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A couple of minor suggestions and complaints#1119

These are all extremely minor, but I think they’re worthwhile to air. None of them are about large changes to gameplay or mechanics.

  1. Balance suggestion: A key aspect of fighting Ranno that annoys people is his ability to stuff them out with quick and safe single darts. While removing hitstun from the move entirely isn’t feasible since they’re so integral to his combo game, removing it specifically from the single darts variant would mitigate this issue by forcing Ranno to charge for a moment before throwing out the projectile. He can still get damage and poison stacks by hitting with a single dart, but opponents would be given the choice to run through that and try to hit him before he can recover, instead of trying to anticipate with a reckless parry or be stuck in shield/dodge mode until he chooses to come close or messes up. As compensation, single darts could be given less lag, making the move cloiser to a Fox laser.
  2. Balance suggestion: Something that’s been a continually voiced frustration since the game’s launch is how it feels like once Loxodont gets close to ledge, there’s very little you can do about him. Even though there seem to be avenues for counterplay available (parry at ledge being the most obvious), he has plenty of ways around them, including just playing better by not putting himself in range to be countered. In contrast, the reward he gets if you mess up the gamble is a lot better than other characters get out of the same situation. As a way to make this interaction less frustrating for the defendingp layer, I’d suggest reudcing the activity or size of the hitboxes on his up special, allowing fighters to more easily trade hits with him and swat him back away from ledge. Loxodont players will still have the option of sweetspotting the ledge, and if the opponent messes up, he still gets the same large reward. This is a recovery move that seems to be inherently broken because of its core design and the system in which it exists, but this could make it a little less frustrating to deal with.
  3. QOL complaint: Slade’s side special 3 has an effect altogether too large and fast for what it is. It’s incredibly jarring and should probably be toned down unless the move is changed to launch further.
  4. Balance suggestion: Slade lives incredibly long unless you can kill him outright. Combined with his generally annoying playstyle (which is pretty well fine, it’s intentional) and his lack of great kill power outside of a few fairly predictable moves and setups, matches against him turn into huge slogs. I’ve seen the same complaint from both sides of the matchup, from his players and from those playing against him. Can his kill power be cranked up in exchange for a reduction in weight?

Also unrelated but I queued into unranked and got put in a ranked match…? How?

a month ago