The thing that I think should happen is split between Positive Bonus and HKD on wall break: Normal Hit Wallbreak = Positive Bonus WA Wallbreak = HKD Super Wallbreak = You get both It would add more decision making on what you get to do when wallsplats happen
@@NeoBoneGirl Super wallbreak itself wasn't that absurd except on certain characters (which should be adjusted themselves); removing that 50 meter from immediate usage prevents certain degenerate scenarios from occurring.
@@baltharaaz9847it is kinda a problem when you do a super to get Posetive and HKD and then your safejump oki blockstring with like 4 hits on block just gives you 50% again
@krizzz7940 Except what I'm talking about covers exactly that. Quite a few characters get very suboptimal situations post super wallbreak due to the distance, which leads to not be able to jail on block to gain the meter required. If the post wallbreak situation is _actually considered_ by the balance team for those characters, then it ceases to be as much of an issue.
On the topic of post-wallbreak, perhaps maybe Positive Bonus and Hard KD should be split between Super WB and Wild Assault WB? So if you want HKD you do one thing, if you want Positive Bonus you do the other. You cant have both.
Wild assault would have to be the one thay gives HKD. If you’re spending 50% meter to get the HKD its gonna feel so bad trying to start pressure with no meter. Would much rather play neutral with 50 meter.
Problem is, what happens on regular wallbreak then? I don't think you'd ever be happy about breaking the wall if you just lose corner for it, we'd be back to season 1 discourse but this time actually for a good reason
You should do more discussion vods with the bois, this was fun to watch from the perspective of an outsider who has kept up with the guilty gear franchise for a only year now. I'm hoping I can buy it this Christmas and play it finally :)
Some things i think: Positive bonus should just end when you spend meter or burst, no matter what on (No more get a hit, RC, and get the meter back from PB) PBonus Should NOT give burst meter (No reason the player on offense should also be getting back their own "Get off me" button or more WA fuel) Wild assault should remove burst meter, but only if the meter isn't full. (EG: You can't use it to stop the opponent bursting your string, but it can delay them from getting burst back if they used it or their own WA) Basically, if you wallbreak, you get a boost and it resets to neutral, but if you spend EITHER meter after the break PB stops immediately (Burst/WA/RC/Super/Etc) to reduce the pressure post-wb, Removing the meter drain on the opponent from WA if they have full burst also helps with snowballing, but you're still ahead if they burst your WA string/hit (50% Gauge to 0%) Burst may need some tweaking after those changes, but effectively it makes wallbreak more "Back to neutral, but you have advantage for a short time" instead of "Back to neutral, but you also get a huge window of additional pressure to abuse and snowball in" and makes wild assault still good, but less powerful as a pressure tool (As now it can't prevent bursts if they have one up) The problem, like we see in the ram clip is basically they get the WA/WB Combo, and then just get a bunch of free offense from PB/RC shenanigans, hence why i say it should just die the instant you spend meter or burst on anything. You either get it, and let it fill your super while you re-establish pressure, or you burn it to try and re-establish faster Basically, Wallbreak needs to be an actual "Reset" situation, do you break for the super gauge and the HKD, or do you try to gimmick a reset off the wall without breaking it? 'Cause right now you just ALWAYS go for the break since PB+WA on a lot of chars means you just get a long unburstable string off the HKD
What if we did like this: - positive bonus don't give burst - Risc increases the burst charge, so you can build burst or use deflect shield more while blocking. - wall break put you on the next 1/2 of your meter instead of positive bonus. So if you wall break with 49% meter, it goes to 50%, if you have 51%, it goes to 100%.
I'm glad someone said it. Positive bonus is way too strong. Espesically if you get hit at round start by johnny's 2s into wild assault, into wall break combo, into positive bonus.
I think the point of the wall wasn't to remove the advantage, it was to make it so you still feel like you get to play again. This is supported by ArcSys' early reactions to people who tried to avoid breaking the wall. They strongly believed that breaking the wall was the better option, and when they discovered it wasn't, they MADE it the better option. The wall was always meant to be better than the corner. I do however agree that wild assault should not take away burst. This completely defeats the point of burst in my opinion.
It's interesting on how, more often than not, the mechanics intended to lower the bar for entry into fighting games like simplified controls and wall breaks, end up being balancing issues at higher levels. There's just no easy solution to make the games easier without making something abusable.
i dunno, the point the video is making seems to be more with how wallbreak is interacting with buffs to positive bonus and pressure than wallbreak by itself. it's more like two things synergizing badly than one thing becoming so easy that it's abusable
@@icecreamboneThe problem is that as Hotashi stated in the video you need Positive to exist otherwise winning feels bad. You guess right and your opponent gets to leave for free. That is not a good feeling in any game, which is why Positive exists to tilt the post wallbreak situation in the attacking players favor.
@@hakumenx1The problem isn't that things are strong it's that positive bonus is essentially a checkmate after the first hit because you lose so much health off of one wrong decision. Ky doing Stun Edge YRC and then air throwing you after you jumped it is not the end of the game. Johnny doing Zwei YRC to reset pressure for 25% meter is not the end of the game. Ram or Chipp wall breaking you with super is actually the end of the game. That's the difference
@@hakumenx1yrc was annoying at worse,but it was never a snowballing mechanic that lead to a checkmate. ac+r,xrd and BBCF don't have a mechanic like this.
I remember that one match where Asuka fought against Goldlewis (one of Gobou's) Someone said in the comments that in BB if a blockstring is long enough you get auto IB but in Strive the attacker gets free Positive Bonus. Ngl I agree with most of your points about the agressor getting too much good stuff like it feels good to attack but not so good when you are on the other end...
I hope they fix this situation. My initial feeling on S3 was super positive but now I'm just finding the game feels bad. Time for a long break. EDIT: Does anyone know how the Asian players feel about this stuff?
Its great to see you take your complaints and proactively move the conversation forward instead of just seasoning the void. I’d love to see more FGC content creators having pro level talks instead of just trying to summarize the zeitgeists thoughts on a game and fueling the echo chamber.
Alright, I'm not going to pretend I know what I'm talking about, but just to make decision making more interesting: Make super give positive bonus, but be relatively neutral. This makes you have to spend meter to get meter, no knockdown advantage. Cash out damage for the end of advantage. WA will hard knockdown, no positive bonus. You have to use your defensive resources to maintain advantage, risking a comeback with no resources. Positive no longer gains burst. I think this would make wallbreak less brain dead and make the game more interesting. I still think WA needs to be changed a bit and nerf Positive gains however else, but that would at least make the decision making more interesting in the corner.
Looking at other game can give perspective. I like the flow in dbfz (apart from the long combos). After every fighter dies they return to neutral and there is a lot of back and forth. You never feel like a match is too heavily going to be won by either player, which I think is key. They've focused on increasing the comeback potential actually by increasing damage by like 20% for the last character, and another patch they made him able to do level 3 into level 1.
Positive bonus should be a sliding multiplier kind of like risc. More one sided pressure, more meter gain for all sources. Wall break should just give a fixed amount of the multiplier, but not bring it to max.
One of my biggest problems with WA is that it HKD after wallbreak. It gives A LOOOT of access to HKD with positive bonus. Positive bonus is really strong, and getting a HKD + positive should be a situation where the offender determines whether is worth to expende a bar to super wall break or not, since it may not be cost efficient but it does give you a safer situation after Wall break. Some characters like Ram take huge value from HKD so before they always super wall break since it was worth if they have the meter. Now the problem is that they can afford to expend the meter, use half burst for WA to combo, and use the other half to HKD wallbreak. AND THEN positive bonus refills them up. I'm not against Positive bonus refilling burst, that's fine, but WA shouldn't deplete enemy's burst on block or hit, and it shouldn't HKD post wall break. It's already an interesting tool for offense and prolonging combos but rn it's just too much
I thinkon hit is fine, and the HK is fine. Really they should just weaken positive bonus itself. There's no reason that PB should give a damage and defense boost anymore. Remove that shit immediately.
@notimeforcreativenamesjust3034 I think they should err on the side of caution when addressing these system wide mechanics because it's _very clearly lopsided_ who _actually abuses_ some of these. The only character that was changed alongside system mechanics a bunch was Zato, and people are omega dooming about him at the moment. I think similar changes (either buffs or nerfs) if you want to adjust something like positive or wild assault to ensure that the overachievers are hit accordingly while not killing the weak characters.
The Devs made the game with the idea of being more accessible to casuals to the detriment of high end gameplay. Now that the casuals have left (as they always do) we're left with a subpar game that doesn't appeal to the hardcore nor knows what it wants to be. These system changes are designed to recapture a casual audience that simply isn't there anymore. The atrocious online experience with finding games and 32 player lobbies and no ranked have left the long-term fans with nothing to work with I hope they take the lessons learnt from Strive when making the next series installment
What about..... The more you block in one blockstring (like the infinite Ram/Chipp/Asuka pressure) the faster your Burst gauge fills? Also deflect shield sucking ass what about making deflect block giving a quarter bar of tension if you block an attack + the push block? That or making deflect shield 25% burst gauge And remove the W.A. property of draining burst gauge?
they have constantly increased the reward for wall break because people would purposely not break the wall in some matchups and they don't want people to do that. But with WA its gone too far.
Positive bonus isnt the problem. It's WA doing knockdowns. it shouldnt KD on wall break. or take away burst. Should be strictly a neutral tool & meter be spent to get the knockdown. At most charged wild assault knockdown BUT take away ALL burst so you truly sacrifice for it. Everything else is fine. perhaps find a way to make dust a little better so people use it more & dont (need* RC after all the time or relegated to only certain characters like asuka, jacko, etc who can get covered by their own mechanics. Sure they get more privelidge but make dust a tiny bit better...
WA wall break doesn’t need to get a hard knockdown, and positive bonus doesn’t need to refill burst imo. My training parter is a Chipp player, so it’s hard for me to understand why WA HKD’s because characters that are up there on the tier list with Chipp did not need any more ways to snowball with how much they already can.
Honestly after the secret Chaos buffs in the patch I got super skeptical, then after about 6 weeks of the new patch I dropped the game until there are some serious changes. There needs to be some system changes and in the words of Lord Knight "Some knee caps need to get broken" for some characters. The lazy changes to some characters make some stuff just super frustrating to play and the system changes seem to make all the answers be 'turn the game into single player or lose'. There just isn't much fun in the game for me in the mid-level and when I look at the high level I just see the same thing but even worse/more oppressive.
Clearly WA should simply lockout burst for a short period of time similar to supers and not remove burst gauge. In regards to positive bonus spam, I wonder if ArcSys would ever attempt an 'exhaust' mechanic where if you spend a shit ton of meter during positive, you get debuffed after positive is over for a period of time.
strive rn feels like If marvel pressure and damage was played at street fighter speed; Its so odd idk how to put it, but a lot of interactions and shit just feel uncomfortable and super one sided depending on the char. There’s just straight up checkmates sometimes too
Spitting facts. Potemkin has zero viable pressure after WB unless he does a WA wallbreak and has 50 meter for Giganter oki. And no Pot will ever have that much meter because they used it all to get to that state in the first place. It's unrealistic.
@@kerbonaut2059 On the other end of the spectrum, Axl has trouble dealing with backdashes on safe-jumps after wall-break. And he has to take a bunch of risk to steamroll with the meter
honestly, i feel like neutral and hkds are kinda problematic in this game too. strive slowed way down from previous installments to promote neutral (insert grounded footsies joke here) but every character has some level of stupid neutral skip that ends in a combo that does 50%, a hkd, a wallbreak, or all of them. hkds are also too easy to come by imo. once you outplay your opponent once, like in the vid, theres nothing they can do except hold the mix and try to not die. no dp? damn, that sucks. ive noticed since the season 3 patch that people will use 100% burst in their wallbreak combos for wild assault, and that seems extremely unoptimal but they can do that because positive bonus gives it all back. ramble summarized, basically everything in this game leads to either 50% damage, an hkd, positive bonus, or some combo of the 3. its stupid and completely antithetical to what strive was originally supposed to be. i have come to hate this game over time partially because skill issue but also because the game just snowballs so unbelievably hard in the attacker's favor.
For some characters, it feels like they're designed around HKDs or SKDs (Sol still gets good situations off bandit revolver for example), but others don't feel like this at all. I agree to an extent that HKDs are too prevalent.
@@baltharaaz9847 I just think access to them is too high across the board. Looping oki and huge combos into looping oki are not good for new players. I don't think they should be entirely gone, I just think they should be harder to get.
I think game always had this problem with positive bonus and how fast meter goes up. It always seemed to much so when you get Positive bonus it just gets nuts. So just lowering that should make things less degenerate overall. Burst should always be fixed resource that can't be interacted it that is what makes it powerful. While it seems bland it does increase strategic thinking and feels right in GG.
Idk how much it would help but I feel like only blue/white WA should give HKD since red already extends combos into wall break much easier compared to the others but im not a top player so maybe im missing something
I think Wild Assault should lock out burst for like 5 seconds or/and to the end of a combo. And I think it shouldn't take away burst on block. Lockout being not taking away Burst meter to working like how a super functions in that it prevents you from using burst for a minute.
It's such a weird paradox to me that Strive offense feels so linear and boring but also that it's so overpowering because you're forced to gamble into the options more lol
i think it's boring because how they just gave a lot of characters HC and Nago's ability to convert from midscreen better so it feels like everyone can just do that now. with positive bonus and burst meter gain being so good, there's really no reason not to burn your resources if it means you'll get positive bonus as a result. just feels pretty samey.
Positive Bonus just shouldn't exist imo. Solves every single problem and more. Keep the HKD with WA on Wallbreak but no more positive Bonus. No more free meter gain and no more free burst gain. Why am I being rewarded SO HEAVILY when my opponent is already on the verge of death the first real combo I get? Roman Cancels are extremely strong. They're borderline broken as a concept. I understand their decision to try and limit the RC usage in Strive by making meter only two bars. But if they're going to give me reduce meter cost for quick cancelling and get free meter regen then what was the point of making it only two bars? Positive Bonus is the actual problem. It's not the corner. It's not hard knockdowns. It's not damage. It's this stupid ass positive bonus that literally doesn't need to be here. Take out positive bonus and what changes? Everything. Literally everything wrong about Strive is because of Positive Bonus. It always has been and I think you guys forgotten that. Get rid of the actual source of the snowballing which is Positive Bonus. Why was Happy Chaos so broken? A lot of reasons but maybe having an infinite source of Meter was partially to blame don't you think? Blocking his pressure sucks but he also has backdash BRC for an actual legit fuzzy mix. He shouldn't get more of that if it works. Meter shouldn't be given so willy nilly. Makes me question why Negative Penalty even exists if they're willing to literally give the opponent infinite resources. I don't trust anything Jonathan says. That dude was legit playing Zato who is just as if not more busted than Happy Chaos and tried to act is if they killed the character when he finally got the nerf he deserved. Zato is legit the only time I saw 6 characters populate a top 8. Why did no one cover this? Low and behold that very tournament every single player in that Top 8 went to win other Majors. Turns out having a bunch of tournaments at the beginning of a games life cycle is a plague for so many discussions and criticisms we could be having. You guys literally won't shut up about Ramlethal that characters like Axl had to wait until Season 3 to get a 2p that's not punishable on HIT. It was PUNISHABLE on HIT. There's so many worse problems with the game overall that I'm not even going to bother listing all the other fucked up issues. That should be your guys job. And if this is your guys best attempt? Try harder. Try so much fucking harder. Please.
@@notimeforcreativenamesjust3034no, but GG was always a snowball game. It just kills faster now than before rather than torturously skinning you alive in the corner.
@HellecticMojo killing you faster is the problem. Having lower damage (relative to strive) gives you more chances to make a comeback in the older games. Strive as it is right now is the most snowball-y a GG game has ever been. And that's bad, especially since strive was trying to get *away* from how snowball-y XRD was.
Listening to this really intrigues me with how much could be adjusted and how the sliders could potentially be shifted. Like, what if deflect shield was only 25 meter. What if you could burst out of wall stick. What if the length of positive was different between gold burst and wall break? What if there was just not enough frame advantage to safe jump reversals off of wall break hkd? There's so many options of what to change. And every option has unseen far racing applications
in Rev2 the game offer each character their own way of getting start but in STRIVE how do you get start? oh you just go for positive bonus and when you are in positive you have 5 different option to mix opponent up and what can your opponent do? basically nothing except burst or block and the longer you defend the more tension and burst meter your opponent will have and you also die from getting hit 2 times. that's why STRIVE has turned into "get tension gauges and you win most of your game" yes, you should have advantage and reward for generating tension but not "Overwhelming advantage" at least they should make deflect shield not sucks and either make WA wallbreak only gives HKD or just it refill less burst and tension meter like you only get 50% from positive
I'm still early in the vid but I'd say the difference between the Xrd round and Strive round is it took more than two or three interactions for Elphelt to kill.
And this time, please make it equally good for everybody. I don't know why they used to scam some characters with awful dead angle. Strives yrc was always as bad as the worse dead angle in xrd,imo.
What's weird is I've played this game less than last patch when it technically has more to do and my main got a ridiculous high/low buff. Somehow it got more boring to play with more options on the table?
Agree with all but with wild assault weak (before the patch) champs can do only zoning micro combos like Faust do before. But now even if he have the same really minus on block moves he now can do some strong offence with WA like the same can do every champ in GGS (but not every champ really need WA in combos like Faust needs it). I like positive bonus after the hard knockdown only because i'm a Faust player, and he don't have really strong continue after hard knockdown like Sol, Ram and many others have. For me this seems balanced because my opponent need to block the next punch that i do, but he can escape my pressure (pressure with almost no mixups if no WA) and get round back in neutral game. Before the 3.00 patch Faust was weak like Bad?man but now even them can play vs top tier with some luck and good reads. Sure game now really goes faster, but i see that Faust now can do wild shit and hella creative combos that he never can do without WA. Thanks Daisuke.
WA is a BLOATED move, utility, takes burst, keep pressure, mix, hard knockdown on wall break, busted hitbox If it was only combo extender / utility the move would already be GOAT
Strive is just a completely different game from Xrd; a less fun game I might add. A game with gutted characters and game mechanics that appeals to the masses. They did good because they made a lot of money, but you already know this story; it's happened to so many video game franchises that it's just a broken record at this point.
They basically sold out. Hopefully the next Blazblue game continues the series legacy on building from the predecessor(BBCF), and perfecting the series to make the best possible Blazblue game,but having gotten BBTag after BBCF,I am not so confident with or without Mori being involved.
Hotashi I wanted to say I like ur voice and cadence and ur splash nago/elphwlt art is nice. Can I get a reply and ur thoughts on watermelon? (not in a racist way btw I happen to have liked watermelon as my fav food since I was born)
Just remove Positive Bonus :) The choice of breaking the wall or not should be the thing... Go back to neutral or keep up pressure in corner. Having the game feel be about constant pressure is honestly not that fun. RISC isn't making defense better either but that's another topic
I am fine with it used to of aggressive fighting games from marvel though sf4 more slow broken but still i love wild assault it fun combo conversation whiff punish and reasons why drain meter they don't want those who love mashing burst yes i know you can bait it still i do agree about deflecting shield it too situational to get out of frametrap or 50/50 mixed up but on defense so weak reward on it bad need a buff not too powerful i don't want to kill offensive pressure i just want to be useful mechanic outside of that is it really a problem i do notice the meta of fighting games is snowballing even sf6 round start drive rush that different topic same as mk1 too weird it a mess .
i'm a baikentitty69, but i'll just say it. people on defense need to get more metter and maybe make yellow yrc decent. i havent played xrd in a long time, but i think you used to get much more meter in older games in defense and dead angle was actually decent. and you had blitz that was 25%. doesn't mean it should come back, but it was another option.
The issue I have with this game is that it’s so hyper offensive and one sided. Like don’t get me wrong I enjoy aggressive gameplay but it’s just not so fun dying in one to two interactions when certain characters can have near air tight offense and explosive damage from a single confirm. This makes players want to take less risks for fear of being stuck at the mercy of a character’s offense for a whole game. I feel like wallbreak was a way for them to make up for this fact as it was supposed to be a neutral reset, but they’ve tossed that out of the window for the most part when we have WA to score hard knockdowns along with supers. Not to mention positive bonus. So what was the point of introducing wallbreak again?
Hey i need yall to leave Sin out of this okay???? Anyway I think WA taking away burst on hit is fine but on block is kinda crazy, and maybe it'd be good for it to not take away burst on a wallbreak. That plus HKD AND Positive is just a really bad situation for using so little resource potentially
I don't consider myself to be a whiner about games, I usually try to acclimate to things, ya know. But this wild assault and positive bonus stuff is definitely not okay. Strive's defensive play felt non-existent most of the time before this and now it's just an after thought. The burst damage from blocking WA is probably one the stupidest things I've ever seen in a game, full stop. It's even worse for new players too since WA provides brain dead access to potent strike/throw situations that even top players have issues with. Strive is now a game where you don't just need the character MU but also the player MU. I genuinely wish they'd taken the development time from WA and put it into new moves. Season 3 shoulda dropped with everyone getting a new move, not some characters getting new moves and WA.
Random idea i have put 0 thought into. What if using resources like WA and RC took away positive bonus. For example,You get positive, instantly RC and then Positive goes away
OWA needs to nerfed to 20f/32f like the rest of the WA's, it'd be way easier to handle OWA chars if they can't just f.S into WB anytime because OWA won't combo.
It’s funny how after all this time all they keep doing is making the effective amount of damage in the game higher. This season is get touched and die ~ the sequel
Yep GG has always been a snowballing game Strive just changes the rewards but Xrd had the same issue where once you get hit you are likely Knockdown while your opponent has crap ton of meter for yrc
@boredomkiller99 The difference is that it took way longer for the opponent to kill you in XRD. You still had a chance to get back into the fight even after getting hit with 3 combos, unlike Strive where getting hit once by every character is 70%.
@notimeforcreativenamesjust3034 not really. Most of the time it ends the same, once you get knocked down rhe fight is usually determined. This only weakens when a character like Kum ran his oki. He was trash so it was easy to beat. Get put in the corner by pre nerf bedman, elphelt, johnny etc and you were most likely dying.
@@evilded2i play slayer and he still needs time to kill. Funny oneshot TODs are not only do require a proper starter, they are also accounting stuff like opponent's RISC, screen positioning, hurtboxes, you having proper amount of meter and the combo not being bursted immediatly after you started it. Without all of it, it's still atleast 2 combos, or even more, because Slayer's conversions without meter or CH are shitty Upd: also most of them require you actually having 100 meter, Burst and getting a good starter in a good screen position. Without all of it, it's 50 percent at best - which is good, ofcourse, but isn't Strive levels of tomfoolery.
I don't see this as a problem at all. The wall break accomplishes its mission at most low levels of play, which I always thought was the goal, while offering some choices at higher levels of play. Positive bonus working the same for the player in the lead as it does for the player behind means that games can be exciting to watch without engineering comebacks via actual comeback mechanics the way that DBFZ/MVC3/SF4/SF5 does. Not a fan of WA taking burst on block though.
Games too snowbally, games too easy to make a comeback, game doesnt value legacy skill, game is using outdated design I could not care at this point, just play the game you think is fun
A couple things: "Wild assault shouldn't take away burst on hit or block" - i disagree because youll lose any incentive to use it in block strings. - I think the burst loss should only come from *charged* WA and make it far more of a commitment to use. - You should be allowed to interact with their attempt to take your burst. -right now ppl just toss it out because you cant punish it, you cant react to red WA. "Wild assault shouldnt HKD" -I think they should separate Positive bonus from HKD. -If you want Positive bonus youll need to use a super. Burn super meter to earn more over time. -If you want HKD you need to use *charged* WA not the normal version but CHARGED. -Burn burst to earn more burst. "Positive bonus shouldnt give back burst" -I think upon activation of Positive Bonus should give a small chunk of burst upon super wall break but positive should not consistently fill burst. I dont think murdering mechanics is the way to go but instead restrictions implimemted to incentivise making more dynamic choices should be the way to go. "The normal guys are winning" Thats been slowly happening over time. When everyone started killing in 2 confirms unless youre a mixer with typically unreactable mix. When numerous characters have free overheads, low confirms or mechanics that can combo off dust with 0 meter. Remember the days of ppl complaining about Sins f.S and 2S? Or Kys pokes? A lot of you ASKED for these buffs. You gave the normal guys everything at no real cost to themselves. The more the devs cater to the players the less defined the cast becomes.
“You’ll lose any incentive to use it in block strings” No? It’s a forward-moving momentum-carrying normal AND special cancellable move that you can confirm off of pokes that would otherwise net you much worse pressure. WA turns I-No’s f.S on block from a pretty ok poke into a full block string. I’m sure it does the same for a lot of other characters. I think I agree with some of what you said, but cut the hyperbole, it doesn’t look good on you.
@AMnotQ no. You completely ignored blue and white WA blue absolutely needs to take your burst in order for it to function. Otherwise you can burst their set up after they saccd half their burst and a potential resource. Theres more to WA than mashing red and i even said charged WA should take the burst.
@@hakumenx1 Yeah because I thought guard crush was pretty obviously beneficial and didn’t need to be discussed. Also, bursting out of a setup from B/WWA??? Not only can you be left with half meter in a lot of circumstances, they now have NO meter to speak of. You are at a distinct advantage if they do this.
If you get rid of wild assault taking away a bit of burst on hit then you get rid of burst safe combo routes which makes the combo/burst bait game less interesting.
Bro are basically complaining about why Strive isn't like Xrd. I don't think it the right way to criticize the game to compare it with the older game in the series. It could be taken bad by the devs
Honest take though I'd like Wild Assault as a combo/neutral tool with a 25% cost instead of 50%. Then remove the hard knockdown and burst reduction. That way burst becomes a defensive and offensive universal mechanic. Maybe make positive bonus regen burst slower as well cause you get so much burst back so quickly (Even though I specifically like that cause it's funny)
nah this is no longer snowball, daisuke put some ice in this patch, and everyone knows that's against the rules
This shit is a whole ass avalanche 😭
A hillside coated in Black Ice ass patch
He forgot the no ice rule written in the old testament of snowballing oof
The thing that I think should happen is split between Positive Bonus and HKD on wall break:
Normal Hit Wallbreak = Positive Bonus
WA Wallbreak = HKD
Super Wallbreak = You get both
It would add more decision making on what you get to do when wallsplats happen
Super wallbreak is already optimal and what you aim for in almost all situations, how does this change anything
@@NeoBoneGirl Super wallbreak itself wasn't that absurd except on certain characters (which should be adjusted themselves); removing that 50 meter from immediate usage prevents certain degenerate scenarios from occurring.
Wall breaking has fundamentally fucked this game since inception lmao
@@baltharaaz9847it is kinda a problem when you do a super to get Posetive and HKD and then your safejump oki blockstring with like 4 hits on block just gives you 50% again
@krizzz7940 Except what I'm talking about covers exactly that. Quite a few characters get very suboptimal situations post super wallbreak due to the distance, which leads to not be able to jail on block to gain the meter required. If the post wallbreak situation is _actually considered_ by the balance team for those characters, then it ceases to be as much of an issue.
On the topic of post-wallbreak, perhaps maybe Positive Bonus and Hard KD should be split between Super WB and Wild Assault WB?
So if you want HKD you do one thing, if you want Positive Bonus you do the other. You cant have both.
I like this concept a lot
That sounds way better then what we have now
Wild assault would have to be the one thay gives HKD. If you’re spending 50% meter to get the HKD its gonna feel so bad trying to start pressure with no meter. Would much rather play neutral with 50 meter.
Problem is, what happens on regular wallbreak then? I don't think you'd ever be happy about breaking the wall if you just lose corner for it, we'd be back to season 1 discourse but this time actually for a good reason
You should do more discussion vods with the bois, this was fun to watch from the perspective of an outsider who has kept up with the guilty gear franchise for a only year now. I'm hoping I can buy it this Christmas and play it finally :)
Buy +r 🙏
Some things i think:
Positive bonus should just end when you spend meter or burst, no matter what on (No more get a hit, RC, and get the meter back from PB)
PBonus Should NOT give burst meter (No reason the player on offense should also be getting back their own "Get off me" button or more WA fuel)
Wild assault should remove burst meter, but only if the meter isn't full. (EG: You can't use it to stop the opponent bursting your string, but it can delay them from getting burst back if they used it or their own WA)
Basically, if you wallbreak, you get a boost and it resets to neutral, but if you spend EITHER meter after the break PB stops immediately (Burst/WA/RC/Super/Etc) to reduce the pressure post-wb, Removing the meter drain on the opponent from WA if they have full burst also helps with snowballing, but you're still ahead if they burst your WA string/hit (50% Gauge to 0%)
Burst may need some tweaking after those changes, but effectively it makes wallbreak more "Back to neutral, but you have advantage for a short time" instead of "Back to neutral, but you also get a huge window of additional pressure to abuse and snowball in" and makes wild assault still good, but less powerful as a pressure tool (As now it can't prevent bursts if they have one up)
The problem, like we see in the ram clip is basically they get the WA/WB Combo, and then just get a bunch of free offense from PB/RC shenanigans, hence why i say it should just die the instant you spend meter or burst on anything. You either get it, and let it fill your super while you re-establish pressure, or you burn it to try and re-establish faster
Basically, Wallbreak needs to be an actual "Reset" situation, do you break for the super gauge and the HKD, or do you try to gimmick a reset off the wall without breaking it? 'Cause right now you just ALWAYS go for the break since PB+WA on a lot of chars means you just get a long unburstable string off the HKD
Wowzers Umisho's defense is incredible
Umisho simply the goat
What if we did like this:
- positive bonus don't give burst
- Risc increases the burst charge, so you can build burst or use deflect shield more while blocking.
- wall break put you on the next 1/2 of your meter instead of positive bonus. So if you wall break with 49% meter, it goes to 50%, if you have 51%, it goes to 100%.
I like the second suggestion!
the final part is really poorly designed.
I'm glad someone said it. Positive bonus is way too strong. Espesically if you get hit at round start by johnny's 2s into wild assault, into wall break combo, into positive bonus.
I think the point of the wall wasn't to remove the advantage, it was to make it so you still feel like you get to play again. This is supported by ArcSys' early reactions to people who tried to avoid breaking the wall. They strongly believed that breaking the wall was the better option, and when they discovered it wasn't, they MADE it the better option. The wall was always meant to be better than the corner.
I do however agree that wild assault should not take away burst. This completely defeats the point of burst in my opinion.
Well fuck they failed at that shit too lmao, I don't get to play shit instead I get hit with a 20 second block string instead of a 10 second combo.
@@notimeforcreativenamesjust3034 Hence why I think wild assault taking away burst was a terrible idea
It's interesting on how, more often than not, the mechanics intended to lower the bar for entry into fighting games like simplified controls and wall breaks, end up being balancing issues at higher levels. There's just no easy solution to make the games easier without making something abusable.
I mean even when the games were complex there was constant abuse, revolving knowledge checks, yrc bs.
i dunno, the point the video is making seems to be more with how wallbreak is interacting with buffs to positive bonus and pressure than wallbreak by itself. it's more like two things synergizing badly than one thing becoming so easy that it's abusable
@@icecreamboneThe problem is that as Hotashi stated in the video you need Positive to exist otherwise winning feels bad. You guess right and your opponent gets to leave for free. That is not a good feeling in any game, which is why Positive exists to tilt the post wallbreak situation in the attacking players favor.
@@hakumenx1The problem isn't that things are strong it's that positive bonus is essentially a checkmate after the first hit because you lose so much health off of one wrong decision. Ky doing Stun Edge YRC and then air throwing you after you jumped it is not the end of the game. Johnny doing Zwei YRC to reset pressure for 25% meter is not the end of the game. Ram or Chipp wall breaking you with super is actually the end of the game. That's the difference
@@hakumenx1yrc was annoying at worse,but it was never a snowballing mechanic that lead to a checkmate.
ac+r,xrd and BBCF don't have a mechanic like this.
I remember that one match where Asuka fought against Goldlewis (one of Gobou's) Someone said in the comments that in BB if a blockstring is long enough you get auto IB but in Strive the attacker gets free Positive Bonus. Ngl I agree with most of your points about the agressor getting too much good stuff like it feels good to attack but not so good when you are on the other end...
this hyper-sbowballness means slayer will be even more powerful
I hope they fix this situation. My initial feeling on S3 was super positive but now I'm just finding the game feels bad.
Time for a long break.
EDIT: Does anyone know how the Asian players feel about this stuff?
Its great to see you take your complaints and proactively move the conversation forward instead of just seasoning the void. I’d love to see more FGC content creators having pro level talks instead of just trying to summarize the zeitgeists thoughts on a game and fueling the echo chamber.
Alright, I'm not going to pretend I know what I'm talking about, but just to make decision making more interesting:
Make super give positive bonus, but be relatively neutral. This makes you have to spend meter to get meter, no knockdown advantage. Cash out damage for the end of advantage.
WA will hard knockdown, no positive bonus. You have to use your defensive resources to maintain advantage, risking a comeback with no resources.
Positive no longer gains burst.
I think this would make wallbreak less brain dead and make the game more interesting. I still think WA needs to be changed a bit and nerf Positive gains however else, but that would at least make the decision making more interesting in the corner.
Looking at other game can give perspective. I like the flow in dbfz (apart from the long combos). After every fighter dies they return to neutral and there is a lot of back and forth. You never feel like a match is too heavily going to be won by either player, which I think is key. They've focused on increasing the comeback potential actually by increasing damage by like 20% for the last character, and another patch they made him able to do level 3 into level 1.
Positive bonus should be a sliding multiplier kind of like risc. More one sided pressure, more meter gain for all sources. Wall break should just give a fixed amount of the multiplier, but not bring it to max.
I like this idea (but it does imply adding yet another meter to the screen)
One of my biggest problems with WA is that it HKD after wallbreak. It gives A LOOOT of access to HKD with positive bonus. Positive bonus is really strong, and getting a HKD + positive should be a situation where the offender determines whether is worth to expende a bar to super wall break or not, since it may not be cost efficient but it does give you a safer situation after Wall break. Some characters like Ram take huge value from HKD so before they always super wall break since it was worth if they have the meter. Now the problem is that they can afford to expend the meter, use half burst for WA to combo, and use the other half to HKD wallbreak. AND THEN positive bonus refills them up. I'm not against Positive bonus refilling burst, that's fine, but WA shouldn't deplete enemy's burst on block or hit, and it shouldn't HKD post wall break. It's already an interesting tool for offense and prolonging combos but rn it's just too much
I thinkon hit is fine, and the HK is fine. Really they should just weaken positive bonus itself. There's no reason that PB should give a damage and defense boost anymore. Remove that shit immediately.
@notimeforcreativenamesjust3034 I think they should err on the side of caution when addressing these system wide mechanics because it's _very clearly lopsided_ who _actually abuses_ some of these. The only character that was changed alongside system mechanics a bunch was Zato, and people are omega dooming about him at the moment. I think similar changes (either buffs or nerfs) if you want to adjust something like positive or wild assault to ensure that the overachievers are hit accordingly while not killing the weak characters.
Man, they really SHOULD give Elphelt a sword.
She has one, it's only used for judge better half tho
The Devs made the game with the idea of being more accessible to casuals to the detriment of high end gameplay. Now that the casuals have left (as they always do) we're left with a subpar game that doesn't appeal to the hardcore nor knows what it wants to be. These system changes are designed to recapture a casual audience that simply isn't there anymore.
The atrocious online experience with finding games and 32 player lobbies and no ranked have left the long-term fans with nothing to work with
I hope they take the lessons learnt from Strive when making the next series installment
strive is like dark souls 2 of guilty gear series
What about..... The more you block in one blockstring (like the infinite Ram/Chipp/Asuka pressure) the faster your Burst gauge fills?
Also deflect shield sucking ass what about making deflect block giving a quarter bar of tension if you block an attack + the push block? That or making deflect shield 25% burst gauge
And remove the W.A. property of draining burst gauge?
they have constantly increased the reward for wall break because people would purposely not break the wall in some matchups and they don't want people to do that. But with WA its gone too far.
Positive bonus isnt the problem. It's WA doing knockdowns. it shouldnt KD on wall break. or take away burst. Should be strictly a neutral tool & meter be spent to get the knockdown. At most charged wild assault knockdown BUT take away ALL burst so you truly sacrifice for it. Everything else is fine. perhaps find a way to make dust a little better so people use it more & dont (need* RC after all the time or relegated to only certain characters like asuka, jacko, etc who can get covered by their own mechanics. Sure they get more privelidge but make dust a tiny bit better...
WA wall break doesn’t need to get a hard knockdown, and positive bonus doesn’t need to refill burst imo. My training parter is a Chipp player, so it’s hard for me to understand why WA HKD’s because characters that are up there on the tier list with Chipp did not need any more ways to snowball with how much they already can.
Strive has always been snowbally.
Yeah, i considered it as a problem the game has had from the start
GG is a snowball series
Guilty Gear itself is like that. It’s always been hyper-offensive
@@someclevername8167Not to the level of Strive.
There is a reason why Strive matches finishes quicker on average than either ac+r or xrd.
Honestly after the secret Chaos buffs in the patch I got super skeptical, then after about 6 weeks of the new patch I dropped the game until there are some serious changes. There needs to be some system changes and in the words of Lord Knight "Some knee caps need to get broken" for some characters. The lazy changes to some characters make some stuff just super frustrating to play and the system changes seem to make all the answers be 'turn the game into single player or lose'. There just isn't much fun in the game for me in the mid-level and when I look at the high level I just see the same thing but even worse/more oppressive.
Its baffling that they designed wild assault to hard counter burst and deflect shield, AND IT COSTS SIGNIFICANTLY LESS THAN EITHER OF THEM
Clearly WA should simply lockout burst for a short period of time similar to supers and not remove burst gauge. In regards to positive bonus spam, I wonder if ArcSys would ever attempt an 'exhaust' mechanic where if you spend a shit ton of meter during positive, you get debuffed after positive is over for a period of time.
Now the game is finally real guilty gear.
Nope,it's still ass.
@@rachetmarvel931 that's what I said. Haven't you played missing link?
strive rn feels like If marvel pressure and damage was played at street fighter speed; Its so odd idk how to put it, but a lot of interactions and shit just feel uncomfortable and super one sided depending on the char. There’s just straight up checkmates sometimes too
I’m still surprised you get positive bonus for *any* wallbreak, instead of for using an Overdrive
I have no idea how characters that don't have good setups after wallbreak are supposed to be played. The entire flow of the game is against them
Spitting facts. Potemkin has zero viable pressure after WB unless he does a WA wallbreak and has 50 meter for Giganter oki. And no Pot will ever have that much meter because they used it all to get to that state in the first place. It's unrealistic.
@@kerbonaut2059 On the other end of the spectrum, Axl has trouble dealing with backdashes on safe-jumps after wall-break. And he has to take a bunch of risk to steamroll with the meter
My eyes have been opened, thank you hotashi
I love that you're doing the Kubrick stare this whole video
Sajam stopped uploading discussion content like this, and Hotashi is HERE to keep the dream alive!
honestly, i feel like neutral and hkds are kinda problematic in this game too. strive slowed way down from previous installments to promote neutral (insert grounded footsies joke here) but every character has some level of stupid neutral skip that ends in a combo that does 50%, a hkd, a wallbreak, or all of them. hkds are also too easy to come by imo. once you outplay your opponent once, like in the vid, theres nothing they can do except hold the mix and try to not die. no dp? damn, that sucks. ive noticed since the season 3 patch that people will use 100% burst in their wallbreak combos for wild assault, and that seems extremely unoptimal but they can do that because positive bonus gives it all back.
ramble summarized, basically everything in this game leads to either 50% damage, an hkd, positive bonus, or some combo of the 3. its stupid and completely antithetical to what strive was originally supposed to be. i have come to hate this game over time partially because skill issue but also because the game just snowballs so unbelievably hard in the attacker's favor.
For some characters, it feels like they're designed around HKDs or SKDs (Sol still gets good situations off bandit revolver for example), but others don't feel like this at all. I agree to an extent that HKDs are too prevalent.
@@baltharaaz9847 I just think access to them is too high across the board. Looping oki and huge combos into looping oki are not good for new players. I don't think they should be entirely gone, I just think they should be harder to get.
I think game always had this problem with positive bonus and how fast meter goes up. It always seemed to much so when you get Positive bonus it just gets nuts. So just lowering that should make things less degenerate overall.
Burst should always be fixed resource that can't be interacted it that is what makes it powerful. While it seems bland it does increase strategic thinking and feels right in GG.
Would love to hear mor top player discord calls tbh
Idk how much it would help but I feel like only blue/white WA should give HKD since red already extends combos into wall break much easier compared to the others but im not a top player so maybe im missing something
I think Wild Assault should lock out burst for like 5 seconds or/and to the end of a combo. And I think it shouldn't take away burst on block.
Lockout being not taking away Burst meter to working like how a super functions in that it prevents you from using burst for a minute.
Within like 2 hours of playing S3 I could tell this video was gonna arrive lol.
I'm really glad all characters are viable this patch but the game is way more kusoge at its current state
It's such a weird paradox to me that Strive offense feels so linear and boring but also that it's so overpowering because you're forced to gamble into the options more lol
i think it's boring because how they just gave a lot of characters HC and Nago's ability to convert from midscreen better so it feels like everyone can just do that now. with positive bonus and burst meter gain being so good, there's really no reason not to burn your resources if it means you'll get positive bonus as a result. just feels pretty samey.
we truly got the worst of both worlds in that game
Positive Bonus just shouldn't exist imo. Solves every single problem and more. Keep the HKD with WA on Wallbreak but no more positive Bonus. No more free meter gain and no more free burst gain. Why am I being rewarded SO HEAVILY when my opponent is already on the verge of death the first real combo I get?
Roman Cancels are extremely strong. They're borderline broken as a concept. I understand their decision to try and limit the RC usage in Strive by making meter only two bars. But if they're going to give me reduce meter cost for quick cancelling and get free meter regen then what was the point of making it only two bars? Positive Bonus is the actual problem. It's not the corner. It's not hard knockdowns. It's not damage. It's this stupid ass positive bonus that literally doesn't need to be here. Take out positive bonus and what changes? Everything. Literally everything wrong about Strive is because of Positive Bonus. It always has been and I think you guys forgotten that. Get rid of the actual source of the snowballing which is Positive Bonus.
Why was Happy Chaos so broken? A lot of reasons but maybe having an infinite source of Meter was partially to blame don't you think? Blocking his pressure sucks but he also has backdash BRC for an actual legit fuzzy mix. He shouldn't get more of that if it works. Meter shouldn't be given so willy nilly. Makes me question why Negative Penalty even exists if they're willing to literally give the opponent infinite resources.
I don't trust anything Jonathan says. That dude was legit playing Zato who is just as if not more busted than Happy Chaos and tried to act is if they killed the character when he finally got the nerf he deserved. Zato is legit the only time I saw 6 characters populate a top 8. Why did no one cover this? Low and behold that very tournament every single player in that Top 8 went to win other Majors.
Turns out having a bunch of tournaments at the beginning of a games life cycle is a plague for so many discussions and criticisms we could be having. You guys literally won't shut up about Ramlethal that characters like Axl had to wait until Season 3 to get a 2p that's not punishable on HIT. It was PUNISHABLE on HIT. There's so many worse problems with the game overall that I'm not even going to bother listing all the other fucked up issues. That should be your guys job. And if this is your guys best attempt? Try harder. Try so much fucking harder. Please.
I thought everyone wanted the game to be more like guilty gear. Cmon now which is it
This is less GG, guilty gear had no wallbreak and everyone did less damage on average.
Guilty gear is a notoriously low damage series. Gotta go practice my no damage sidewinder combos to remember what gg rlly is.
@@notimeforcreativenamesjust3034no, but GG was always a snowball game. It just kills faster now than before rather than torturously skinning you alive in the corner.
@HellecticMojo killing you faster is the problem. Having lower damage (relative to strive) gives you more chances to make a comeback in the older games. Strive as it is right now is the most snowball-y a GG game has ever been. And that's bad, especially since strive was trying to get *away* from how snowball-y XRD was.
@@notimeforcreativenamesjust3034 sure they failed, but it's still better than xrd since Xrd was just as snowbally but slower and more miserable.
But also I love how in xrd people fly around the whole stage and it's a much more movement-based game than the two lanes of strive
They gutted both the air and ground movement in Strive,so no surprise there.
Listening to this really intrigues me with how much could be adjusted and how the sliders could potentially be shifted.
Like, what if deflect shield was only 25 meter. What if you could burst out of wall stick. What if the length of positive was different between gold burst and wall break? What if there was just not enough frame advantage to safe jump reversals off of wall break hkd? There's so many options of what to change. And every option has unseen far racing applications
in Rev2 the game offer each character their own way of getting start but in STRIVE how do you get start?
oh you just go for positive bonus
and when you are in positive you have 5 different option to mix opponent up and what can your opponent do?
basically nothing except burst or block and the longer you defend the more tension and burst meter your opponent will have and you also die from getting hit 2 times.
that's why STRIVE has turned into "get tension gauges and you win most of your game"
yes, you should have advantage and reward for generating tension but not "Overwhelming advantage"
at least they should make deflect shield not sucks and either make WA wallbreak only gives HKD or just it refill less burst and tension meter like you only get 50% from positive
I'm still early in the vid but I'd say the difference between the Xrd round and Strive round is it took more than two or three interactions for Elphelt to kill.
Dead-angle needs to come back
And this time, please make it equally good for everybody.
I don't know why they used to scam some characters with awful dead angle.
Strives yrc was always as bad as the worse dead angle in xrd,imo.
Zato mains coping is something that will never change
Okay with Lone getting some love I'm feeling that. I listen to this album all the time :)
Woah that intro is fire!
What's weird is I've played this game less than last patch when it technically has more to do and my main got a ridiculous high/low buff. Somehow it got more boring to play with more options on the table?
Agree with all but with wild assault weak (before the patch) champs can do only zoning micro combos like Faust do before. But now even if he have the same really minus on block moves he now can do some strong offence with WA like the same can do every champ in GGS (but not every champ really need WA in combos like Faust needs it).
I like positive bonus after the hard knockdown only because i'm a Faust player, and he don't have really strong continue after hard knockdown like Sol, Ram and many others have. For me this seems balanced because my opponent need to block the next punch that i do, but he can escape my pressure (pressure with almost no mixups if no WA) and get round back in neutral game.
Before the 3.00 patch Faust was weak like Bad?man but now even them can play vs top tier with some luck and good reads. Sure game now really goes faster, but i see that Faust now can do wild shit and hella creative combos that he never can do without WA.
Thanks Daisuke.
Wild Assault needs some nerfs while Deflect Shield needs some buffs.
“Ohhh my goodness” 😭😭😭
Yeah I have no clue with balancing stuff, I’m just vibing and along for the ride.
WA is a BLOATED move, utility, takes burst, keep pressure, mix, hard knockdown on wall break, busted hitbox
If it was only combo extender / utility the move would already be GOAT
when every character dies off of two interactions your game is going to be inconsistent and unskilled
i'm curious what makes people so down on deflect shield. is it just that it doesn't give the instant reward like burst or yrc?
What's if Faultless Defense prevents you losing burst from wild assult?
Strive is just a completely different game from Xrd; a less fun game I might add. A game with gutted characters and game mechanics that appeals to the masses. They did good because they made a lot of money, but you already know this story; it's happened to so many video game franchises that it's just a broken record at this point.
They basically sold out.
Hopefully the next Blazblue game continues the series legacy on building from the predecessor(BBCF), and perfecting the series to make the best possible Blazblue game,but having gotten BBTag after BBCF,I am not so confident with or without Mori being involved.
@@rachetmarvel931 I don't know when the hell we'll ever see a new Blazblue.
Hotashi I wanted to say I like ur voice and cadence and ur splash nago/elphwlt art is nice. Can I get a reply and ur thoughts on watermelon? (not in a racist way btw I happen to have liked watermelon as my fav food since I was born)
???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????
Just remove Positive Bonus :) The choice of breaking the wall or not should be the thing... Go back to neutral or keep up pressure in corner. Having the game feel be about constant pressure is honestly not that fun.
RISC isn't making defense better either but that's another topic
I am fine with it used to of aggressive fighting games from marvel though sf4 more slow broken but still i love wild assault it fun combo conversation whiff punish and reasons why drain meter they don't want those who love mashing burst yes i know you can bait it still i do agree about deflecting shield it too situational to get out of frametrap or 50/50 mixed up but on defense so weak reward on it bad need a buff not too powerful i don't want to kill offensive pressure i just want to be useful mechanic outside of that is it really a problem i do notice the meta of fighting games is snowballing even sf6 round start drive rush that different topic same as mk1 too weird it a mess .
What does he say at 8:06, I don't understand the words :( (I am not English)
i'm a baikentitty69, but i'll just say it. people on defense need to get more metter and maybe make yellow yrc decent. i havent played xrd in a long time, but i think you used to get much more meter in older games in defense and dead angle was actually decent. and you had blitz that was 25%. doesn't mean it should come back, but it was another option.
Yeah you think? I know that sounds mean but I’m not trynna clown. This game is just so snowball heavy I would hope everyone that plays it knows that.
i dont know why gold burst is -2
i dont know why blocking WA still gets your burst taken
arcsys pls
The issue I have with this game is that it’s so hyper offensive and one sided. Like don’t get me wrong I enjoy aggressive gameplay but it’s just not so fun dying in one to two interactions when certain characters can have near air tight offense and explosive damage from a single confirm. This makes players want to take less risks for fear of being stuck at the mercy of a character’s offense for a whole game. I feel like wallbreak was a way for them to make up for this fact as it was supposed to be a neutral reset, but they’ve tossed that out of the window for the most part when we have WA to score hard knockdowns along with supers. Not to mention positive bonus. So what was the point of introducing wallbreak again?
Positive bonus is just hell fire from xrd on juice.
That’s guilty gear my dude
What if they added teching back?
Here here
I think it's the wall carry from red wild assault that's bs
Okay but does Strive have a crouching medium kick problem lmao
6P
Hey i need yall to leave Sin out of this okay???? Anyway I think WA taking away burst on hit is fine but on block is kinda crazy, and maybe it'd be good for it to not take away burst on a wallbreak. That plus HKD AND Positive is just a really bad situation for using so little resource potentially
Marvel vs capcom is cool game despite lack of solid balance...it's part of charm:)
Also metterless Wild assult?
Yes!:D
I don't consider myself to be a whiner about games, I usually try to acclimate to things, ya know.
But this wild assault and positive bonus stuff is definitely not okay. Strive's defensive play felt non-existent most of the time before this and now it's just an after thought. The burst damage from blocking WA is probably one the stupidest things I've ever seen in a game, full stop. It's even worse for new players too since WA provides brain dead access to potent strike/throw situations that even top players have issues with. Strive is now a game where you don't just need the character MU but also the player MU. I genuinely wish they'd taken the development time from WA and put it into new moves. Season 3 shoulda dropped with everyone getting a new move, not some characters getting new moves and WA.
Random idea i have put 0 thought into. What if using resources like WA and RC took away positive bonus. For example,You get positive, instantly RC and then Positive goes away
Maybe it could instead simply reduce your PB timer by a bit per meter use?
OWA needs to nerfed to 20f/32f like the rest of the WA's, it'd be way easier to handle OWA chars if they can't just f.S into WB anytime because OWA won't combo.
You get deleted in 2 combos. There is no problem, this was a choice.
It’s funny how after all this time all they keep doing is making the effective amount of damage in the game higher. This season is get touched and die ~ the sequel
is gg a kusoge
I'm pretty certain most of the GG community likes snowballing.
Yep GG has always been a snowballing game Strive just changes the rewards but Xrd had the same issue where once you get hit you are likely Knockdown while your opponent has crap ton of meter for yrc
@boredomkiller99 The difference is that it took way longer for the opponent to kill you in XRD. You still had a chance to get back into the fight even after getting hit with 3 combos, unlike Strive where getting hit once by every character is 70%.
@notimeforcreativenamesjust3034 not really. Most of the time it ends the same, once you get knocked down rhe fight is usually determined.
This only weakens when a character like Kum ran his oki. He was trash so it was easy to beat.
Get put in the corner by pre nerf bedman, elphelt, johnny etc and you were most likely dying.
@@notimeforcreativenamesjust3034you clearly don't play slayer.
@@evilded2i play slayer and he still needs time to kill. Funny oneshot TODs are not only do require a proper starter, they are also accounting stuff like opponent's RISC, screen positioning, hurtboxes, you having proper amount of meter and the combo not being bursted immediatly after you started it. Without all of it, it's still atleast 2 combos, or even more, because Slayer's conversions without meter or CH are shitty
Upd: also most of them require you actually having 100 meter, Burst and getting a good starter in a good screen position. Without all of it, it's 50 percent at best - which is good, ofcourse, but isn't Strive levels of tomfoolery.
Someone doesn't like the smell of the game.
I don't see this as a problem at all. The wall break accomplishes its mission at most low levels of play, which I always thought was the goal, while offering some choices at higher levels of play. Positive bonus working the same for the player in the lead as it does for the player behind means that games can be exciting to watch without engineering comebacks via actual comeback mechanics the way that DBFZ/MVC3/SF4/SF5 does. Not a fan of WA taking burst on block though.
Is it as one touch as Smash 64 tho 😳
Games too snowbally, games too easy to make a comeback, game doesnt value legacy skill, game is using outdated design
I could not care at this point, just play the game you think is fun
I love the content!
A couple things:
"Wild assault shouldn't take away burst on hit or block"
- i disagree because youll lose any incentive to use it in block strings.
- I think the burst loss should only come from *charged* WA and make it far more of a commitment to use.
- You should be allowed to interact with their attempt to take your burst.
-right now ppl just toss it out because you cant punish it, you cant react to red WA.
"Wild assault shouldnt HKD"
-I think they should separate Positive bonus from HKD.
-If you want Positive bonus youll need to use a super. Burn super meter to earn more over time.
-If you want HKD you need to use *charged* WA not the normal version but CHARGED.
-Burn burst to earn more burst.
"Positive bonus shouldnt give back burst"
-I think upon activation of Positive Bonus should give a small chunk of burst upon super wall break but positive should not consistently fill burst.
I dont think murdering mechanics is the way to go but instead restrictions implimemted to incentivise making more dynamic choices should be the way to go.
"The normal guys are winning"
Thats been slowly happening over time.
When everyone started killing in 2 confirms unless youre a mixer with typically unreactable mix.
When numerous characters have free overheads, low confirms or mechanics that can combo off dust with 0 meter.
Remember the days of ppl complaining about Sins f.S and 2S?
Or Kys pokes?
A lot of you ASKED for these buffs. You gave the normal guys everything at no real cost to themselves.
The more the devs cater to the players the less defined the cast becomes.
“You’ll lose any incentive to use it in block strings”
No? It’s a forward-moving momentum-carrying normal AND special cancellable move that you can confirm off of pokes that would otherwise net you much worse pressure.
WA turns I-No’s f.S on block from a pretty ok poke into a full block string. I’m sure it does the same for a lot of other characters.
I think I agree with some of what you said, but cut the hyperbole, it doesn’t look good on you.
@AMnotQ no. You completely ignored blue and white WA blue absolutely needs to take your burst in order for it to function.
Otherwise you can burst their set up after they saccd half their burst and a potential resource.
Theres more to WA than mashing red and i even said charged WA should take the burst.
@@hakumenx1 Yeah because I thought guard crush was pretty obviously beneficial and didn’t need to be discussed.
Also, bursting out of a setup from B/WWA??? Not only can you be left with half meter in a lot of circumstances, they now have NO meter to speak of. You are at a distinct advantage if they do this.
If they wanna stop making people feel like they have no chance, they gotta stop making everything plus
Wallsplat is so bullshit
Nerf the system. Not sin, lol
As someone who just got back into strive after a break, and started playing Sin. I think positive bonus is pretty neat :)
But Hotashi, buffs not nerfs.....
If you get rid of wild assault taking away a bit of burst on hit then you get rid of burst safe combo routes which makes the combo/burst bait game less interesting.
Having only two whole neutral interactions in a round isn’t very interesting either
@@ZayZayZayZay You been playing the wrong game for 2 years if you want more than 2-3 neutral interactions
Just lock out BURST temporarily like Supers do. WA doesn't need to actually take BURST.
Bro are basically complaining about why Strive isn't like Xrd. I don't think it the right way to criticize the game to compare it with the older game in the series. It could be taken bad by the devs
Once again wrong on the internet Mr Moist, if that even is your real name. That May player was right about you. Romolla is crying.
Honest take though I'd like Wild Assault as a combo/neutral tool with a 25% cost instead of 50%. Then remove the hard knockdown and burst reduction. That way burst becomes a defensive and offensive universal mechanic. Maybe make positive bonus regen burst slower as well cause you get so much burst back so quickly (Even though I specifically like that cause it's funny)
I said some things wrong here but oh well I'm some internet rando not a top player I just like Faust having and button that gives him better combos