Rivals of Aether

Rivals of Aether

Papyrus
 This topic has been pinned, so it's probably important
TheSmashWaffle #savetf2  [developer] 21 May, 2020 @ 9:26am
BALANCING SUGGESTIONS
Do some of Papyrus's attacks feel too weak, slow, or broken? Does something happen that's likely not supposed to happen? Is there something you'd maybe like to see for Papyrus in the future? Let the developers know in this thread! Even though Papyrus doesn't have any, we're all ears!
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Showing 1-11 of 11 comments
IronYacker 21 May, 2020 @ 4:03pm 
I feel like his neutral special is a bit op, it does a bit too much damage considering how fast you can throw it out
Orio 24 May, 2020 @ 10:17am 
paps is suppose to be powerful,but at the same time not too powerful
Kirby is able to swallow Papyrus to copy his famed Blue Attack, but it doesn't seem like he turns his enemies blue when he uses it on them. I tested in Versus and Practice mode, and it seems like Kirby can't successfully apply the blue effect to Papyrus, or to any extra characters (vanilla or workshop) in the match if there are more than 2 fighters present.
Link for convenience: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1868756032
Last edited by Floral qua Floral; 5 Jun, 2020 @ 9:03pm
TheSmashWaffle #savetf2  [developer] 6 Jun, 2020 @ 4:36pm 
Originally posted by Floral qua Floral:
Kirby is able to swallow Papyrus to copy his famed Blue Attack, but it doesn't seem like he turns his enemies blue when he uses it on them. I tested in Versus and Practice mode, and it seems like Kirby can't successfully apply the blue effect to Papyrus, or to any extra characters (vanilla or workshop) in the match if there are more than 2 fighters present.
Link for convenience: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1868756032
I understand your issue here, but the thing is that I'm not really sure how to incorporate effects like that into a copy ability. Only moves. If you can point me to where I can find out how to do things like that with a Kirby ability, that'd be nice.
LazyyFox 20 Jun, 2020 @ 7:20pm 
Been having some fun with Papyrus, but there are a few issues that make him pretty bad. His moves feel good, and he's fun to play. His overall design fits really well and is pretty balanced.

The part that feels worst about him though is his recovery. Getting hit off of his platform or while recovering is an instant death and since Papyrus doesn't have any movement options there aren't really good ways to get back to stage after Up B. I think the move needs 3 changes:
1. Wall jumping refreshes Up B and recasting will remove the first platform and spawn a new one. Papyrus does not get a new wall jump when standing on his platform.
2. Touching the stage also refreshes Up B even if the platform is still active.
3. Refresh the Up B when he gets hit. There could be an issue with stalling, but would still be pretty risky to go off stage and get edge guarded after the platform expires just for 7-14 seconds off the clock.

This would make is recovery at least decent and would allow him to use the Up B in advantage as well (since right now if you Up B on stage and then get hit you're probably dead).

The only other thing that I think needs to change is his Side B. Since the snap comes out so late, it feels impossible to hit. Either the snap should come out at the beginning of the move, or the blue effect should be applied by the bone itself and remove the snap.
N3KROW 14 May, 2021 @ 1:09am 
papyrus is very satisfying if used well, but i feel like some of his moves are underwhelming and need some tuning.

his up b needs a buff, he's useless if he gets hit off of his platform, make wall-jumping refresh his up b like every other character, but only once. also it should refresh if he touches the stage even if he has one out, i've died many times just trying to utilize it onstage and simply getting launched off and dying with no recovery.

his side b is good but it's very risky to go for. i recommend making the bone add the blue heart effect instead of it being the very end of the move, the blue bone commonly passes straight through people and does nothing.

lastly, his smash attacks. for how slow and hard they are to hit, they're a tad bit underwhelming. you have to be at a big advantage to even effectively use one of these. maybe add a bit more launch power to forward smash and down smash? as for up smash i've never killed with the move once, very narrow hitbox and easy to DI.

with some changes like these i definitely feel he'd be a character on par with some of the more usual popular characters.
mike hawk 9 Dec, 2021 @ 1:54pm 
He is really fun to play, but i think he has some issues:
- a bit too laggy in general, but specifically smash attacks and forward special
- too slow in air and ground
- the killpower is too low for his kit
- too dependent from his forward special

I see a lot of people complaining about his recovery: my opinion is that it's right that pap has at least one weakness, and i think the most fitting one is the recovery.


overall having a fun time playing him, great job! hope my suggestion were useful
Last edited by mike hawk; 23 Dec, 2021 @ 2:35am
Lider101 31 Aug, 2023 @ 7:01am 
A buff to his Up special would be nice. Its not good for recovery which makes him useless off stage. His Side special is a bit too slow in my opinion, but apart from that he is nice and balanced, but there is a glitch with him. His Side special does not work on other Workshop characters. It turns them blue, but you cant use the powered up shock nor his new Side special. Tested on Speedrunner Mario and Speedrunner Link.
Last edited by Lider101; 31 Aug, 2023 @ 7:19am
CoolSkeleton95 19 Nov, 2023 @ 7:59am 
Papyrus May Be A Great Character... But Not Enough Compatibles, Try To Give Him All The Compatibles That Sans Has! With Great Papyrus Sprites Of Course...
BasedNameHere 26 Jul, 2024 @ 3:35pm 
This version of Papyrus feels way better, feeling much more comparable to the default rivals cast and even utilizing some of their moves (Kragg USpecial, Etalus DAir, Mollo FTilt, etc) which makes him a little easier to get used to. I do question some design choices, though.
* USpecial is comparable to Kragg's USpecial which is cool. Unlike Kragg, it is buggy, doesn't bring opponents up with him, feels a lot more slippery, and feels way too punishable for his only recovery tool. I feel like it could have been a complete reskin of the pillar rather than a redesign and it would feel a lot smoother and probably have less issues (think of the burrito Kragg skin).
* DAir has no spike hitbox at all. I had compared it to Etalus, but it has absolutely no way to spike opponents even on the last hit of it. This just leaves Papyrus completely without a spike, which is weird considering he is meant to feel very hard-hitting. Yeah, DStrong technically has a spike on the his foot, but it's completely invalidated by it's low range and the bone hitbox overtaking it.
* FAir seems a little redundant since it is about the same as BAir but with less range. I've gotten now that it's meant for that niche, but that same niche is more easily taken up by NAir, which is much faster even though it has less kill power. The hitbox should probably just be extended slightly away from Papyrus' and more toward the attack itself.
* FSpecial seems like a weird move to stun opponents, considering the fact it's a projectile and it travels in an arc. It feels almost like a stage-wide parry in the form of a projectile. Interesting idea, though, so maybe the stun can just be reduced. The regular version of the projectile feels alright, though.
* I personally am alright with NSpecial, considering it's the only way to impose Papyrus' gimmick. However, if all opponents are blue, it feels pretty useless, so maybe it can extend the duration if possible.
I feel like I've played ranked *enough* to where these balance ideas are justifiable.
Last edited by BasedNameHere; 26 Jul, 2024 @ 3:52pm
Noi27 12 Sep, 2024 @ 3:57pm 
So i want to make some suggestions 4 the Char
-Down B More Starting Frames
-Foward air Kills to early or makes to much knockback
-Back air hitbox Way to big
-Side-B stun (with blue-Heart) Really Long
-Up air kills to early
-Down Air Last Hit would be nice if it spiked
-Nutreal-b way to Spamable
So that are all the Balance notes are out from me it would be cool if some can be Addressed
so i can play him in a Tournament (bc he´s banned there)
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