Rivals of Aether

Rivals of Aether

Valkyrie
anguish ♥♥  [developer] 29 Nov, 2019 @ 9:42am
Valkyrie Balance Discussion
Your ideas are under heavy scrutiny by someone who is extremely stubborn. Every comment will be considered, but few will be acted upon- Valkyrie balance in the competitive workshop metagame is being closely monitored by a number of top players, but I believe feedback from lower level, casual players is important too.
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Showing 1-13 of 13 comments
Awesomedan 29 Nov, 2019 @ 8:41pm 
I've only got about 15 minutes in so far, and for the most part her moveset is very fun and cohesive. Up air, however, feels like a problem spot. The dragdown capability of this move feels way too high, and makes up air feel much better than it should be. Other than that, very fun character. Thanks Anguish!
anguish ♥♥  [developer] 30 Nov, 2019 @ 3:23am 
Agreed uair is fast and super nuts, but without good timing it's really techable. Utilt followup can be DId to escape further uairs so its not infinite but she can absolutely go ham in advantage- now that she's released I've got an abundance of data to shift through, so if anything becomes a repeating problem I can get it sorted. And thank you! I'm glad everyone is enjoying Valk as much as I'd hoped!
Riva 30 Nov, 2019 @ 7:34am 
I think she is just too fast for how large she is and how powerful her smashes and normals are. Her uair is pretty strong, maybe remove one or two hits from it, and her fair is nuts, it killed me at 30. Very fun, but too fast to be as strong as she is.
anguish ♥♥  [developer] 30 Nov, 2019 @ 8:19am 
Fair is roughly as strong as absa fair, and I'd draw parallels to Falcon knee- it definitely doesn't kill at 30 without suicide DI, but I agree it's a very strong move. Not sure that it needs changing right now but I'll keep an eye on it.

In terms of speed, I'm looking at decreasing her dash speed from 7 to 6, only slightly faster than Etalus. With Uspecial cancels, she really doesn't need her normal movement stats to be as good as they are.

I'm looking into possibly decreasing the effectiveness of the fspecial -> usmash bread and butter. As for uair I'm sitting on the idea of extending startup by an extra frame so that panic uair out of hitstun is less of a free option. In advantage, it seems pretty fine.
Riva 30 Nov, 2019 @ 9:10am 
Those sound like very good changes, but one more suggestion. I don't know if this is what you were going for, but I feel like you want this character to fit in with the other water characters of the cast. (Correct me if i'm wrong). I think changing some of the effect of her moves to be more water like would go a long way for creating a strong identity for the character. Things such as the green axe for her strong attacks could be made more water like along with her Ftilt becoming a water explosion. If not, I think the character is still amazing, but this could push her to be on top. Great Character!
anguish ♥♥  [developer] 30 Nov, 2019 @ 9:24am 
Thanks! There are ways here and there I could add a bit more of a water touch to make things obvious where it's not. Sound effects and especially taunt (its just jab lol) are very "beta" at the moment so once everything is done I'll be able to start polishing properly.
unit 30 Nov, 2019 @ 12:50pm 
I love the character however with the little time I have played her, her hurtbox seems a little small on the back end. When playing with a friend moves would go straight through her tail and not hit. She also seems a little too fast for how much damage she can put out especially with a tool like her f special giving so much pressure. Overall though this character is probably my favorite on the workshop so far, as there has not been many heavies.
anguish ♥♥  [developer] 30 Nov, 2019 @ 1:14pm 
Thanks for the feedback! I figured the hurtbox issue would be raised at some point. Whilst her moves have generally accurate hurtboxes (there's a bit of disjoint on the tail sometimes), most of the time she uses Etalus/Elliana sized hurtboxes for things like general movement. These are just as tall as Valk at standing height, but much shorter in terms of width- maybe it's a good idea for me to give her a slightly wider/shorter default hurtbox at some point.

Another issue caused by that is the fact that the default hurtbox doesn't change when doing actions which vastly change the position of the character. Something that matches her during Idle or Run might not necessarily match her during double jump, for example. When I get the chance I'll try experimenting with hurtboxes which feel the least "unnatural".
Last edited by anguish ♥♥; 30 Nov, 2019 @ 1:14pm
jaediety 30 Nov, 2019 @ 3:08pm 
My only complaint is that NAir's hitbox doesn't quite match the visual.
anguish ♥♥  [developer] 30 Nov, 2019 @ 4:21pm 
Should do. I'll investigate that in the morning, and fix it if need be.
Fatty Jabbers 2 Dec, 2019 @ 11:20am 
So I think i have a small problem with Fspecial. With the amount of hitstun it has, you really cant punish her very much for throwing it badly a lot of the time. In the event that I do get to sneak in and hit her, it often just hits me on the rebound anyways and gives her frame advantage for getting hit.


Maybe this is just an "Adapt" thing, but I cant help but feel like it would be better for the projectile to despawn if she gets hit while its out, similar to Forsburn clone or Shovel Utilt.

Maybe you could add an animation of it falling out of its path like SKs utilt so it doesnt feel wonky for it to just vanish, but given that it already just sorta vanishes if she's not in place to catch it I dont feel like its TOO bad if it did.
anguish ♥♥  [developer] 2 Dec, 2019 @ 12:12pm 
That's a pretty good point, Fspecial combo breaks are annoying. I'll look into doing that.

Edit: ok fspecial breaks if Valk is hit when it's out now. https://gfycat.com/idlecookedballpython
Last edited by anguish ♥♥; 3 Dec, 2019 @ 11:29am
D YellowMadness 12 Jun, 2023 @ 10:51pm 
I'm having the hitbox issue too. Especially on her forward air & running attack. I haven't gotten either of those attacks to hurt anyone other than Godkarmachine in any situation & I can't figure out why. It looks like every pixel of her body passes all the way through the enemy (who's just stunned & helpless) & it still doesn't do anything so then I get wrecked before my animation/landing lag can finish.

Edit: Never mind? The problem just stopped somehow, shortly after I commented. I guess either I got gud or my game/PC did but the mod doesn't seem to have been causing the problem, at least not to that degree.
Last edited by D YellowMadness; 12 Jun, 2023 @ 11:19pm
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