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- Hello French Bread! Here are my opinions on the character balance:
- I think the overall balance of characters is good, however some characters are too strong. Kamone himself
- has said that he enjoys when some characters are too strong, and some are too weak. Honestly, I am ok with
- some characters being too weak. I think there is more of an issue when a character is too strong!
- When a character is too strong, you remove the interactive elements between the two players. I find fighting games
- fun, because they allow for me to interact with my opponent in a competitively unique way. However, when a character
- is TOO strong, you lose the human-to-human interaction, and the game becomes not every fun.
- Under Night 2 has been built upon over the last 10 years, and because of this, it feels like when you continue to
- add tools and attacks to characters, they will eventually start to lose all of their weaknesses. I feel that the
- character that reflects this most is Hyde Kido. I understand that players like it when their character is made stronger
- in an update, but when you continue to make the same character stronger and stronger, eventually the character becomes
- more hurtful to the players fighting the character, than those who enjoy the buffs. People like it when their character
- becomes stronger, but if you make them too strong, you will upset more players than you will please.
- For example, Hyde's 2FF is simply a stronger version of his fireball. The balancing behind it is that is uses GRD, however
- it is very easy to make up this lost GRD, which makes it feel as though you should always use it. If one option is the correct
- option in many situations, it creates gameplay that is too simple and too effective. There are many situations now where
- Hyde's 236A/236B are not worth using due to Hyde's crouching Force Function. In my opinion, this makes the game less
- exciting to play, both while playing as Hyde and also against Hyde.
- Carmine is another example of a character who is so strong to the point that it removes meaningful player interaction.
- With the current defensive tools in the game, Carmine's reward feels too high on his mixup game. The damage that Carmine
- gets on his opponent is very high while also having to take less risks. I understand that this is part of Carmine's design,
- however, to me personally it feels too explosive. Carmine's reward is supposed to be balanced by his own moves using his HP,
- however with the recent buffs, Carmine can easily restore his lost HP.
- Carmine can also easily keep up the advantage against his opponent, even when the opponent uses resources. I really like how Guard
- Thrust currently is in UNI2, however I personally find that against Carmine, this mechanic loses meaning compared to using it against
- other characters. I think it would be more fair if when Carmine was hit with Guard Thrust, that he also lost his puddle on the ground.
- Carmine has many ways to safely bait a Guard Thrust from an opponent, and his neutral is very strong. I believe that if a player can hit
- a Guard Thrust against Carmine, that they should be rewarded with the puddle also disappearing.
- Carmine's offense in previous versions of Under Night felt manageable (while still being strong) due to the game being very defensively
- focused. However, in Under Night 2, it feels too in favor for the Carmine player on offense. This is mainly due to how safe the offense
- is for Carmine, and how rewarding it is for him.
- Carmine, along with Londrekia, get very high damaging combos on their very common moves. Londrekia Standing B (5B) is a very good
- combo starter that gives screen control and very high damage, all without having to spend resources. Carmine's high/low Fuzzy is a
- very damaging combo for how strong of a mixup it is. I am not sure why certain characters are able to get so much more damage than others,
- especially when the character is not as strong in the situation afterwards. I personally believe that Londrekia does too much damage for
- the screen positioning and the okizeme that he receieves on hit.
- One of the most enjoyable parts of Under Night is the combo system. I really enjoy making decisions mid-combo and choosing what benefit
- I want from the combo. I can choose between damage, going for GRD, and going for a better knockdown situation. I feel that some characters
- such as Londrekia do not have to make this decision, as they are able to get high reward in every category at the same time.
- In Under Night 2, a lot of characters had their "GRD steal" or "GRD gain" abilities do less. Gordeau for example, his 214X and 236XXX both
- take less GRD from the opponent. Londrekia's 6B was also nerfed. I am fine with these changes, however if feels like Eltnum was forgotten about.
- Compared to the other characters, Eltnum's Reload giving a full GRD block feels very weird. I'm not sure why she is able to gain so much GRD from
- ending a combo normally. This is another situation where most characters must decide between combo damage or GRD, however, Eltnum is able to do both
- very easily. I personally feel that Gordeau is famous for his ability go manipulate GRD, however now other characters are better than him at GRD control.
- I would like for Eltnum's Reload to give less GRD, or none at all.
- Yuzuriha is a difficult character to provide feedback for. I think there are multiple things I would change about Yuzu to make her more enjoyable to
- interact with, however I don't think they should all be implemented. There are some things about Yuzu that have always been strong, and I do not
- think they will be changed, and that is ok. For example, I would prefer Yuzu 2A to be a 6 frame attack, and I would like if Yuzu's dodge had more recovery frames.
- However, these abilities have been like this for so long, that I understand if they will not be changed. I would, however, prefer if Yuzu's 66B could be changed.
- This move, along with Yuzu's 5B 5A whiff rebeat, is very strong! 5A 5B rebeat is 0 frame advantage on block, and 66B afterwards is very difficult for many characters
- to deal with. I think this technique makes more sense on a different character who is more focused on close-range pressure. I find it confusing that a character with
- many long range tools is able to have strong close range tools as well. I think characters having spots where they are weak is what makes the game
- enjoyable!
- Another character change I was confused by is the recent change to Linne in the Uzuki update. I like most of the changes that were added, however I am
- confused by the change to Linne's 5C. Linne can now do a high/low mixup using 5C[C] charged, and 5C into a delayed 2C. This mixup is very strong,
- and I do not understand why a character like Linne has it. It would be strong on any character, however it seems to go agains the way Linne is designed.
- Linne (from what I understand) is meant to be an all-around character with a strength in strike/throw mixup.
- Kuon is actually an example of a character that I think you adjusted very well! Kuon 236AA being -4 was very strong, and felt too easy to use.
- The change on the frame data made neutral more interesting and interactive for both players. Also, 4C was changed to have a pull-in effect. This is not
- something people were asking for, but it is very cool! It provides a new use for a move that was not as strong. I think both of these
- changes were really great, and I would hope to see similar changes to other characters in the future. An example of this was Enkidu 6FF.
- Enkidu 6FF was too strong, and it made the character very boring to play, as it was so strong that there was no need to use his other moves.
- In conclusion, I think the game is well balanced! However, the strongest characters feel a bit too strong, and these characters seem to be
- taking away the fun of the game due to their options that limit interaction between players.
- If you read all of this, thank you for your time! I love Under Night, and I only hope to see it improve! Thank you :)
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