowhere so yeah. fsmash feels a little too strong, maybe dial back the range? if not, the kill power. usmash though feels a little weak but that might just be the characters i'm fighting. also i agree that the bedrock (thought it was obsidian) should stay on field just a liiittle bit longer, or maybe give the use of 4 instead. i totally get how much you can abuse them but it feels like you cant do much with how quick they disappear. lastly even though its a meme move, i feel like neutral special should be slightly weaker. it feels like a gannonside but with less effort, easy win if you're a stock up and you're opponent is at 1
Stormghetti May 15, 2020 @ 1:27pm 
Is...F-Air (the snowball, at least) not meant to kill or go anywhere? It basically has no KBG, and I think that's a little weird... Same with the Enderman's throw. I feel like the reward factor of grabbing someone with him would be greater if the throw wasn't so easy to combo with.
dreem  [developer] May 15, 2020 @ 4:42pm 
yeah fair is not supposed to be a killmove period. more of a quick get off me tool and combo move

as for enderman, its also just a combo tool so the enderman itself isnt meant to kill
Stormghetti May 15, 2020 @ 4:58pm 
Originally posted by dreem:
yeah fair is not supposed to be a killmove period. more of a quick get off me tool and combo move

as for enderman, its also just a combo tool so the enderman itself isnt meant to kill
I'm still not sure if that means that either of those moves should be set so they don't kill or send you anywhere at all even at 999%. Not a single move is that weak in-game; I'm sure you can balance them another way.
Last edited by Stormghetti; May 15, 2020 @ 5:00pm
Hmm I can't tell from a competitive standpoint (I playtest against CPUs only), but I highly suspect Creeper's attacks have too little lag, or maybe their knockback angles are a bit too favorable. I can combo from anything with minimal effort.

If Creeper was a combo character that would work (i'd still give slight nerfs to make combos less free), but attacks like Bair and FStrong kill rather early (FStrong could be excused except it even doubles as a projectile).

Again, take what I say with a grain of salt, for I'm far from an expert, these are just my observations so maybe it helps?
Lood Jun 29, 2022 @ 5:17pm 
This character needs to have ways to kill better.

He barely has any logical means to score kills aside from draining your opponents recovery resources.
He also needs better coverage on his grounded options and aerials in order to escape pressure.
Last edited by Lood; Jun 29, 2022 @ 5:18pm
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