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I've found no way to fix that issue, sadly.
I might give him some runes someday when I've got free time
question: would you be interested if my friend and i submitted a couple of bug fixes/additions to you? namely abyss related things; dim's magic doesn't target enemies properly in abyss mode, and we'd love to give the little trickster runes too.
It just don't really look nearly as good. Honestly this character just wasn't meant for people with that enabled.
Forsburn's double has a completely different situation going on.
you might be able to make it show up above the fake dimentios' heads as well as the real one, like with forsburn's double. it would help a ton when playing online, where you cant insure that your opponent will have the option off..
also on that note, maybe move his taunt dialogue box up a little bit to account for it..
But if someone else wanted to do their own dimentio and have their dimentio's illusions run around on their own, I'm sure they could find a way to make it interesting. I just didn't really like the idea for mine.
1: yes overhead ui is ugly and obnoxious, I will never use it, and there's no way I know of to make the character concept compatible with it. I've sped up the charge of meter, making it much more powerful. I've actually only lost 2 online fights with the character (out of like 20) since making that change.
2: I might try making that a rune at some point, if I decide to give them runes. And as I've mentioned, in the recent update, meter charges much faster making it a lot easier to get.
3: I mean I might consider it (probably as a rune, if I do runes) but it's weird you complain about him being campy, and yet want to give him yet another super campy ability lol.
First off, yes the character is campy. That's what I consider to be most fitting for him as a character. Dimentio is a trickster spellcaster and he very much makes it a habit to run away from the player. I'm aware not everyone likes these kinds of characters, but hey, the workshop has tens of thousands of mods. If you don't want to play a projectile-heavy, campy glass-cannon, then you probably shouldn't play a mod for a character who's like that in their source.
I personally find Dimentio's playstyle really fun, and something I can't really get in any other Rivals of Aether characters.
But yeah, just to be clear, the general play style will never be changing for this character, as it's how I envision the character should be.
runes instead, but as it stands, i think this character is severely underpowered and is forced into a very campy and lame playstyle. The clones should be actually difficult to deal with if theyre gonna be that difficult to get, instead of just being cleared by a single stray projectile. [3]
manage to keep the clones alive, i think you deserve to be rewarded with something a bit stronger than a faster charge. [2]
So when you activate it, during the startup of the move if you hold left or right then that will be the real dimentio.
For example, a good strat you can throw in to your shuffle, is that you can reshuffle but choose to have the real one be the same as it was already, this will make your opponent think you switched to one of the others even though you didn't. You can also play mind games by having the real dimentio get close to your opponent - something you'd usually avoid at all costs - making them think that the real one must be one of the others.
As for the clones charging, that would be pretty op. the fact that you can do all 3 blasts in the time it normally takes to do one is op enough. As is, you already can pretty easily rack up a ton of damage with your clones if you keep your opponent confused about which one you are, in my experience. Remember that you can choose which one is the real you, by holding a direction when you N-special. You can also redo N-special while your clones are out to shuffle.
The boxes appear at the rate they do because they're a lot more meant as stage control than as attacks, helping to keep your opponent at bay.
the back air is so funky and the playstyle that fits him is so trolly lol
If you DO want to play a ranged glass cannon that is meant to avoid getting too close, but you think there's some changes that would help bolster the intended playstyle, then I'll hear you out.
So yeah the character doesn't operate on the typical combo focus that a lot of rivals characters seem to have, anyone who knows me knows that I'm not huge on combo characters.
In my opinion, a Dimentio that was standard rivals combat, would feel inaccurate to his character. His second to last fight in SPM is literally him running away from the player. Dimentio is a glass cannon. He's built around keeping your opponent at a distance, that's why f air and dash attack are about tripping up and pushing away your opponent, rather than comboing. Because you're not supposed to be getting close to your opponent as Dimentio.
his move's are extremely counter intuitive and go against anyone looking to play him well
for example his f-air and dash attack completely stop him or in some cases give pushback for the insanely small payback of a tiny little projectile
back in the day i REALLY wanted dimentio in rivals, and maybe i hyped it up too much but this ain't it.
it's too, how i say, experimental. his gimmicks are cool though, trapping other players and illusions.
oh SI character makes sense