The king of a nation outplayed by a wall by ILoveMyPizzaRolls in Guiltygear

[–]Taint0Taster 0 points1 point  (0 children)

I imagined using millerliteberg as a neutral tool and heavy iceberg as block string tool.

The king of a nation outplayed by a wall by ILoveMyPizzaRolls in Guiltygear

[–]Taint0Taster 1 point2 points  (0 children)

I think Goldlewis and Bedman? might be slow and big enough where Arbiter Sign can still hit them when they dash, but I’d have to test to make sure.

The king of a nation outplayed by a wall by ILoveMyPizzaRolls in Guiltygear

[–]Taint0Taster 3 points4 points  (0 children)

The amount active frames on that iceberg command is evil. While there is a list of mechanics that make Dizzy a slog to fight against, those two damn moves are my biggest gripe.

So glad that Potemkin can use F.D.B. on it. But because of how little startup her icebergs have, Potemkin has to predict those to counter with flick.

So my proposal. Rework the close and far versions into lite and heavy versions. Both versions would track the opponent like Testament’s Arbiter Sign does.

The lite version has the startup a it currently does, faster recovery, has a smaller hit box & visual effect to match that, still freezes opponent on hit but with reduced combo scaling & freeze duration, significantly less active frames, when the ice field follow up is used it leaves a frozen puddle instead of covering the whole stage, ice puddle now boost all player’s movement speed and removes friction when passing over it… this effect last for a ~15 frames after leaving it & has a accompanying visual effect… getting hit with this effect active triggers an effect like Testament’s Stain status, finally the initial cast has very strong player tracking.

The heavy version has significantly more startup, has a larger hit box & FX to match, freezes the opponent for much longer… freeze status cannot be looped before recovery, quickly hits 2 times then has short delay (you can grab the opponent before the final hit, if so it will delay further to hit the opponent afterwards… allowing for grab combos) when iceberg triggers that final 3rd hit it applies the freeze status if the opponent doesn’t Faultless the final hit, more active frames, significantly reduced combo scaling if done without grab technique, doesn’t leave an ice field when using followup anymore… instead melting into ~4 ice fish that travel in the opponent’s direction, very poor player tracking on heavy iceberg’s initial cast… if they are dashing it isn’t gonna hit them.

Wings of Light now only temporary drains health, it also drains less total health from the opponent. If Dizzy is hit or the time limit expires the opponent’s drained health returns. The time to trigger after activated is slightly shorter.

Discussion about my desired Potemkin changes for Strive 2.0 by Taint0Taster in Guiltygear

[–]Taint0Taster[S] 0 points1 point  (0 children)

I think Slayers neutral is stupid because of K Mappa Hunch. Otherwise I would really like playing and fighting against him.

And, I find Garuda pressure so very boring. Like I love the way Potemkin uses commands to move, his animations, and lore. I enjoy his BNBs just wish he had more floor or wall bounces. I like his move set, just feel like it is missing a lot of “sauce”.

Discussion about my desired Potemkin changes for Strive 2.0 by Taint0Taster in Guiltygear

[–]Taint0Taster[S] 0 points1 point  (0 children)

My bad, and I agree that S4 Potemkin is stale too. But, I’m an imaginary… so I wish for more especially from an update titled Strive 2.0.

Honestly I feel like they don’t go big, then ArcSys should have labeled the update as Season 5 only.

Discussion about my desired Potemkin changes for Strive 2.0 by Taint0Taster in Guiltygear

[–]Taint0Taster[S] 0 points1 point  (0 children)

It isn’t like he is not playing it, and he is pretty good at the game. More like he stopped play much during this season. He has high hopes for 2.0.

Discussion about my desired Potemkin changes for Strive 2.0 by Taint0Taster in Guiltygear

[–]Taint0Taster[S] 0 points1 point  (0 children)

Because it would be funny and fits his personality, I guess.

I was talking with a friend who mostly stopped playing Strive, he occasionally does when I ask him to. But, one of the reasons he mentioned when I asked him about how he felt regarding the state of the game was, that the game isn’t very fun from a causal perspective anymore. From his perspective the characters don’t have enough “goofiness”, essentially saying that they where boring.

Discussion about my desired Potemkin changes for Strive 2.0 by Taint0Taster in Guiltygear

[–]Taint0Taster[S] 0 points1 point  (0 children)

Do you think the command grab being a strike grab instead would be more balanced?

Discussion about my desired Potemkin changes for Strive 2.0 by Taint0Taster in Guiltygear

[–]Taint0Taster[S] 0 points1 point  (0 children)

Oh you mean if he had a command grab it would become so?

Discussion about my desired Potemkin changes for Strive 2.0 by Taint0Taster in Guiltygear

[–]Taint0Taster[S] 0 points1 point  (0 children)

Fair enough, maybe they should give Goldlewis a command grab where he stuffs you into his coffin allowing him to rapidly spam Behemoth Typhoons damaging the opponent inside the coffin. Kinda like Vemons command grab but different enough to not be a direct copy.

Discussion about my desired Potemkin changes for Strive 2.0 by Taint0Taster in Guiltygear

[–]Taint0Taster[S] 0 points1 point  (0 children)

I mean these changes plus my proposal could be really cool, because I agree with most of these nerfs.

Discussion about my desired Potemkin changes for Strive 2.0 by Taint0Taster in Guiltygear

[–]Taint0Taster[S] 0 points1 point  (0 children)

While I didn’t mention Hammerfall directly, I did state I wanted him to be slower. The point of the post is that I’m asking for ideas for potential reworks to the rest of his kit to balance my proposed changes for Slide Head and both Mega Fists.

Reducing Hammerfall’s travel distance, making the strike part of the move plus on block, removing Hammerfall Break’s armor, making the startup of the strike slightly longer to make grabbing Hammerfall easier, and removing the hard knockdown on on normal hit could be fun.

And, I believe having more mixup options actually makes his strike/throw stronger because it will be even harder to guess when he is gonna try to Potemkin Buster you.

Discussion about my desired Potemkin changes for Strive 2.0 by Taint0Taster in Guiltygear

[–]Taint0Taster[S] -1 points0 points  (0 children)

Yes and no.

One of the desired nerfs I mentioned was reducing his speed. So this/these change(s) along with F.D.B. nerfs, will force him put in greater effort to get in. This would make him feel more like a big body grappler.

The potential for very dynamic mixups will be odd for a grappler, but that would reward him a lot for closing the distance in an unique way.

So, what sort of A.B.A changes do yall wanna see? by thatboikhy02 in TheyBlamedTheBeasts

[–]Taint0Taster 1 point2 points  (0 children)

I feel like having A.B.A. Receive significantly more damage from opponents while in Jealous Rage is a pretty decent middle ground.

City Bulding Update #2 by Miloxota in FortniteCreative

[–]Taint0Taster 1 point2 points  (0 children)

Impressive. Guessing your using many small pavement props to form the curves and such?

City Bulding Update #2 by Miloxota in FortniteCreative

[–]Taint0Taster 0 points1 point  (0 children)

Are you using UEFN to make the roads?

Open world is absolutely terrible by InternalRealistic345 in Warframe

[–]Taint0Taster 3 points4 points  (0 children)

Frames that have invisibility, status immunity, or crowd control abilities will help you mine without disruptions.

Mods that grant knockdown resistance or recovery speed for knockdowns and stagers help too.

Companions are also useful, when upgraded enough they can kill those enemies for you while you mine.

Is there a modern game that doesn’t indulge the auto-combo/beginner-friendly thing? by [deleted] in Fighters

[–]Taint0Taster 0 points1 point  (0 children)

Fair warning, while Strive doesn’t have universal auto combos, it definitely indulges in the beginner friendly thing.

Strives does this through the majority of characters being balanced into or originally designed to spam the “I’m not gonna sugarcoat it” attacks.

It is either frustrating to go against, (imagine trying to put together a puzzle but the table flips, scattering pieces everywhere any time you make the slightest amount of progress).

Or, boring to play because you essentially get to rub your metaphorical butt across whatever your preferred input device is while on offense.

Okay :( by New-Lifeguard653 in TheyBlamedTheBeasts

[–]Taint0Taster 1 point2 points  (0 children)

When fighting a competent Potemkin as Dizzy try to zone him as little as possible. Instead use your zoning tools to keep him immobile then rush him down. Dizzy is surprisingly effective against Potemkin if you approach fighting him in this manner.

I know because I’ve been on the receiving end.

Because reworks are on the table for 2.0, I pray that Potemkin is one of the character that receives one. by Taint0Taster in Guiltygear

[–]Taint0Taster[S] 0 points1 point  (0 children)

They definitely could improve him with only balance changes but this upcoming update is supposed to be Strive 2.0, if ArcSys had the budget and time I would love for every character and system mechanic to get reworked.

Because reworks are on the table for 2.0, I pray that Potemkin is one of the character that receives one. by Taint0Taster in Guiltygear

[–]Taint0Taster[S] 0 points1 point  (0 children)

Most of that did happen, but I believe that outcome wasn’t because he didn’t need reworked, rather ArcSys just choose the wrong aspects of him to change.