Rivals of Aether

Rivals of Aether

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re-Balanced Ronald
   
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40.413 MB
25 Apr, 2020 @ 5:35pm
20 Jun, 2020 @ 8:57pm
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re-Balanced Ronald

Description
aand edit:here is the original ronald by alzter https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1890617624 . if you like any of these balanced ronalds or cosmic ronalds.. just any of the ronalds on this site (yes i know im unoriginal-) please check out alzters ronald. he started it all and his ronald is very well made. full credit to him. i take no credit for sprites or attacks. only for the listed modifications ive made.
Popular Discussions View All (1)
0
25 May, 2020 @ 9:13am
bugs, infinites and 0-deaths
aquaphoenix75
25 Comments
aquaphoenix75  [author] 20 Jun, 2020 @ 8:38pm 
oh!
thats what you meant

1. sorry im so late, been busy

2. no-
i dont think the changes are a big enough deal for me to scan through ronalds code for hours and find all the new stuff and copy-paste the code.

if you want a "balanced golden ronald" at some point tho i could probably do that eventually.
keeping core traits like his healing and speed while nerfing other less important traits such as damage output or knockback to counter-balance it.
Rykyuby 17 Jun, 2020 @ 8:06am 
so we will get the multi hamburger when he uses his OP palletes??
aquaphoenix75  [author] 16 Jun, 2020 @ 8:55pm 
yep. just testing changes then ill put em out for use.
just wanna make sure none of the changes i made broke anything or created glitches or whatever.
Rykyuby 16 Jun, 2020 @ 6:55pm 
are you going to use the newer version of the ronald?
aquaphoenix75  [author] 14 Jun, 2020 @ 2:00pm 
rykyuby
thanks. thats nice to hear.
but hes still getting nerfs. in fact youre currently using a bit of a broken build rn.
side-b launches and carries too far, letting him 0-death too easy and it kills too early, among other things.
might release the changes later today though. just dont want to send out a really small update with few changes.
though still, thank you. nice to hear that atleast someone likes em
Rykyuby 14 Jun, 2020 @ 11:43am 
thanks for this absolute masterpiece at least now i actually feel like i stand a chance against him without having to be any stupidly OP characters
aquaphoenix75  [author] 10 Jun, 2020 @ 6:09am 
by the way, by really hard i mean like.. i had to set the AIs DI in training mode so id know which way hed go because you have to read his DI over and over and over and so on for them to land and its just not feasible to do against an actual opponent who mixes up their DI as far as i can tell
aquaphoenix75  [author] 10 Jun, 2020 @ 6:06am 
i tried to make side B only usable once in the air and legitimately couldnt figured it out, it seems so simple but not even the workshop learn more page explains it in all the pages as far as i could tell so buffing its damage and putting a cooldown was essentially a compromise. if i fgure out how to fix it, yeah ill do it

and for the diminishing returns thing on combos.. well, that would completely kill him, i built his character with the concept of low damage but really long deadly combos in mind, with the right reads and milkshake/cheese usage he can pull off 50 hit combos.. but those only deal like.. 150 damage tops and are really hard to pull off, so not too bad

if he had diminishing returns the first half would do most of the damage and he would actually be rewarded for backing off and not doing long combos, because the second half wouldnt do much.
it would promote camping and quickly pushing your opponent away when they get too close basically
Mr. Jack Dandy 9 Jun, 2020 @ 6:17pm 
moving to the combo issue, you can still get out of those with counters and block but, one thing that could also help if possible would be to implement diminishing returns so the longer the combo the lower each moves damage becomes within said combo, same can also potentially be implemented to curb his spam (doing one move over and over nets less damage/stun over time) that way his moves can still deal decent damage both on their own and within combos but it wouldn't be to a broken extent. again, this is assuming it is actually possible to implement on Rivals and you have the know how to do so. hope to see an update to this at some point, good luck.:duke:
Mr. Jack Dandy 9 Jun, 2020 @ 6:17pm 
i like that idea, one thing i'd suggest about the infinite recovery issue would be to make it like little macs side b (also used as a recovery option) where it can only be done once in the air and then can be fallowed up by his actual recovery only once in the air, another option would be to add somewhat of a delay after the move so he can't just do it again right away to spam recover and it could make it a bit harder to set up combos