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1. Face dream is far to weak and far to hard to land considering how rare it is to get it through normal play, and how hard it is to get intentionally. I would recommend either making it an instant kill, or making it cover the entire screen.
2. Forward smash is incredibly bad. not only does it take forever to come out, but it doesn't launch the opponent very far (as in it doesn't kill zettaburn at ledge when they are at over 100%) does less damage than down smash, and to top it all off, can't hit the opponent when they are to close to you. I would recommend completely changing this move.
3. Dash attack being a projectile is a little weird, considering you aren't able to do anything while its active. I think it would be a really fun move if you could jump out of it after activating it, or a really good move if it had more knockback and couldn't be reflected.
4. Down special is useless. Because it is a counter, you can't use it to combo the opponent, and the fact it teleports you to where you are on the dream map, while neat, makes it impossible to plan around and inconsistent at the best of times. My best idea for it is to remove its status as a counter and make it able to be used to instantly teleport, but make it only usable on the ground. either that, or change the move entirely.
5. Up special is too slow. I don't think it needs to go higher, especially due to its dream buffed version, but it needs to get everything done faster so you aren't a sitting duck for forever. maybe also give it super armor to reflect its translucent appearance.
6. Neutral air is bad, even in its two variants. It does very little knockback, the second hit is super slow, and while the green lady version does amazing damage, it still ends up being too weak to use over down air in most cases. I recommend buffing it around the board, except for the green variant, only buff speed for that one.
Overall, its a really fun character, and I have been having a blast messing around with them. Their moves are really creative and its fun finding new tricks you can do with them. Take all my criticisms with a grain of salt, as it could just be my playstyle making me think these moves are bad. Ask other people what they think before making changes.
I can't wait to see how this character improves in the future.
Much of what you have said is already planned to be fixed or to be rehauled, actually! I have a bit of a history making fighters extra underwhelming on release, heh... Keep a lookout for the upcoming patch after the next Shy Guy update!
Face Dream: I'll definitely look into it. It was hard nerfed just a bit before release out of personal concern (being able to kill around 40%), and due to how consistent I was able to get it, I nerfed it pretty hard. I'll consider making the move a bit more terrifying in the future, but having it be an insta-kill is a bit much considering that's a potential of 1 instant kill per game.
Fsmash: Was one of the last moves and was admittedly very rushed! It'll have more consistent hitboxes and better knockback values in the next patch for sure!
Dattack: BIG overhaul planned that, while probably not what's expected, will absolutely buff the move!
Dspecial: Don't forget that it can be used on the Fsmash and Uair projectiles, for more intricate planning! Also, the intent of the move was admittedly to help LSD easily retreat from more hairy situations, seeing as she's a generally slower character as-is, especially as an anti-edgeguard/anti-juggling measure, situationally.
Uspecial: A very intentional weakness! I was concerned about the moveset all around being potentially too overpowering, and this would be a measure to give her a deliberate fault. I'll look into it though, it does have more negative points than positive.
Nair: Is getting an overhaul which could give it a better purpose! However, the move is very heavily intended as a combo move, and it has a ton of disjoint, which those two aspects have been consistently good on my end.
Thanks for the very thorough look, I appreciate the insights you've given! (And I have to admit, you've given me the most constructive response out of any balance reviewer I've had before, thank you!)
Can't wait for the next update!
I understand that you don't want this move to be offensive, it just seems a shame to me that LSD's signature ability is dedicated to a move with such little utility. I want to play around LSD's gimmick of dream-hopping, but in actual gameplay I find myself never using this ability, often getting punished for trying to use it as intended.
Without reworking the move completely, it could be changed to stun foes that activate it? Depending on how far from the centre you are on the dream map, it could stun for longer?
I've just been imagining potential combos and mixups that could be had if it was changed to a command grab that launches based on the position on the dream map... Using it on a recovering opponent while having a downer dream would be devastating >:D
A surprise teleport is still a very powerful tool regardless, which a lot of characters don't get the luxury of having. I'd suggest to keep thinking creatively about ways to utilize Link that maybe you hadn't seriously considered. Sending opponents offstage with Fstrong at higher percents and then doing a Link to Dair is something I've done quite a bit, and there are ways to cancel the startup of Uair by landing early.
I'm sorry, but you'll have to look elsewhere for a command grab type character. That isn't the playstyle this fighter was designed around.