Rivals of Aether

Rivals of Aether

Omega Zero
MuraYeEto  [developer] 17 Mar, 2021 @ 4:50pm
Omega Balancing
Just not to cloud up comments
< >
Showing 1-15 of 26 comments
Codesterite 17 Mar, 2021 @ 6:14pm 
So, I think Rekkoha could be charged just a little bit faster, maybe around 2 or 3 seconds worth of charge.
MuraYeEto  [developer] 17 Mar, 2021 @ 7:33pm 
The lowest I'm willing to go for that is 2 seconds so that should work out. I'll change it now and when I send the newest patch it'll be in
Codesterite 17 Mar, 2021 @ 9:07pm 
Neat, also do you think that Jab could have some end lag cause both Jab and Dash attack are pretty spammable
ArysamK1 18 Mar, 2021 @ 9:35am 
Balancing points i suggested earlier was about the projectile spam, which can be pretty annoying if made at first, so i would suggest a certain "system" that specific attacks set other attacks into cooldown.

NSPECIAL sets DSPECIAL and NSPECIAL_AIR into cooldown
FSPECIAL sets NSPECIAL_AIR into cooldown
DSPECIAL sets NSPECIAL and FSPECIAL into cooldown
NSPECIAL_AIR sets FSPECIAL into cooldown
FSPECIAL_AIR sets NSPECIAL into cooldown

It prevents the projectile spam, because you can't use all of the projectiles at the same time, or time them out to use them out of the cooldown (as i do), but it is also a interesting system. If that is not the case, then i would just suggest to increase the cooldown of the projectiles as a whole.
Codesterite 18 Mar, 2021 @ 6:07pm 
So, Omega could use a little more landing lag on his aerials.
Codesterite 26 Mar, 2021 @ 8:12pm 
Ok, so, Omega could have his kill power toned down, cause I don't think that being able to kill a heavy weight at maybe 90% is best
Last edited by Codesterite; 20 Apr, 2021 @ 5:02pm
MuraYeEto  [developer] 5 May, 2021 @ 11:17am 
yeah, I agree and I'm really thinking about how to get a good balance without taking too many options away. I may just have to focus on balance after runes which isn't what I wanted to do however it will make it easier to push out this update
Mr. L 5 May, 2021 @ 4:17pm 
He's certainly strong, but I can give some feedback.

I don't know if it's just the CPUs I'm fighting but sometimes fsmash like just doesn't kill? Like it sends them at such an angle that they just hit the ground, or I'm hitting them at upwards of 100% with it and it doesn't kill off the side. Down smash also doesn't feel particularly useful unless you're right on top of whatever you're hitting with it. Additionally, up smash, being a multi-hit, sometimes just doesn't connect properly. I don't know if there's a way to fix that, but...
Also, and this is just a general thing, it feels a little weird to me that Omega has the Triple Rod as his up tilt and back air, seeing as the Triple Rod was made specifically for Zero. I guess it's not too much of a stretch for him to have it, but it still feels odd considering he never uses anything like it in his boss fight. A similar case can be argued for up air, but I don't think that one's too bad since it just seems like a punch of some kind.
One thing I think could be interesting is making down B usable in the air. One of Omega's attacks in his boss fight is he essentially does his nair here and sends out a bunch of projectiles in an arc downward. I feel like using down B in midair could have that effect.
Lastly, it does feel like he takes a while to get his meter up, but considering that he's already VERY strong without it, I think it's fine.

I think that's all I can think of for now. I love the Zero series and Omega is one of my favorite characters. I want the Zero mod to get finished so I can have a true Zero vs. Omega fight, haha. It would also be neat to get someone like Harpuia or Leviathan too
Last edited by Mr. L; 5 May, 2021 @ 6:15pm
MuraYeEto  [developer] 5 May, 2021 @ 7:04pm 
Thanks so much for the feedback, lemme respond with what I have planned/finished already. The whole thing about the triple rod was a BIG break for me since there were not many moves that theoretically could work there (especially since I did not wanna reuse any sprites) so that's why they were added. I also wanted to say that omega is still technically zero so maybe he could use them? I've gotten a ton of people that wanted the nair beam thing, but it just seems like it has so many good options that it'd be too broken to add (for now).

Down smash in my opinion is fine for the most part, it kills pretty early and is only meant to catch people that are falling on you, however, I do see that it is mostly useless so I may change it. F-Smash not killing at 100% is odd.... I'll do some checking and get back to you on that. Sadly there is not a reliable way of fixing Up smash.

The meter is meant to fill up slow because all of the moves equal a free kill for the most part, however, to balance this out I made it so that it drains a WHOLE lot less than in previous patches. However, I will increase the rate it fills just because everyone seems to want that.

I hope this answered some of your questions, if I keep working at the pace I am now the update might even be out tomorrow!

- Mura
Codesterite 6 May, 2021 @ 6:53pm 
So, This is my opinion on this recent patch.

Starting with Rekkoha, the charge feels like it's in the 3-4 second range for charge time,
(Again, this may just be me.) since I feel it falls more in the 4 second charge time counting from the immediate input.

Now, for the runes, one of the runes that caught my attention was the quicker charge on Messenkou/Rekkoha, but from what I can feel, it doesn't feel like the charge is quicker then the charge time Rekkoha is at already.

Then there is the Passive Charge Rune, which while being able to charge the Overdrive Meter passively while standing still is a nice rune, it will need to be really fine-tuned since you can just use the drift from jumping to get around, thus bypassing the requirement to stand still.

Next Rune that I wanna talk about is the level 3 Rune that lets you jump-cancel Utilt, I feel like if this rune is going to be a permanent rune for Omega, it should be at most a level 2. And if this rune were to be replaced, I would want to suggest that Messenkou/Rekkoha gets a third charge I would like to dub Rekkoha EX.

(Which is just the screen nuke from MegaMan ZX)

It would of course, require a longer charge time, but pulling it off would both look and feel satisfying, though to make sure it isn't just a Ronald Laser, it should have a Warning Window to let the opponent know that Omega is about to use Rekkoha EX and be ready to parry it.

(The charge time could maybe be around 7 seconds, which would be fine since it's going to hit the entire screen.)

Now, this next thing I wanna talk about is a tech, specifically, the Rekkoha Storage tech.

(Ah yes, circling right back to Rekkoha, I seem to be obsessed with this move.)

While turning to ability to store it manually by parrying into a rune was nice, there was another way to store it, and that other option was to hold the charge and let the opponent hit you. This may seem broken, but having to take a hit to be able to store a charge seems balanced, considering that if the opponent knows about how Omega can store Rekkoha in this specific way, they can in a nutshell, get a free smash attack out of it.

Next is a problem with Fsmash, The hitboxes also act like hurtboxes, which I think is going to hurt Omega a lot when it comes to him trying to out range an opponent with the weaker hitbox.

Now, these 2 moves pretty much share the same problem, which is the lack of enough endlag, these 2 moves are Jab and dash attack.

This is the last one that I can think of from what I see, and it's the hitbox for Ranbu.

I think that the hitbox for Ranbu could be closer to Omega, maybe just a little closer then Boss!Zetta's Dance of a Thousand Blades attack.

Welp, that's all of the stuff that I can think of for now, hopefully it helps.
Angel Romario 6 May, 2021 @ 7:01pm 
i also tought of adding icons for the runes for Storing the rekkoha and the elements icons for the rune that you taunt to switch elements for the smash/strong attacks. i had a hard time for what element i have when i use that rune. maybe the same for the rekkoha.
MuraYeEto  [developer] 6 May, 2021 @ 8:32pm 

Originally posted by Codesterite:
So, This is my opinion on this recent patch.

Starting with Rekkoha, the charge feels like it's in the 3-4 second range for charge time,
(Again, this may just be me.) since I feel it falls more in the 4 second charge time counting from the immediate input.

Now, for the runes, one of the runes that caught my attention was the quicker charge on Messenkou/Rekkoha, but from what I can feel, it doesn't feel like the charge is quicker then the charge time Rekkoha is at already.

Then there is the Passive Charge Rune, which while being able to charge the Overdrive Meter passively while standing still is a nice rune, it will need to be really fine-tuned since you can just use the drift from jumping to get around, thus bypassing the requirement to stand still.

Next Rune that I wanna talk about is the level 3 Rune that lets you jump-cancel Utilt, I feel like if this rune is going to be a permanent rune for Omega, it should be at most a level 2. And if this rune were to be replaced, I would want to suggest that Messenkou/Rekkoha gets a third charge I would like to dub Rekkoha EX.

(Which is just the screen nuke from MegaMan ZX)

It would of course, require a longer charge time, but pulling it off would both look and feel satisfying, though to make sure it isn't just a Ronald Laser, it should have a Warning Window to let the opponent know that Omega is about to use Rekkoha EX and be ready to parry it.

(The charge time could maybe be around 7 seconds, which would be fine since it's going to hit the entire screen.)

Now, this next thing I wanna talk about is a tech, specifically, the Rekkoha Storage tech.

(Ah yes, circling right back to Rekkoha, I seem to be obsessed with this move.)

While turning to ability to store it manually by parrying into a rune was nice, there was another way to store it, and that other option was to hold the charge and let the opponent hit you. This may seem broken, but having to take a hit to be able to store a charge seems balanced, considering that if the opponent knows about how Omega can store Rekkoha in this specific way, they can in a nutshell, get a free smash attack out of it.

Next is a problem with Fsmash, The hitboxes also act like hurtboxes, which I think is going to hurt Omega a lot when it comes to him trying to out range an opponent with the weaker hitbox.

Now, these 2 moves pretty much share the same problem, which is the lack of enough endlag, these 2 moves are Jab and dash attack.

This is the last one that I can think of from what I see, and it's the hitbox for Ranbu.

I think that the hitbox for Ranbu could be closer to Omega, maybe just a little closer then Boss!Zetta's Dance of a Thousand Blades attack.

Welp, that's all of the stuff that I can think of for now, hopefully it helps.

don't worry about the element chip graphics, I'm working on HUD icons for them now. However, I noticed the weird FSTRONG hurtbox. The passive charge rune can't really be avoided unless I add a VSP cap on when you could obtain it passively (which I might do). Rokoha EX is a weird case since I have a few concepts drawn out about that but none seem practical enough for a real match. The rekoha charge is still a weird spot but I'll look into it real quick as I have some free time.
MuraYeEto  [developer] 6 May, 2021 @ 8:41pm 
Alright the rekoha thing has been fixed and the hurtbox on FSTRONG has been fixed as well
Codesterite 7 May, 2021 @ 9:21pm 
Ok, so, I wanna bring up something some people are complaining about Omega, and that thing is Dark Hold.

I had talked to a friend of mine a while back who thought that Dark Hold could probably have a hitbox that you would have to land to be able to activate Dark Hold, Something like current Elice's Time Stop.
MuraYeEto  [developer] 11 May, 2021 @ 8:02pm 
That could definently work, I'll see if I can come up with something for that
< >
Showing 1-15 of 26 comments
Per page: 1530 50