Rivals of Aether

Rivals of Aether

Epinel
Mawral  [developer] 13 Jan, 2020 @ 4:50pm
Balance/Tweaking Suggestions Thread
Leave your hot takes here. Chilly and lukewarm takes are fine, too.
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Showing 1-7 of 7 comments
JCGemX 14 Jan, 2020 @ 6:04am 
Can you make it so instead of the "base" of his arm being the "inertia-inflicting sweetspot" its his claws?
KiraTheUnholy 14 Jan, 2020 @ 1:21pm 
Great character, though the difference between walk speed and the strange acceleration on sprint speed and slow initial dash make him feel strange to play. I'm not sure if you could tweak this without it making the character too strong as it DOES seem to be that low ground startup speed is one of the weaknesses of the character but it would be cool if you could change something on that to make it feel less clunky.

I might also suggest making it so you can input the Side-Special in the air to choose between downward angled and forward angled as it could also be useful as a recovery move if you could do both in the air.

One more thing I'm not sure if it can be fixed or not but his up special seems to be too strong at gimping certain character's recoveries. Particularly ones that have a timed upward ability. The timer on their upward ability keeps ticking during the up special slowdown but their momentum slows so it makes it very easy to gimp these characters... possibly too easy. If it can't be fixed I would understand as it seems fairly complicated to code such a slowdown into the game, but I do think it's a 'nerf?' that might help the character seem more fair in some matchups.

Also, without spoiling it I also LOVE the secret taunt easter egg, was fun when I discovered it playing with my friends.
Last edited by KiraTheUnholy; 14 Jan, 2020 @ 1:27pm
Mawral  [developer] 18 Jan, 2020 @ 7:28am 
Many thanks for the feedback.

@JCGemX: It's unlikely I'll make this change, the idea for it is to force him to overcommit to inflict his status. I think he would inflict it much too easily if he had 'tipper' sweetspots instead.

@KiraTheUnholy: In the newest patch I've made some changes to Epinel's initial and top dash speed, hopefully it feels more natural this time around.
I think having a superarmored move that travels a full stage horizontally would let Epinel recover a little too easily. It'll stay as it is for now. He can, however, transition from air FSpecial to ground *FSpecial if he uses the move just before he lands on a platform.
Epinel's Inertia has also gotten a thorough look-over. I've toned down its effectiveness versus recovery moves in particular, which should make USpecial feel easier to counter.
Last edited by Mawral; 25 Mar, 2020 @ 6:57am
I'm Hole 18 Jan, 2020 @ 10:41pm 
I think maybe all the moves need to be slower and have less damage and knockback.
Samuel 24 Jan, 2020 @ 2:00pm 
As a foreword, I like Epinel a lot.
I'm very interested in getting better at him.

One thing I'd like to be able to do is cancel DSpecial after it's started moving the platform — so that approaching on a platform can end in something other than the DSpecial toss-up, like maybe Parry or FStrong.

However, I recognize that it is a weakness as is and every character needs some of those, so please take this suggestion with a grain of salt.
Mawral  [developer] 25 Jan, 2020 @ 12:34am 
@I'm Hole: Justifications please. ^^;

@Samuel: Glad to hear you've taken a liking to him :). DSpecial on a platform *can* be jump-cancelled or drop-cancelled. It's best to do it simultaneously while holding down special, since there's only a 2-frame window to jump or drop-through after the button's released. It can also be cancelled directly into DTilt or DStrong (but I may remove the DStrong cancel in a later patch).
Last edited by Mawral; 25 Jan, 2020 @ 12:34am
Samuel 1 Feb, 2020 @ 6:40am 
@Mawral That is great to hear! Thanks so much for the insight!
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