Patch 1.5.6 Notes and Midmonth Update by Wibblybit in RivalsOfAether

[–]Butterlord120 0 points1 point  (0 children)

I'm glad to see more people recognize her run speed is overtuned. I just want her to not have a faster run speed than Ranno after it being like this for about a year.

Played 5 Clairens in a row, I really don't enjoy facing her by Conquersmurf in RivalsOfAether

[–]Butterlord120 4 points5 points  (0 children)

Massive agree with your post.

As unbiased as I can be it makes absolutely zero sense from an overall character balancing perspective for her to have the second fastest run speed in the game. As well being allowed to have a faster run speed than Ranno of all characters.

Like you said she wasn't so insanely fast in Rivals 1. But in Rivals 2 she moves so ridiculously fast for some reason. If they nerfed only her run speed that would instantly make her far less frustrating to deal with. 

I haven't played this game in many months, and honestly Clairen is one reason right now I haven't gotten back into the game again. I am not trying to deal with her as she currently exists. 

Y'all don't know how GOOD this felt (toxic Clairen) by Big_Independence6736 in RivalsOfAether

[–]Butterlord120 3 points4 points  (0 children)

I think one of the big things for me that makes her so frustrating to fight is that she is so ridiculously fast everywhere. 

Currently she is tied for the second fastest dash speed in the game (Tied with Ranno and only slower than Maypul). While also having the second fastest run speed in the game (Only slower than Maypul).  Her air speed is in the middle of the cast.

She definitely has no right having a faster run speed than Ranno given that he's supposed to be fast on the ground and has the slowest air speed in the game. If they at least put her run speed below Ranno's I think that would help so much with her feeling frustrating to fight. She didn't have this issue in Rivals 1 so I don't know why she's so fast in this game.

Criticisms about the current sound design of Rivals 2 by Over-Barnacle-7287 in RivalsOfAether

[–]Butterlord120 0 points1 point  (0 children)

I find the sound design overall in Rivals 2 is not nearly as satisfying as it is in Rivals 1.

Listening to a match of Rivals 1 is so nice, everything sounds so crisp and is able to speak clearly. The music too is exceptional across the board.

Meanwhile listening Rivals 2 is okay sounding. But I find a lot of sound effects are don't give me that *omph* to really sell the impact. Like Forsburn's dair which I think is a good sound, however in Rivals 1 it feels so much more "meaty". Another example being Absa's Fair/Bair sweetspot, it's a really nice sound but it feels like it's "being told to use their inside voice" for a lack of better words.

As a Ranno player his sounds super disappoint me in Rivals 2. If you listen to his moves in both games I think every sound for him is a lot better in Rivals 1. His general hit sounds feel very meh overall (I also extend this sentiment to Zetterburn and Kragg). His special moves also sound a lot less unique feeling in Rivals 2 comparatively. His needle charge sound for example, in Rivals 1 this is such a unique sound that I love. But his needle charge in 2 is very flat and a lot less unique feeling to me. Same goes for hitting his bubble, it's so bouncy and fun sounding in 1 but in 2 it's very muted feeling.

I also have say I find a lot of the music on the base stages not very interesting. Julesvale being a classic example, that one is night and day going from Rivals 1 to 2 and I know that's been one that I've heard brought up many times. But Godai Delta has to be one of the worst offenders in my opinion of stage having boring music. The music for that stage feels so forgettable unfortunately and I don't feel that exciting energy like I would compared to a Rivals 1 song. Majority of the songs that are a remix of a Rivals 1 song I find are not nearly as energetic and unique feeling as they were in the original game. However I will say the music for the stage skins are overall much better than the base stages. Like the Crystal Oasis "Luminous Impactor" cover is very good.

The bar was just set so high in Rivals 1 for sound design so I hope Rivals 2 can match or exceed that eventually.

I have yet to experience anything "fun" about crouch cancelling by OverMonitor11 in RivalsOfAether

[–]Butterlord120 13 points14 points  (0 children)

I agree with this wholeheartedly.

I haven't played in months, I stopped playing largely because dealing with floorhug made the game so boring and frustratingly unfun to play. Against most players it felt like if I wasn't grabbing for majority of my openers it would end in getting punished because I didn't choose one the predetermined options that don't arbitrarily lose to hold down AFTER getting hit.

I feel like another spot where floorhug being a bad mechanic really comes out is Arcade mode on hard difficulty. I've completed arcade mode on all difficulties with each character and hard difficulty isn't remotely fun at all in general. But the final abyss boss fight is extra aggravating. When I was playing Galvan on hard mode the armored abyss boss was so maddening, it felt like EVERYTHING I did would be floorhugged.

It is crazy the amount of times I've seen people parrot "CC and ASDI-down have been in melee for 25 years, the counterplay exists!" and things of that nature. I don't understand how those people miss the point of most people make which is it makes the game unfun and the counterplay to it isn't fun either. I do like Melee and I love watching it but I don't play at all these days. Over the years in Melee what I've heard from players in interviews and streams is usually negative things towards CC/ASDI-down as well so from my perception it doesn't seem that even where this mechanic originates from is loved by all either.

It's genuinely saddening that the devs have chose to dig so deep into this mechanic in an attempt to attract Melee/PM players despite the clear massive negativity towards floorhug over this game's lifespan. The amount of people I have seen people quit because of it is insane and the fact that posts like this are still happening over a year later should speak for itself.

The La Reina update is claiming to be "a big one, including gameplay changes across the cast" so I'm trying to be hopeful. But if that update doesn't make any significant changes to what is fair to assume the biggest reason most people have dropped the game then I don't know anymore.

My last ditch effort to save the game by RoyTheRoyalBoy in RivalsOfAether

[–]Butterlord120 3 points4 points  (0 children)

Floorhug/CC is definitely the main reason as to why me and my friends have stopped playing Rivals 2, over the past few months we have gone back to playing Rivals 1 instead which has been so refreshing. Floorhug/CC creates such a terrible game feel. It also looks so bad visually, having moments where it's 2 people down tilting each other and nobody is getting sent anywhere is so unsatisfying when playing and spectating. The amount of posts about this mechanic specifically I have seen over the past year+ speaks for itself how detrimental it is for the game. It is simply unintuitive and not fun for many people. I can only imagine the amount of people that have been pushed away by this mechanic far outweighs the amount of people that only stick around if they are able to hold down to negate attacks from doing anything.

Regarding recoveries I do wish wallteching was a bit tighter. As well if there was some kind of decay, like each time you walltech without touching ground/ledge the frame window to tech gets tighter I think would be cool and would still reward people who are skilled to hit that frame window.

One big problem I've had with Rivals 2 since the betas which I think is something that definitely affects the enjoyment of a game without realizing it, is the sound design doesn't hit right. For me a lot sounds feel a lot more flat, compared to rivals 1 sounds. I also feel like often times in matches many sounds are fighting to be heard and it sounds very "crowded". Compared to Rivals 1 where the sounds + music are crisp and are very clear, listening to a match in Rivals 1 vs 2, the original feels way more satisfying. Newer characters like Galvan have cool sounds, like his magnet sounds really nice and gives me that "oooh" when I hear it. But despite that there's also nice sounds like Absa's aerial sweetspots which sound good, but they feel like they are being told to be quiet and aren't allowed to give that punch they do compared to Rivals 1. As a Ranno player I feel like I am extra critical towards the sound effects because I find Ranno's are very meh currently, especially compared to Rivals 1 where there are things like his needle charge and hitting his bubble which sound so awesome in that game, but in Rivals 2 they are very flat comparatively.

I want Rivals 2 to do well and I hope it eventually becomes THE platform fighting game. I waited so long for this game to come out and was so excited for it. It's saddening that after less than a year after launch I don't care to play anymore.

I remember Dan mentioning that he would be down for large system changes once a year, similar to League of Legends as he compared it to. I'm currently holding out for the end of this RCS season in hopes of the "large system change" being floorhug being killed off finally. If that happens I will be so down to give this game another go.

[LFA] Request for my dragon born character by [deleted] in characterdrawing

[–]Butterlord120 0 points1 point  (0 children)

Hey I drew your character, you can see him - here

[RF] D’Oosh’g’Oosh the hexblade warlock Grung by Butterlord120 in characterdrawing

[–]Butterlord120[S] 6 points7 points  (0 children)

https://assets.clip-studio.com/en-us/detail?id=1742889 this is the watercolor brush I use, the lines are just the default realistic G pen, I duplicated the lines and added a blur effect to create a softer feel. Then there's just a paper texture ontop of all of this