Rivals of Aether

Rivals of Aether

re-Balanced Ronald
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
aquaphoenix75  [author] 9 Jun, 2020 @ 8:22am 
ah, that would be possible but the cool down isnt meant for the charged one.
the cooldown is to reduce his access to one of his more broken options.
its a good combo move, carries far, deals high damage (for him- most of his moves deal like.. 3, to compensate for his long combos.) and is overall one of his best options so i figured reducing his access to it would help balance it (especially since without the cooldown he kinda has an INFINITE RECOVERY and his exploitable recovery is a big part of how i balanced him, he can kill early, sure, but because he gets nothing back after getting hit, its easy to kill him early too.)

i will work on making it a bit more falcon punch-like
since right now its quite similar to up-smash
since up-smash is his main kill move and i dont want them to be too similar, i figure ill make this maybe a high-risk high-reward damage dealing move that wouldnt kill very early but would deal 25-30%
still just a concept though, might not stick with it
Mr. Jack Dandy 8 Jun, 2020 @ 10:32pm 
thanks for the response and i understand, i don't know programming but i know someone who does and from what he tells me, it aint easy and takes a good bit of time to really get the hang of it. i was wondering if it would be possible to stall the charged side-b like you did with his ult and maybe buff the damage to make it more like a falcon punch type move so the cooldown can be removed outright as mentioned in my last post (again, not a programmer so i'm not sure how feasible that would be) also, one possibility for the ult would be to give it a sweet spot like if the center of the ult hits it has more knockback and damage but if it doesn't connect then both the knockback and damage are scaled down or, the hitbox could be lowered to just the center of the beam, it would be a little odd but more balanced i feel.
aquaphoenix75  [author] 8 Jun, 2020 @ 7:47pm 
also, the side-b cool down thing is alot bigger of a problem than you'd think.
see. alzter (or altzer, i can never remember which) didnt put the strong side-b in one of the "extra" files like nair2 he literally just made it a seperate window in the same file thats accessed differently.

and as far as i know, while you can put a cool down on moves, you cant put cool downs on specific frames/windows of animation in the same move
so i'd have to recode the whole thing like- make it so charging side-b doesnt make you do the charged side-b
and then move all of the code for charged side-b to one of the extra files and change how all the sprite sheets for it are mapped and its all just a big mess thats outside of my realm of understanding
(if im being stupid and its actually really easy.. im 15 and new to this give me a little leeway for that)
aquaphoenix75  [author] 8 Jun, 2020 @ 7:47pm 
ah, jr gaming, i do like quite a few of your suggestions, however.. i literally just learned coding a few hours before i initially posted this and am entirely self-taught so- the shrinking the laser thing is outside of the realm of what i know how to do (i suppose i could figure out how to shrink the hitbox because i know where that information is in the code, but i wouldnt be able to change the actual laser sprite without software that would actually work on my computer, and that i can afford- so that would be a little too janky, atleast too look at and tell where the hitbox is placed)
which is part of why i made it take so long.
against people with linear recoveries (or if you can just read whether they'll try to stall or not) it can completely guarantee a kill at higher percents. essentially, ive made it more of an edgeguarding tool than anything. though i might speed it up just a bit or change kill power/add damage
Mr. Jack Dandy 7 Jun, 2020 @ 5:44am 
fourth, maybe add a cool down to explosives as they do still seem spammable but, not overly so, so that's debatable. 5th, other then up smash, he seems to have a hard time launching people where as he himself is very launchable at low percents, i feel he should be a bit heavier and maybe have his smash attack launches buffed except up smash as that should probably be nerfed as it kills most at around 40-50. i should note that not only did i test him by playing him against the default roster and played against him with the default roster but i also set him to computer and had him fight the roster, i found playing him an uphill battle that i would usually lose, playing against him no challenge and the enemy com almost always 3 stocking. i like the idea of Ronald being balanced as i enjoy the moveset but dont always want bs wins but this Ronald mostly just needs buffs but again, as i said at the start, you are on the right track, hope to see this updated at some point, good luck.:duke:
Mr. Jack Dandy 7 Jun, 2020 @ 5:43am 
i have been testing this and though, i do feel this is on the right track, some parts feel over nerfed and some feel not nerfed enough, from what i can tell his ult deals no damage and is only good for knockback and it takes an eternity to launch, i feel like a better fix may be to let it deal damage, but less then it used to and make it like Zelda's Brawl final smash having it be a narrow strait beam and make it fire about half a sec to a second after activation, secondly, when you do the multi hit side x it puts side x in general on a very long cool down taking away one of his more basic attacks, i feel like this is a bit much, i would say just put the multi on cool down instead or do away with the cool down completely and just give multi a telegraphed/charging startup a make it a tad stronger like falcon punch. third, cheese has a bit too long a cool down, cool down on cheese is probably still good to have but i would say just make it shorter.
aquaphoenix75  [author] 29 Apr, 2020 @ 8:32am 
so- ive decided i dont need to remove the 0-death combos. not because taking someone from center stage to the left blastzone at 0% isnt broken, but because i was testing these combos on the practice ai. i tested out different di, drift and sdi options and discovered you can get out of the combos if you DI right. (also, his best kills moves dont even guaranteed kill until 250% so making him combo and early kill centric makes sense to me, especially considering how much combos are just in the spirit of ronald)
willy #RawInput 29 Apr, 2020 @ 6:56am 
I've been looking through the code on 100% accurate wolf as I wanted to do the opposite with side B, if you mean how you can't use any moves after then it's AG_WINDOW_TYPE set to 7(goes to pratfall) on the last window if you want to use up B after then you would have to find some way to limit how many times it can be used in the air like how djumps work

And for side B try adding maybe 5 frames of extra endlag for so it's harder to get those combos with lower knockback
aquaphoenix75  [author] 27 Apr, 2020 @ 10:53am 
o h n o- t h a n o s-
Jaysa, etc. 27 Apr, 2020 @ 10:08am 
Perfectly balanced, as all things should be.
aquaphoenix75  [author] 27 Apr, 2020 @ 6:57am 
first of all, of course, use mine as a reference all you want. second of all, yeahh i tried knockback scaling but increasing it makes side special kill too early and decreasing it makes side special combo too effectively and im struggling to find a good middle ground. if i could figure out how to make side special be like up special so you can only use it once in the air that would help the problem alot (i only started learning coding a like a week ago and im totally self-taught so im still figuring things out)
willy #RawInput 27 Apr, 2020 @ 2:31am 
For the zero to deaths try changing knockback scaling. To get rid of the turbo modes go to the update script, line 57 and 58, then change 11 to 15 and true to false, now golden Ronald doesn't exist
willy #RawInput 27 Apr, 2020 @ 2:12am 
We only spent about 3 hours working on him & I only starting learning the language about 5 days ago so not quite finished I’ll be sure to look at yours to improve (if you don’t mind)
aquaphoenix75  [author] 26 Apr, 2020 @ 6:16pm 
yes actually. he feels overnerfed and underpowered to me (that and i just dont like a few things they did..like how his back air doesnt even have a hitbox, its a glorified taunt and you literally cant hit someone with it) so i thought id have my own take on the idea, though mine isnt necessarily complete, so it might be a little too good right now (for instance i realized he has 0-deaths on bigger and heavier characters, so im working on fixing that as of now)
willy #RawInput 26 Apr, 2020 @ 5:58pm 
Have you tried truly balanced Ronald McDonald?