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*grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab* *grab*
why she needs 5 bars to do anything intresting?
will this mod ever get update it needs?
if no, im probably just gonna do it myself at some point) [\spoiler]
what would be balanced is a low meter time stop with high cast time and no hitting similar to luna dial
i see the problem with it being exploitable, but compared to many other mods( and maybe even vanilla characters) it isnt that strong, and not having something in exchange (like her other, more interesting skillkards from soku) just makes her unfun to play
also, make knifes fizzle on walls
and fix infinite regrab, its way more broken than free luna dial
This is just one of those instances where not everyone will agree on how they think a character should play, and it is ultimately up to the mod creator and what they feel works best
But uh good luck with balancing this I guess :/
It's mostly Luna Dial's synergy with the rest of the moveset that's the issue. If it negated any unfinished moves at the end for example, that'd be all it would need to feel more fair, since C-Up Magic and Crossing can just let you combo from one Luna Dial, but there are issues outside of Luna Dial that are just as important.
for some reason, she's able to hit the opponent during a getup even though it's supposed to be invulnerable
after doing a little testing i found that against a regular knockdown, if she uses her jab without a free cancel its a guaranteed hit unless the opponent dodges, because if they stay grounded, the move ends 5 frames before the then-forced getup is ready so she can just use another fast move and hit you anyway
this also means she can also combo pretty much anything but crossing off of a grab, since it forces a f10 getup (might even be able to chain grab > smthn like slap > grab again, havent tested that though so unsure)
make it bar 1 or at least bar 2
It's her big gimmick so obviously it needs to be good, but combined with the rest of her tools its downright oppressive. It can trap an opponent in frame disadvantage, can combo into attacks, is an auto-charge resource, and just enables some massive tomfoolery. It's more of a win condition than anything.
• To start, I think it should cost a point of meter to use, on top of its normal auto-recharge. It doesn't have to expend the full meter, just make it require one meter but only use up like half. That or make Luna Dial take a little longer to charge up. It's online and at its strongest too often.
• I'm a little torn on this, but Crossing and especially Close-up Magic are so easily abusable with Luna Dial that resetting her position when LD ends often gets negated anyway. C-up Magic itself is a fantastic movement tool, and maybe with the other nerfs I mentioned it won't be necessary, but it may need a small nerf to its movement ability and damage.
• The knives can also tank the fps, specifically when spammed during Sakuya's World, so the knives need to, yknow, NOT do that.
• Crossing's hitbox is pretty insane, it could use a little trimming.
• Close-up Magic's hitbox is ACTUALLY insane. Why does it extend so far above her?? I think it'd be best if it were a more horizontal hitbox, ESPECIALLY given its insane synergy with Luna Dial. It can have a smaller hitbox above and below her, but definitely not to the degree that it is currently.
Note that Luna Dial is getting its own dedicated section because dear god, Dio WISHES he had this level of busted time control.
to my hands and knees
and say more please
Big gay balls
End of discussion.
Regarding your suggestion that I make my own mod, first, that's like asking a diplomat to design a tank, or an artist to design a canvas. Second, if I did in fact have the skills necessary to design a mod, I most likely would. But I don't. All the more reason to suggest ideas.
Luna Dial is LITERALLY a busted swiss-army knife. It has:
•Insane free damage due to combo potential, and by extension free pressure
•Almost guaranteed free escape from pressure, including her other options
•As mentioned, a combo extender that can COMBO INTO ITSELF if you keep your opponent trapped in a combo
•It costs nothing to pull out and is instead on a timer
•Oh and you force your opponent to approach, otherwise you get access to this ridiculous move. That's right, not only does your opponent get punished for playing the game, YOU can just camp and win, with next to no risk.
Do I really have to keep saying the same stuff, here?
It is inherently a broken ability on its own, and that's without factoring in her other tools. To say otherwise is blatant ignorance, and you are objectively incorrect to say there's nothing wrong with this move.
Luna Dial, as fun as it is to play with, genuinely feels too oppressive. You press a single button, and if the enemy is pressing, it's a free punish. If they aren't, it's free knives pressure.
Also, a lot of the hitboxes are a tad too big, with Rend and Cross Slash being particularly egregious.