Rivals of Aether

Rivals of Aether

Sans
 This topic has been pinned, so it's probably important
Shaunt  [developer] 28 Sep, 2019 @ 8:56pm
Sans Balance Suggestions
For suggestions about balancing with Sans
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Showing 1-15 of 52 comments
RadioRetep 29 Sep, 2019 @ 1:35pm 
I get that the bone projectiles are faithful to how they are in-game, but i think it would be better for sans if the projectiles were more walls than areas of damage, right now i just tend to pseudo juggle people by like spamming the projectiles.
The projectiles are like areas of stun and damage, so i spam the projectiles and it sometimes keeps them locked into the spot but its not consistent
I think he would benefit from having them be solid weak to medium projectiles instead. Fair and Uair can be weak, Bair and Dair can be med, that's what i think
Mayor 1 Oct, 2019 @ 5:07pm 
A projectile like the white bones doesn't work on a character like sans. It's the kind of attack you would use while running away, but sans can't do that because of how slow he is.
FishSaber 22 Oct, 2019 @ 2:09pm 
I think sans is basic bone throws from the ground and air have to much end lag, make it so the bone throws have less lag pls, he feels way to slow right now.
Last edited by FishSaber; 22 Oct, 2019 @ 2:22pm
FishSaber 22 Oct, 2019 @ 2:13pm 
also as a possible side B idea, what about a soul grab and throw or something like ori's down B
FishSaber 22 Oct, 2019 @ 2:17pm 
another thing pls make his smash attacks deal a bit more than just 2 damage like 8 or 10 and a little more knockback, they kill around 160 right now
Last edited by FishSaber; 22 Oct, 2019 @ 2:23pm
Poncho Man 26 Oct, 2019 @ 6:06pm 
I think the idea of making him a keepaway/zone control type of character makes sense. He doesn't have much of a combo game (from what I've tried, I dunno) but the damage you get off of his white bones makes up for it. The only thing I've noticed is that he's a high-risk, low reward character. He's one of the lightest characters I've touched on the workshop so far, and while this is thematically appropriate, playing him seems to go poorly right around when the enemy hits 100%.

I think giving his soul grab a more powerful throw and increasing knockback on his smash attacks and blue bones would really help streamline his gameplan.

EDIT: You updated the mod while I was typing this. I'll check it out.
Last edited by Poncho Man; 26 Oct, 2019 @ 6:09pm
Stormghetti 6 Nov, 2019 @ 12:03am 
I think Gaster Blaster (Neutral B) should be stronger for how slow and linear it is. Not only that, but I think it should be changed into a multi-hit move with a strong hitbox at the end (and perhaps rework the animation so the beam gets bigger at the end to indicate there's a finisher hitbox). I think that fits the move better. The main problem is that it's such a small hitbox and it lasts for so long, so unless it's possible to make it really hard to SDI out of the first few hits even when you're not in the middle of the beam, I'll still think this is mainly a zoning tool or a call-out move.

Up-Air also needs a graphic effect for the "doot".
Last edited by Stormghetti; 6 Nov, 2019 @ 12:09am
Salamender 14 Dec, 2019 @ 9:42pm 
In my honest opinion dash attack it kinda ♥♥♥♥. First of all I would like to say it is kinda cool to have some burst speed but I think it was done dirty by removing the ability to attack-cancel it because it has very low damage and knock back. And even if you were to get up in someones face with it off stage, most of the time you miss the attack outright because of how fast you are going and now you are very close to the side blast-zone and now you have to try all you can to get back.

I would say either lower the speed a tad or shorten the distance it does because with the speed and distance it has not only out does his dash speed, making running normally kinda pointless, but it is still kinda easy to kill yourself with it
Last edited by Salamender; 14 Dec, 2019 @ 9:49pm
Burn 26 Dec, 2019 @ 4:17pm 
Side Special has a lot of Hitstun plz nerf
thanx:steamsalty:
FishSaber 31 Dec, 2019 @ 4:01pm 
no
Shaunt  [developer] 31 Dec, 2019 @ 5:07pm 
understandable
BlackRainbow23 24 Jan, 2020 @ 1:43pm 
I liked when sans had poison damage that was a good idea
Succ 5 Feb, 2020 @ 5:53pm 
F smash's hit box lingers for too long: sometimes the opponent can walk into the sweet spot

White bones need parry stun: reflecting just isn't enough of a punish

Change up b: having 3 high jumps is enough of a recovery


FluxFlu 14 Feb, 2020 @ 11:13am 
Originally posted by Shaunt:
For suggestions about balancing with Sans
The bones don't really work well, and you should make it so you can't use dash attack while a ghaster blaster is out.
Shaunt  [developer] 7 Mar, 2020 @ 5:28pm 
I'm not making Sans intentionally OP. The exact last thing I want is for this to be another 100% Accurate Fox/Ronald McDonald situation.
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