Rivals of Aether

Rivals of Aether

Grovyle
Teal Phoenix  [developer] 5 Jul, 2021 @ 3:51pm
Balance Suggestions
Post suggestions for balancing purposes here.
I want to keep my character from being a broken, spamy mess.
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Showing 1-5 of 5 comments
Shio 5 Jul, 2021 @ 10:20pm 
I don't really have too many things I'd change, maybe make dig distance adjustable like with up b so it's not always fly miles away,

maybe for new alts manaphy/Sableye/Palkia
Amphaross and Kecleon could be cool colors too
Drowzee works as a yellow skin, and it is what sets the whole game in motion
I do really appreciate the color references to the 3d games

But tbh I'm no expert on comp balance, but I think they don't feel that spammy or anything, just dig feels a bit too one note, I do think that buffing dig to have a lot more control over distance and maybe angle would really help to make the character feel a lot faster and sneakier than they already do
dinosaurgirlgirl 7 Jul, 2021 @ 6:51pm 
I only really have one complaint with this character, and that is the side b. Imo it's a bit broken. This move can make approaches trivial, and really detracts from this character's combo game if spammed. You can do side b > fsmash, side b > jab 3 > side b repeat, side b > nair, and really just side b > imagination. There is no reason to not use side b when it's off of cooldown.

My suggestion would be removing the stun when opponents get hit, and remaking side b into a movement tool instead of what it is now. Though how and if you change it is up to you. I will say apart from this one complaint this is by far my favorite workshop character!
Last edited by dinosaurgirlgirl; 7 Jul, 2021 @ 6:58pm
Qazzquimby. 9 Jul, 2021 @ 12:11am 
I really like it.
Some attacks feel inconsistent at times, which I think is usually due to small hitboxes?
Vanilla hitboxes usually extend outside the body animation a bit more.
I also got confused by bair at first, because he stays in the pose long after the hitbox ends. https://i.gyazo.com/106f0c221819da40814081ca295255bd.png

utilt rock being blocked by platforms sometimes significantly decreases its range, though maybe that's intended.
RelicTwizzard 19 Aug, 2024 @ 11:55am 
I hope I'm not too late to make these suggestions ^^'
Two little things, which both come from moves the opponent can just escape by mashing dodge.
One is the jab combo's second to third hit, idk if that's intensional.
Second one is the up-smash tho and I cannot imagine that this is on purpose.
I know it's weird asking years after release, but I would love if these two get fixed.
Thanks for the character btw, he's great otherwise!
Teal Phoenix  [developer] 7 Jan @ 3:36pm 
I'm sorry for taking so long to reply. I fixed the problem with Up Strong. As for jab, some jabs in base cast let you tech to dodge the last hit while others don't, and I'm not sure what the rhyme or reason for that is. For now I've left jab as it is, though I might change it later since I have a few problems with it.
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Showing 1-5 of 5 comments
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