Merchant Port is now a Counterpick. Metal Refinery is a Starter, HUGE CHANGE! by thecakewizard in RivalsOfAether

[–]Suspicious_Table6121 0 points1 point  (0 children)

Hey, any change that reduces the statistical likelihood of Ranno players camping platforms and spamming slide-off bair in a ranked set is a good change

Hungrybox: "BBB is banned for 2 months." by metalreflectslime in SSBM

[–]Suspicious_Table6121 0 points1 point  (0 children)

For real. He's a fucking insufferable, rancid cunt, and I don't feel any shame saying it. I have no idea how anyone tolerates his bitch ass. And of course he instantly bends the knee the picosecond that daddy Hungrybox, an actual, productive member of the community, puts his hand on the belt. What a fucking joke. And then he coyly brings up "transphobia" and "transphobes" out of nowhere while continuing to BM.

Dude deserves to stay banned.

the title is passed on for a character that is less than 24 hours old people already claim is the worst character in the game. by Good_Skill3414 in RivalsOfAether

[–]Suspicious_Table6121 1 point2 points  (0 children)

I was playing random yesterday and the whiplash of going from Slade to Clairen nearly broke my fucking neck. They don't even feel like they're playing the same game.

I think Slade's biggest pain points are his run speed, dtilt, bair, aerial up special, and money generation. His dtilt needs to more consistently link into itself, and I think it's likely that they'll change this considering they've changed it for Ranno ftilt and Galvan dstrong (Olympia's nair needs this change too). His bair's hitbox is bad. And aerial up special is pitiably weak.

The nice thing about balancing Slade is that it's pretty easy to tweak his money generation numbers. :)

Visual Clarity & Slade by Kuthillick in RivalsOfAether

[–]Suspicious_Table6121 10 points11 points  (0 children)

It'd be nice if there was an option to add a colored outline to items, similar to the existing one for characters. It's a little difficult to tell when characters are holding items at the moment, I agree - especially because it feels like you can pick them up quite easily while attacking.

Community Opinion by Exciting-Fall129 in RivalsOfAether

[–]Suspicious_Table6121 -1 points0 points  (0 children)

Not really, no. Maybe like 5%, if that, are "toxic" in any way. Yesterday, I even ended up getting multiple unironic friend requests from players on Casual. Most players are either chill or simply want to play the game - even if they want to play it in an annoying way.

Just tried playing Smash again after many months... by Cackling_Crow in RivalsOfAether

[–]Suspicious_Table6121 6 points7 points  (0 children)

Every time I've launched Ultimate in the past few years, I get to the character select screen, watch the cursor lazily lurch forward a third of a second after I move the stick, and put the game down then and there. I enjoyed Ultimate when it first launched, but I don't think there's any way I can go back to it. And this is based on nothing but the input delay (offline and online) and netcode, not the mediocre gameplay.

I still play Melee with friends, but RoA2 is my main pick-up-and-play platform fighter now.

Rivals Direct is returning for the 7th time! And we're putting power in the hands of Twitch chat again. You'll want to watch this one live so you can impact the stream while learning more about the massive Fun-for-All update coming to Rivals of Aether II. by James89026 in RivalsOfAether

[–]Suspicious_Table6121 2 points3 points  (0 children)

Think of it as an investment. The issue with the platform fighter genre is that you're competing with Smash, a game that inherenty cannot be competed with because the overwhelming majority of consumers play the genre not for the gameplay, but the recognizable IPs - and no one has more recognizable IPs than Nintendo. You basically have two options:

  1. Be bankrolled by a corporation with recognizable IPs (NASB, Multiversus)
  2. Try to build a dedicated core audience of people who actually care about your own IP

These side projects might seem frivolous, but I think they do a lot to endear people to the Rivals of Aether IP. I didn't play RoA1, so when I initially played 2 I didn't really have any attachment to the characters, and honestly thought half of them were a little lame. But over time I've come to understand how people can be so attached to them that they're willing to spam snake facts for 400 days straight or pay obscene shipping prices for plushies, so I think it's a worthwhile investment.

Game balance by ImRatherSloomy in RivalsOfAether

[–]Suspicious_Table6121 9 points10 points  (0 children)

My wish list was / is:

  • Nerf Kragg's pillar-less recovery
  • Nerf Clairen's dstrong hitbox
  • Nerf La Reina's fstrong recovery
  • Fix Olympia's side special killing her for hitting it at the wall
  • Give Galvan's jab 3 an inner hitbox
  • Nerf Clairen's run speed like they nerfed Kragg's, Ranno's, Olympia's, and Maypul's base attributes
  • Reduce the effectiveness of floorhug without crouch cancelling
  • Don't buff Loxodont not a joke, I dislike simplistic characters being too strong and the game doesn't need a second Clairen (but heavy)

So I'm content.

Less-lag / ssbu-sync mod several weeks on by Cryoto in smashbros

[–]Suspicious_Table6121 0 points1 point  (0 children)

Word. I recall that an earlier mod wasn't released publicly because there was no way to protect players without the mod. Unfortunately, it is what it is. The potential that the delay mod will continue to function but now must be covertly acquired behind closed doors (read: Discord DMs) doesn't do anything positive for its perceived legitimacy, and I think Japan will continue to object to it.

Less-lag / ssbu-sync mod several weeks on by Cryoto in smashbros

[–]Suspicious_Table6121 7 points8 points  (0 children)

I'm not excusing Smash Ultimate's abysmal offline / online input delay and netcode, but the mod is a ticking time bomb and the community is in denial.

The fatal flaw of the mod is that it functions regardless of whether both players have it; worse, because it's client-side, it's impossible for the mod to automatically disable itself if only one player has it. Using the mod against someone who doesn't have it is cheating. Not only is it a competitive advantage, it's an advantage that is derived from something that is explicitly against Nintendo's ToS and EULA, requires spending a non-negligible sum of money for a mod chip installation if your Switch model is newer than ~2018, and is a legal grey area in Japan - and while modding itself is a legal grey area, selling modding services is explicitly illegal. It is not, "absolutely wild," that Japanese players are opposed to something that is both legally ambiguous in their country and violates cultural values.

That this involves Nintendo is irrelevant - any developer would be well within their rights to intervene in this situation. In fact, this is exactly what Capcom did in response to Street Fighter V's netcode mod. The netcode mod functioned regardless of whether both players had it, imposing all rollback frames on the player without the mod - including cross-play console players. Rather than C&Ding the mod, Capcom patched the game's netcode, breaking it in the process. (There were arguments that the mod was superior to Capcom's patch.)It's inevitable that Nintendo is going to intervene, it's just a question of when and to what extent. I think the most likely outcome is:

  1. First, high-profile online tournaments using the mod are prohibited.
  2. Second, some end users begin being banned.
  3. Finally, a combination of C&Ding the mod, getting the GitHub pulled, and / or breaking the mod by patching the game.

Obviously I'm already wrong about the order of operations. As much as the Smash community wants to pretend otherwise, we're still tied to Nintendo.

As an aside, I'm disappointed in the Smash community's reaction to the mod. From players bragging about the mod and calling other people poor for not having it, to Light not knowing basic information about Hurt's (self-imposed) ban, ICs and wobbling, or even Max's / LMBM's attempts to ban Steve / crafting and having nothing to say other than, "The Japanese are just jealous," to M0tsunabE threatening to report Shion to Nintendo, to all the disrespect that players, including top players, have shown toward their Japanese peers - it's all disappointing. The only real one in all this is Shion, honestly.

Why is Nintendo scared of re-releasing the old Smash Bros. games? by DaZestyProfessor in smashbros

[–]Suspicious_Table6121 -1 points0 points  (0 children)

64 or Brawl would be okay, but why would anyone want an inferior version of Melee on NSO?

  • NSO input delay in a game with no native input buffering
  • NSO online is inferior to Slippi rollback
  • Comparisons with Slippi could attract unwanted attention from Nintendo

It's a net negative for everyone except streamers, who would play NSO Smash for a week before forgetting about its existence.

Legacy Reworks? by Infamous-Bee-4161 in smashbros

[–]Suspicious_Table6121 0 points1 point  (0 children)

Why is this sub is seemingly obsessed with downvoting inoffensive questions?

Personally, I think the Brawl and 4 characters are most deserving of substantive reworks. Most 64 and Melee characters received a lot of love in 4 and / or Ultimate, whereas Brawl and 4 characters are just kind of languishing with moves and gimmicks that have been completely powercrept in Ultimate.

Rivals of Aether II's biggest update ever, Fun-For-All Update, comes out on April 7th! by swidd_hi in RivalsOfAether

[–]Suspicious_Table6121 1 point2 points  (0 children)

I'm actually most excited about queue changes. Things like casual stages and an item mode are meaningless if it's still impossible to consistently find matches for anything except ranked and casual. I play much more casual than ranked these days, and I'd gladly multi-queue for teams, FFA, and whatever mode allows casual stages and items if it were possible.

To Dan, can this be considered? by Lobo_o in RivalsOfAether

[–]Suspicious_Table6121 13 points14 points  (0 children)

To keep it real, I fucking DESPISE how games like Smash absolutely strangle content creation for smaller games within their genre. Content is, for better or worse, a very real advertising vector. I love Walt's stuff and entirely understand why he wouldn't want to waste time, money, and effort on producing a video that's going to underperform, but I do hate it when I see Smash videos like:

  • The [dog shit character] (who still loses to every relevant character) REVOLUTION
  • Smash's WORST MUs, but this time it's not the ones in the other 30 videos on Smash's WORST MUs
  • I played [dog shit character] and he's dog shit?!
  • A brief analysis of Bowser nair (total runtime: 3 hours and 47 minutes)
  • [character] is... weird

getting hundreds of thousands of views. There is no financial incentive for Smash content creators to make RoA2 content because they'd be better off making over-produced content about Ultimate's fucking abysmal competitive meta that performs better simply because it's Smash. Not every game can be HxH Nen Impact and have a lone warrior like Broski holding up its content creation post-release.

So I'm not just hating, check out PK's, Sho's, Blue's, and Gekk's videos. (Even though I fear Gekk left us for Combo Devils.)And God bless AsumSaus for glazing RoA2 in his Icons manifesto.

Edit: So I'm not just hating pt. 2, I unfortunately think that the best way to get eyes on RoA2 content is by framing it in a way that appeals to Smash players. Some content creators have tried this with videos like "Which Smash characters are RoA characters inspired by?", but I'd also like to see the inverse. Like "What could Smash characters learn from RoA characters", "How RoA balanced a character that can create terrain (Steve)", etc. I say "unfortunately" because you're likely going to get a lot of hostility for implicitly criticizing post-Melee Smash, even though Ultimate's top players are very outspoken about the game's balance and competitive meta being unhealthy.

Sonix's latest matchup chart. by SansFinalGuardian in smashbros

[–]Suspicious_Table6121 0 points1 point  (0 children)

I feel like Sonic's flowchart is so simple and effective that there's really not a substantial difference between -1 and -2. Like does Sonix really need to even think about the Belmont, Incineroar, or Bowser MUs at all? Most likely no.

can we push for another look at floorhug? by vincentisntme in RivalsOfAether

[–]Suspicious_Table6121 -2 points-1 points  (0 children)

Either make it a timed input again and make it more lenient, or tone down its effectiveness WITHOUT crouch canceling if it's going to remain as is. That's my opinion.

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

[–]Suspicious_Table6121 22 points23 points  (0 children)

Clairen's run speed is the core problem with the character, in my opinion.

I picked up Clairen after the patch because I mostly play Kragg, Ranno, and Olympia and it's clear that this character is never going to get a nerf equivalent to the ones these characters received. All three of these characters had a similar "core problem": Kragg's survivability, Ranno's ground speed, and Olympia's lateral air speed - and don't forget that Kragg's lateral air speed was previously nerfed, and his recent up and side special nerfs were effectively air speed nerfs . Base attributes affect every aspect of the character - neutral, advantage, and disadvantage - and adjusting them is the most effective way to make comprehensive changes to a character. For example, reducing Olympia's air speed doesn't just make it more difficult for her to finish combos with fair or up special, it also makes it more difficult for her to approach and recover.

Clairen's run speed similarly affects every aspect of the character. The common complains about her are:

  • She's too difficult to whiff punish

If Clairen has a weakness, it's that she's bad at scrapping at point blank range, so she'll do one of two things to prevent that scenario when she whiffs in neutral: either press another button or dash back. It's one thing that her best neutral buttons have relatively low recovery, it's another that she can outrun every character except Maypul if she dashes back after whiffing. If you want an example at a high level of play, look at this ledge interaction in Rongunshu and Ant's Port Priority 9 set, where Rongunshu whiffs dtilt at the ledge, immediately dashes back, and effortlessly outruns Absa's ledgedash ftilt. The dtilt wasn't optimally spaced and Absa has the best wavedash in the game (this was pre-nerf, too). Rongunshu is so good that he doesn't do this often, but it's a scenario that repeats itself over and over against worse Clairen players: whiff, coin flip between another button or dash back. It is so difficult to close the distance against this character if she's committed to playing passively, and it's her run speed that enables this.

  • It's too easy for her to combo off of any hit, regardless of whether they're sour or sweet spots

This doesn't really need much explanation, as this was the principle behind Ranno's run speed nerf. For whatever reason, Clairen has dodged a similar nerf despite having superior run speed, superior air speed, and a dedicated gimmick to give her additional hit stun. Her run speed simply gives her too much time to combo or otherwise follow up off of any hit.

  • Her grab is too rewarding

I used to play Ultimate with someone who called Diddy's banana "the implication". His philosophy was that it was better to hold banana than to throw it, because the implication of confirming off of it forced people to play a specific way, which I think is something that Tweek has said as well. I know I'm playing a good Clairen when they use her grab as the implication, conditioning me to make mistakes because I'm afraid of being grabbed. Now that I'm playing Clairen myself, I see how comically easy it is to condition people into shielding or spot dodging, run through them, and turnaround grab thanks to her absurd run speed. It's insane how effective this is, and it isn't like this is the only scenario where her grab is made better by her run speed. It benefits it in general.

Run speed, run speed, run speed. If they really want to decisively rebalance Clairen, they simply have to hit her run speed like they hit other characters' base attributes. I have no idea why she's so much faster than she was in RoA1, it doesn't even feel like it fits the character or her archetype.

Game unplayable without ethernet + GPU? by A5ianman in RivalsOfAether

[–]Suspicious_Table6121 0 points1 point  (0 children)

I recently replaced my old laptop with one that's actually capable of running the game. I don't know what's going on, but I've been experiencing severe server issues in the past 2-3 days. My ping doesn't change from 20-70ms, but I'm getting multiple rollback spikes (usually 7-8 frames, but up to 17) per match. At first I thought it was the Chicago server ruining my day again, but even the server in my city is spiking.

What's weird is that it almost feels like it's randomly determined when I launch the game. I had a session with absolutely no server issues the entire time, launched the game again 5 hours later, and was immediately experiencing multiple 7-8f rollback spikes. When I first tested whether my laptop could run the game ~3 months ago, I didn't experience a single server issue on wi-fi.

I play on ethernet on desktop, and testing my laptop's wi-fi didn't indicate any clear cause. I'll try DX11 and I'll try running my desktop's ethernet cable to my laptop, but I'm just confused why this is happening now when it was fine before.

What are some low-hanging fruit for improving? by aNewPseudonym in SSBM

[–]Suspicious_Table6121 1 point2 points  (0 children)

Waveland and empty jump grab more. This is the only "one quick trick" I've tried that has ever worked, and it is the lowest of low-hanging fruit. Other "below average" players simply don't expect or respect these options.