Guest User

Untitled

a guest
Nov 3rd, 2024
585
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 7.89 KB | Gaming | 0 0
  1. Hello French Bread! Here are my opinions on the character balance:
  2.  
  3. I think the overall balance of characters is good, however some characters are too strong. Kamone himself
  4. has said that he enjoys when some characters are too strong, and some are too weak. Honestly, I am ok with
  5. some characters being too weak. I think there is more of an issue when a character is too strong!
  6.  
  7. When a character is too strong, you remove the interactive elements between the two players. I find fighting games
  8. fun, because they allow for me to interact with my opponent in a competitively unique way. However, when a character
  9. is TOO strong, you lose the human-to-human interaction, and the game becomes not every fun.
  10.  
  11. Under Night 2 has been built upon over the last 10 years, and because of this, it feels like when you continue to
  12. add tools and attacks to characters, they will eventually start to lose all of their weaknesses. I feel that the
  13. character that reflects this most is Hyde Kido. I understand that players like it when their character is made stronger
  14. in an update, but when you continue to make the same character stronger and stronger, eventually the character becomes
  15. more hurtful to the players fighting the character, than those who enjoy the buffs. People like it when their character
  16. becomes stronger, but if you make them too strong, you will upset more players than you will please.
  17.  
  18. For example, Hyde's 2FF is simply a stronger version of his fireball. The balancing behind it is that is uses GRD, however
  19. 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
  20. option in many situations, it creates gameplay that is too simple and too effective. There are many situations now where
  21. Hyde's 236A/236B are not worth using due to Hyde's crouching Force Function. In my opinion, this makes the game less
  22. exciting to play, both while playing as Hyde and also against Hyde.
  23.  
  24. Carmine is another example of a character who is so strong to the point that it removes meaningful player interaction.
  25. With the current defensive tools in the game, Carmine's reward feels too high on his mixup game. The damage that Carmine
  26. gets on his opponent is very high while also having to take less risks. I understand that this is part of Carmine's design,
  27. however, to me personally it feels too explosive. Carmine's reward is supposed to be balanced by his own moves using his HP,
  28. however with the recent buffs, Carmine can easily restore his lost HP.
  29.  
  30. Carmine can also easily keep up the advantage against his opponent, even when the opponent uses resources. I really like how Guard
  31. Thrust currently is in UNI2, however I personally find that against Carmine, this mechanic loses meaning compared to using it against
  32. 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.
  33. 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
  34. a Guard Thrust against Carmine, that they should be rewarded with the puddle also disappearing.
  35.  
  36. Carmine's offense in previous versions of Under Night felt manageable (while still being strong) due to the game being very defensively
  37. 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
  38. is for Carmine, and how rewarding it is for him.
  39.  
  40. Carmine, along with Londrekia, get very high damaging combos on their very common moves. Londrekia Standing B (5B) is a very good
  41. combo starter that gives screen control and very high damage, all without having to spend resources. Carmine's high/low Fuzzy is a
  42. 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,
  43. especially when the character is not as strong in the situation afterwards. I personally believe that Londrekia does too much damage for
  44. the screen positioning and the okizeme that he receieves on hit.
  45.  
  46. One of the most enjoyable parts of Under Night is the combo system. I really enjoy making decisions mid-combo and choosing what benefit
  47. 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
  48. 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.
  49.  
  50. 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
  51. 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.
  52. 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
  53. 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
  54. 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.
  55. I would like for Eltnum's Reload to give less GRD, or none at all.
  56.  
  57. 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
  58. 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
  59. 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.
  60. 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.
  61. 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
  62. 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
  63. 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
  64. enjoyable!
  65.  
  66. 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
  67. 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,
  68. 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.
  69. Linne (from what I understand) is meant to be an all-around character with a strength in strike/throw mixup.
  70.  
  71. 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.
  72. 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
  73. 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
  74. 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.
  75. 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.
  76.  
  77. In conclusion, I think the game is well balanced! However, the strongest characters feel a bit too strong, and these characters seem to be
  78. taking away the fun of the game due to their options that limit interaction between players.
  79.  
  80. 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 :)
Tags: under night
Advertisement
Add Comment
Please, Sign In to add comment