Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
When I played the character it simply felt complete and on par to most others, now it just feels like half of the kit is missing, maybe because of the fact that I know what used to be there. And it is an alright character, it just feels less interesting as I did make use of all the tools available.
I won't complain about the creator having it's preferences, but I do agree with the rest in that having the choice of a pre rework version as an option would go a long way.
Before you had a level of granularity in yoru strategy that extended even outside the match between your projectile, active fighting style, runes, and selected fighting styles (allowing for a rare opportunity to counterpick). I miss the old version of the character so much because the skill ceiling used to be higher, but post-rework there's just not anything more to grow into because all of your decision making happens moment-to-moment or pre-game.
The problem now is that Lucah has no weight. There is no long-term strategy because you're not managing any resources. Look at the vanilla cast, the only character without a spacial resource is Shovel Knight, and he has his shop. As opposed to Smash, some sort of secondary resource is required in Rivals for characters to feel substantial, as percents and smash attacks don't ask you to change your tact over the course of a game nearly as much.
Getting stronger as game go on is uneeded, 2 stands with set stats and 4 different projectiles get you access to a gameplay variety barely any characters could keep up with already. All these critism are just dealing with lost in a bad way and not looking at what character actually have.
Dismissing that analysis because it's "too serious" only gives the idea that you don't believe the character is worthy of any serious discussion, which I disagree with.
I don't even expect my ideas to result in any change to the character (except maybe a legacy version, that'd be nice), that's just a generally disrespectful and unclear way to respond to criticism.
The problem with the shop was that the gimmicks were objective *buffs*. Once you learned not to let them force you into certain footguns, they rarely had any downsides. *That's* what distracted from the base game. The shop runes should only become a buff once you know how to work against their weaknesses with the other two pillars of the character, your projectiles and fighting styles.
At least now Lucah isn't the odd man out in your roster. She went from being an oddly powerful example of what makes the vanilla design philosophy so potent, to an empty husk perfectly reflecting your own design flavor:
She doesn't belong in the game.
-and she certainly isn't flashy or interesting enough to belong in your roster.
Congratulations, you've removed nearly all of your character's depth with a single change. They are now the ubiquitous, generic footsies character that would fit in smash or any other fighting game than Rivals. He has no interesting options or interactions now.
The thing that makes Rivals good is that it isn't about the base mechanics in the game, in fact, you could argue it intentionally oppresses depth in the base mechanics when it simplifies tech such as wave dashing. Rivals is about depth within the characters that gives you the room for creative and free-form expression. Lucah was very nearly the epitome of this: the layered variables that are constantly changing by simply playing him forces you into not only finding what combinations have powerful techniques, but learning how to make every state of projectile, fighting style, and shop rune work to their fullest potential together.
Can you at least public legacy version if you decide what this is how you want to change character?
I love your workshop characters, they always make me happy to return and play this game a little more, but this is pure pain to witness this rework.
The pink (parasitic) rune is broken. It needs to be brought up to 1500 La and/or made to deal only a fraction of the damage. Once you learn to effectively use this rune, it makes the skill of switching fighting styles to tank damage nearly obselete, and that's a shame.
This character has a beautiful progression and takes a long time to fully master the mechanics of (I'm still only recently getting comfortable with the synergies between all of the runes & projectiles, yet to branch out into more fighting style combinations), I have a lot more suggestions for features I'd add and changes I'd make, but some of them would change the face of the character's gameplay almost completely. If you'd like to talk I'm on Discord as Dakedres#7255.
why not dutch angel dragons
Plus, the design & sprite art are really nice~
Keep up the good work, yo! ^u^