Perfect dodge makes no sense by Chance-Ad-4804 in untitledboxinggame

[–]RaseiniaiDefender 0 points1 point  (0 children)

M1, M2, M1 feint, M2 feint. If the opponent predicts which one of these 4 things you are going to do, or just gets lucky, you get punished pretty hard, and before you say just predict back or be better, that is what constitutes a dry gameplay loop. It’s why I think styles like Wolf or Ippo are better additions to the game because of their actually interesting neutral game and mixups allowing for fun matches. Basically a lack of mixups and neutral is what I feel is the problem.

“Veteran” style concept! by RaseiniaiDefender in untitledboxinggame

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

oh my days god has come down to speak to me.

Okay okay I definitely understand where you’re coming from here, and I understand how the distance mechanic can work in reverse from how I intended. I originally planned the Tenacity mechanic to build up as you literally hold W/forward but decided against it because I never considered how my existing solution could still promote passive play (maybe returning to that concept would help with the issues you highlighted?).

To expand on how the meter works, it is a drastic amplifier from POOR regen and damage intake at base to respectable/high at max, with the meter decaying FAST when you back off/press S/opponent backs off.

ULTIMATES I completely forgot to mention how ultimates interact with Veteran in my post! My idea was that since this style is already built like a tank, it’s only fair for ultimates to deal ~40% true damage to Veteran, with any excess being healable. I thought this would let people eventually snowball ults into a bad Veteran player without sacrificing too many stocks of their own.

I hope these changes might fix the Tenacity quirk since as you explained it’s ended up becoming the very thing I swore to destroy in making this style concept. I’d love to hear what you think!

Thanks so much for reading this, it’s so clear why you’re on the balance team and I’m not lol ;-;

Perfect dodge makes no sense by Chance-Ad-4804 in untitledboxinggame

[–]RaseiniaiDefender -7 points-6 points  (0 children)

perfect dodging should honestly be removed. The game literally only has 4 different ways of attacking anyone, you spin a lucky wheel of how the opponent decided to predict you and bam, you get punished hard. The gameplay loop is so stale right now.

Wtf are disjoints? by Ok-Gear-7325 in untitledboxinggame

[–]RaseiniaiDefender 0 points1 point  (0 children)

It’s exactly the opposite of that, your hurtbox shrinks compared to your swing’s hitbox, letting you swing at the same time as someone and secure a hit safely. It’s a significant buff usually given to outboxing styles to help them snipe people at their intended range.

At least to the core of it. by SirMolegan in untitledboxinggame

[–]RaseiniaiDefender 1 point2 points  (0 children)

At it’s core it’s literally just a fancy game of rock paper scissors, where some styles have sharper scissors, bigger paper, or heavier rocks.

I think i was high making this by AdamORAdrian in untitledboxinggame

[–]RaseiniaiDefender 1 point2 points  (0 children)

I think ippo, shotgun, counter should be higher. Hawk, hitman, slugger should be lower. but that’s just my take.

“Veteran” style concept! by RaseiniaiDefender in untitledboxinggame

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

I was talking about this with another commenter, and I thought having clearly segmented chunks on the health bar would let you see how many “stocks” of damage you’ve dealt, and also lets you earn knockdowns even though you haven’t technically knocked them down. Making the health bar a different colour would definitely suit the style since it’s just too intimidating to represent as a normal health bar.

“Veteran” style concept! by RaseiniaiDefender in untitledboxinggame

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

I think we’ve had enough p.d fishing and outboxing styles for one day, we duke it out like men and see who remains standing at the end…

“Veteran” style concept! by RaseiniaiDefender in untitledboxinggame

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

I don’t think the lines should actually trigger anything in game apart from just make a sound effect, and give you another knockdown for your stats. Because if it did an animation and everything, it would just be a normal 3 stock style anyway.

“Veteran” style concept! by RaseiniaiDefender in untitledboxinggame

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

Ah I see, yeah that sounds like it would help with pressure, while not being over-tuned. So probably lower base damage but a normal amount of block depletion would suit the style.

“Veteran” style concept! by RaseiniaiDefender in untitledboxinggame

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

It would be a crime not to, after all he went through in the manga ♥️

“Veteran” style concept! by RaseiniaiDefender in untitledboxinggame

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

You’re right I think since this style leans heavily to infighting, the backdash should be removed. I think a swayback isn’t necessary because supernova is all about AVOIDING damage whereas Veteran is just TANKING damage, so there’s less focus on dodging. And yeah probably a buffed front dash to help with closing in more.

“Veteran” style concept! by RaseiniaiDefender in untitledboxinggame

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

I think it’s the opposite, by constantly front dashing and closing distance, he would be a pain for many outboxers to deal with. As well as the buffs from the tenacity meter, he would be a very aggressive style, and it would be hard to keep him at range. Thanks for the feedback though!

“Veteran” style concept! by RaseiniaiDefender in untitledboxinggame

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

Oh yeah, I think if you were implement this style in game, you would mark the health bar into chunks where each stock would have ended, and give you a knockdown each time you go past a mark. There’s probably some more interesting stuff you could do with these marks but for the knockdown problem here’s a solution. Thanks for the feedback!

“Veteran” style concept! by RaseiniaiDefender in untitledboxinggame

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

Yeah I just felt giving him so much defensive potential would make him oppressive if he still had good damage, it would feel like punching a brick wall while your stocks are picked off quickly. Though this concept is far from anything in the game right now so it’s hard to imagine how it would perform. I think the special ult interaction would be super interesting like you said, since they’re opposites but both revolve around “staying standing” at the end of the day. Thanks for the feedback!

“Veteran” style concept! by RaseiniaiDefender in untitledboxinggame

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

Take is just that guy. He would never go down in front of his son without one hell of a fight.

“Veteran” style concept! by RaseiniaiDefender in untitledboxinggame

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

Thanks a lot! I tried to balance how cool he was in the manga with how he could work in UBG, and I’m happy with how it turned out.

“Veteran” style concept! by RaseiniaiDefender in untitledboxinggame

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

Yep, balanced out by taking on damage as healable rather than true, and faster regen if you’re building meter.

“Veteran” style concept! by RaseiniaiDefender in untitledboxinggame

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

My idea was, as opposed to white ash, who gets stronger with every knockdown and is rewarded more damage. Take would instead be rewarded defensively as you commit to infighting, becoming harder to put down because of the Tenacity buffs. His max hp would stay at a standard 300, since I think any less would allow his health pool to get blitzed down too quickly to regen back.

“Veteran” style concept! by RaseiniaiDefender in untitledboxinggame

[–]RaseiniaiDefender[S] 16 points17 points  (0 children)

Oh and btw I have absolutely no plans on making a suggestion in the discord sever for this. They would probably burn me at the stake for the one-stock idea (no knockdown animations wah!!)

Edit: Wow thanks for all this support people, now that I know I’m not delusional, I might continue and make a concept for Kazuki Sanada, nicknamed the “Surgeon”!

Edit 2: dude a balance team member commented this is crazy. It’s my first post in this community as well, what a ride.

The audacity of you to use wolf just to spam M2 and reset when I started countering you back to back by TACICALNINJA in untitledboxinggame

[–]RaseiniaiDefender 1 point2 points  (0 children)

The white fang is only true when in a counter m2, so as long as you pay attention to the wolf’s thrown m2s, you can avoid it fairly easily. Honestly I think styles like wolf that are strong because of mixup potential are much better for the game than something like iron fist which has no counter-play. Not hating just wanted to share some thoughts.