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Another thing, if he glides after a normal jump and jumps again he cannot glide again, he should be able to continue gliding, not with a new full glide, but with the time left of the first glide, does that make sense?
Thanks for the feedback! I'm glad you brought this up because these were actually intentional design decisions. Multiple jumps were considered (and even planned at one point), but the recovery was TOO good, ya know? The uspecial is super safe and can be used to cover a considerable amount of vertical distance without much risk of being punished (as long as you manage your energy correctly). Since the horizontal recovery is so good, the vertical recovery cannot also be super good as people would struggle to take stocks off GK since he is on the heavy side.
As for the "resuming hover" suggestion, it was not implemented because the hover mechanic was based pretty much entirely off of Peach/Daisy from SSBU.
Do these seem like fair points to you?
The character is pretty fun indeed, im already kind of maining it :P
The energy costs were increased based on feedback from higher level players in tournament. The energy costs have always been a point of concern because the play style of the user will ultimately dictate their balance.
For example, a rush-down heavy player will easily be able to gain energy by attacking the opponent and won't have a need to even use the energy based attacks in most situaitons. A campy-zoner type player will want to rely on these moves, and thus will want the cost lower and passive regain higher.
I completely agree that these values will always need tweaking. But I unfortunately think that it would be impossible to make everyone happy.
On that note, what energy costs would you suggest? Please let me know and I'll try them out! Total energy is 100 pts.
I think they cost overall isn't much of a problem. Making character solely based on their specials is a wrong decision obviously, but i think that his neutrals should reward more energy. That being said, i'm not that good when it comes to balancing and my english isn't great either so i won't elaborate too much.
The point is, all these changes are really huge. I played many times against my brother who love playing Gatekeeper and while he was overtuned after a while his specials started to be really easy to avoid and read. I think you should prevent them from being spamable, more than making them frustrating to miss ( which isn't rare, they're all slow and telegraphed ). Those balance changes shows that everything about Gatekeeper was bad, which personally i think was not the case.
Thanks for the detailed response! I'll definitely consider your comments and see what can be done about this for the next patch. I do have to mention that with these changes he was legalized in certain tournament venues, so I also have to consider the balance within the competitive community.
I hope you and your brother still enjoy playing with him though! If you have any more comments, feel free to reply! Jesli łatwiej ci będzie, możesz odpowiedzieć po polsku :)
Neutral special should consume a third of the meter, instead of half.
Side special detonation timer should be decreased.And some sort of node, or indicator,of it's location should be present when they are active.
Maybe consider increasing up b's movement speed some. Or, slow down the drain rate, if you plan on keeping the movement speed the same.
Nair, Jabs, and Strongs shouldn't consume meter.
Back air endlag should be cut down. Maybe only a few frames slower than fair. The excessive endlag, in tandem with the current flawed meter, and slow recovery, heavily limits Keeper's offstage presence. As you often have to stop to consider whether you'll be able to make it back.
Up air is too slow to be of any good, in most practical scenarios. Significantly decrease start up. This also would allow short hop up air to be used as a combo starter/extender.
Also, aerial landing lag values may need to be reduced. With the exception of nair.