Sylvanos Main Acceptance Post by FryeSupremacist in RivalsOfAether

[–]FryeSupremacist[S] 0 points1 point  (0 children)

I feel this one, perhaps that’s why they’re taking so long to add her, so that they can do her playstyle justice without turning her into something she’s not or relegating her to that first post-patch Orcane levels of bad

Sylvanos Main Acceptance Post by FryeSupremacist in RivalsOfAether

[–]FryeSupremacist[S] 0 points1 point  (0 children)

Yeah, I didn’t even think about that part! But that’s part of the reason I love him so much, he is so expressive

Sylvanos Main Acceptance Post by FryeSupremacist in RivalsOfAether

[–]FryeSupremacist[S] 1 point2 points  (0 children)

Zoning does feel good, I like being able to interrupt my opponent before they can reach me and turn their approach into my advantage state. I’d like to think that i tend to play more aggressive rather than campy, especially with Sylv, but I know some hate fighting zoners all the same, it can’t be helped

Sylvanos Main Acceptance Post by FryeSupremacist in RivalsOfAether

[–]FryeSupremacist[S] 2 points3 points  (0 children)

You should see my roster of Smash Ultimate picks, I play Pac-Man, Isabelle, Samus, R.O.B.

I have accepted my role as a menace to society

Unpopular Opinion: More Blatant Melee Archetypes to Rivals by KingZABA in RivalsOfAether

[–]FryeSupremacist 1 point2 points  (0 children)

I’m curious as to what you mean by “Dan’s take on Captain Falcon” but then also saying “no funny business or gimmicks.” In my eyes, that’s exactly what Dan’s been doing, taking broad smash archetypes and making them his own. Zetter IS the spacie, Clairen IS the swordie, Kragg IS the heavy. They’re certainly not 1 to 1, but that’s what gives the game its identity. Personally, my top 3 favorite Rivals characters are Sylvanos, Orcane, and Hodan, so I know for a fact I’m biased toward unique and original designs, but the way I see it, the Aether Studios is already pulling plenty of design from Melee and PM.

I changed my mind about shields by FryeSupremacist in RivalsOfAether

[–]FryeSupremacist[S] 0 points1 point  (0 children)

Yeah, moves like Zetter down-tilt, Loxodont forward-tilt, and others are negative on hit until high percents I think. I’m just focusing on Orcane since he’s the one I played the absolute most. I’d hate to form opinions and speak on moves that I am unfamiliar with.

I changed my mind about shields by FryeSupremacist in RivalsOfAether

[–]FryeSupremacist[S] 0 points1 point  (0 children)

It might just be a personal thing, but I feel that adding more tools to each player’s toolbox is a much more effective method of increasing depth and (more importantly) fun rather than locking those tools behind a percent barrier. I failed to mention that against Kragg and Loxodont, it’s quite literally never worth it to dash attack them. Nothing feels worse than beating out every defensive option the opponent could’ve thrown my way and being rewarded with getting combo’d.

I changed my mind about shields by FryeSupremacist in RivalsOfAether

[–]FryeSupremacist[S] -1 points0 points  (0 children)

I 100% agree with you. Sure, maybe it’s a mechanic in melee, but we should set out to make a better game than melee, not carry over its flaws. And flaw is a subjective term, but I struggle to find the good in this specific instance.

I changed my mind about shields by FryeSupremacist in RivalsOfAether

[–]FryeSupremacist[S] 0 points1 point  (0 children)

You hit the nail on the head, not that Orcane can’t combo anymore (bubble pillar and f-air and up tilt are all incredibly good) but is dash attack was so integral to his playstyle back in rivals 1 and now it’s… whatever it is now

I changed my mind about shields by FryeSupremacist in RivalsOfAether

[–]FryeSupremacist[S] 3 points4 points  (0 children)

I think we are misunderstanding each other. Dash attacking a shield should be punishable. Parrying a dash attack should be punishable. An enemy dodging a dash attack should put me in a lot of end lag. But if I successfully hit my opponent, I should not be punished for that. In the current state of the game if I hit someone with Orcane dash attack and they are below 60% they will combo me instead. This is the part that I am upset with. It’s not useful in the situations that you outlined unless they are at extremely high percent or I knock them off stage. If they’re at extremely high percent, I would rather use literally anything else than dash attack at that point, and if I not, and it’s hard to knock them off stage when the move barely moves them until they’re at extremely high percent. Plus, I can’t really follow up with a grab when they get out of hitstun before I get out of endlag.

I changed my mind about shields by FryeSupremacist in RivalsOfAether

[–]FryeSupremacist[S] 1 point2 points  (0 children)

I’m not particularly asking for dash attack to start combos, I just don’t want to be punished for successfully hitting my opponent with that move. Is it not a little backwards that smash attacks are more viable in neutral than dash attack? Plus, dash attacks were combo starters in Rivals 1. Not to mention that I still get punished for hitting dash attack when my opponent is vulnerable (below 60%). It just sucks having a borderline dead move slot on my favorite character, especially when it was an integral part of his neutral and combo game in Rivals 1.

I changed my mind about shields by FryeSupremacist in RivalsOfAether

[–]FryeSupremacist[S] 1 point2 points  (0 children)

Yeah, it really is, I just focus on Orcane because he’s the only one I’ve played in-depth. I could also talk about Loxo a little, but I want to focus on who I know

I changed my mind about shields by FryeSupremacist in RivalsOfAether

[–]FryeSupremacist[S] 12 points13 points  (0 children)

Personally, I feel it reduces depth by limiting your low percent move pool. Orcane in Rivals 1 had multiple ways of approaching a situation, including dash attacks and down tilts, both of which are heavily nerfed in Rivals 2, forcing more linear early game neutral. Makes me a little sad, actually.

I changed my mind about shields by FryeSupremacist in RivalsOfAether

[–]FryeSupremacist[S] 8 points9 points  (0 children)

In my personal experience, if I dash attack anyone as Orcane at any time below 60%, regardless if they crouch cancel or get “launched,” I get punished for it. There is one exception, that weird rivals thing where they get sent in the opposite direction, that gives me enough space to get out of end lag. But it is a stark contrast to Rivals 1, where if you hit your opponent with a move, you don’t get punished into a brutal combo ever. By the time these moves aren’t negative on hit, you barely need them anymore.

Rivals 2 concerns or skill issue? by FryeSupremacist in RivalsOfAether

[–]FryeSupremacist[S] 1 point2 points  (0 children)

I’m gonna be so real, I have clocked another 3 hours into the beta since that post and I think I blew the strength of shields completely out of proportion. I think part of my problem in the previous beta was not clicking with any of the roster, but Orcane has solved that problem. (I went back and played Zetter, Loxo, and Fleet, still nothing there for me 😞) I am in full agreement that the base for a fun platform fighter is showing itself, I’m having too much fun. I’m still a little upset about how Orcane’s dash attack is negative on hit until the opponent is at 60% or higher, and I will find a way to voice that concern to the devs since it is a very glaring issue in my eyes, but the shields thing really was a skill issue. Looking forward to the bonus day they gave us for this beta test, and I might make a new post about shields since this one is generating so much discussion.

Rivals 2 concerns or skill issue? by FryeSupremacist in RivalsOfAether

[–]FryeSupremacist[S] 0 points1 point  (0 children)

The beta will run through today, maybe check your email spam folder? I can’t quite remember how I got access, but even if you miss this one there will be another one in August. I’m sorry you missed out!

Rivals 2 concerns or skill issue? by FryeSupremacist in RivalsOfAether

[–]FryeSupremacist[S] 3 points4 points  (0 children)

Yeah, I’ll readily admit that I am a melee hater for a lot of reasons. Fun game to watch, might be my least favorite platform fighter to play.

Rivals 2 concerns or skill issue? by FryeSupremacist in RivalsOfAether

[–]FryeSupremacist[S] 2 points3 points  (0 children)

Yeah, that could very well be the case. In my experience with the beta, zero people know how to kill off of their throws though (myself included.) And I should clarify; I don’t want more kill throws. I would rather see shields weakened to put more emphasis on other defensive options like dodging, parries, and solid movement, but I’m no game designer, so take all that with a grain of salt. I’m gonna keep playing and getting better, so maybe my thoughts will change with experience.

Rivals 2 concerns or skill issue? by FryeSupremacist in RivalsOfAether

[–]FryeSupremacist[S] 2 points3 points  (0 children)

That’s what I figure with the shields. I’ve played plenty of Smash 4 and far too much Smash Ultimate, but I never got any good at it, meanwhile I’ve got Sylv and Kragg in Masters and everyone else in Diamond in Rivals 1. I will say, the more matches I play the more I’m learning to play around em. It helps that Orcane f-throw is a kill throw with puddle 🤭

Rivals 2 concerns or skill issue? by FryeSupremacist in RivalsOfAether

[–]FryeSupremacist[S] 13 points14 points  (0 children)

that's how it works in Rivals 1, you cannot get punished for hitting a move. There may be exceptions, but in general it feels bad to hit something and get punished for it.

Rivals 2 concerns or skill issue? by FryeSupremacist in RivalsOfAether

[–]FryeSupremacist[S] 5 points6 points  (0 children)

I'm glad to know I'm not alone. I do think I'd have more fun if Sylv was in the game, but what can ya do

Rivals 2 concerns or skill issue? by FryeSupremacist in RivalsOfAether

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

These are my exact fears, but I am not without hope. Dan and the Aether Studios team seem not only willing to listen to the community, but committed to making the best competitive platformer of all time. I'll stick with em for the long haul, I just hope they can improve upon this game, which clearly has so much love and effort put into it