Rivals of Aether

Rivals of Aether

Velvet
Thoughts on this mod and what I think could improve it
I initially wrote this as a comment for the mod but greatly exceeded character length so I thought I'd post it here instead. This is a lot of effort and I really respect it. That being said, though I feel like your interpretation of the character doesn't "feel" like Velvet from a gameplay perspective.

Projectiles are a tricky thing in this game due to the lack of blocking and shielding, and it's probably good that you didn't make her as powerful a zoner as she is in TFH, but the way she is now doesn't feel like a zoner at all. She can't cover many angles with the projectiles she does have and they seem rather weak. The way wind works in this game also feels at odds with Velvet's source game; pulling the opponent toward Velvet only makes her seem even more like a rushdown character.

The second issue I have with this character's gameplay is the magic system. It's a nice idea on paper to add the magic system to RoA, making the character a bit different, but I feel like the moves you can spend that magic on aren't powerful enough to justify the gimmick existing. Wind and snowflake are both rather underwhelming, and snowflake's overlap with her icicle F-tilt makes it harder for me to justify using the former if I'm not in the air. Magic eruption does seem like a good finisher, but the doubled magic cost hurts it.

I think the character would be better if she were retooled to fit that keepaway style Velvet has in TFH. Here are the suggestions I have after some consideration, if you were ever to make a V2 of the character:

1. Icicle should be Velvet's neutral-B rather than her forward tilt and act as a delayed projectile, similar to how it works in TFH. Having a delayed projectile via icicle and an instant projectile via snowflake (which could be spent using neutral A+B, maybe) would help justify both moves existing and give each a niche.

2. Wind should be an AOE attack that affects a vertical pillar around Velvet, both left and right of her and infinitely tall, which pushes the opponent either left or right depending on what direction was input. With this, the move can serve as an edgeguarding tool and mess with the opponent's spacing, just like in TFH. I feel right now wind only works as a combo extender, but Velvet seems to have a good combo game without it. Also, for the sake of not being overpowered I think this new version of wind would need to not put the opponent in hitstun. I'm not certain what the limitations of RoA modding are so if this isn't possible I apologize.


These two changes in my opinion would greatly change Velvet's potential role while still preserving her ability to combo. I want to again say I'm impressed by the effort you put in, and I gave it a thumbs up based on that, but I think some tweaks could greatly improve the mod and make her feel more like Velvet.
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NerdiestAlpaca  [developer] 9 May, 2022 @ 5:17am 
I see where you're coming from, I might implement the first change at some point and lower the cost of Magic Eruption (right now it costs double because on hit it restores half a magic stock anyway, so it really only costs 1.5 on hit, but I could tweak how the magic system works so specifically DSpecial doesn't restore magic).

Unfortunately however, nullifying hitstun would also nullify knockback since Rivals doesn't have proper windboxes, so the second change is unable to be implemented without it being overpowered.

My reasoning behind her not being much of a zoner here is because half the time in TFH gameplay from what I've seen she plays very aggressively for a zoner. I've seen Oleander do more "traditional" zoning than I've ever seen Velvet do. But maybe I leaned a bit too far in that direction. Thank you for the constructive criticism, it helps a lot.
I didn't know about eruption giving magic on hit, that does change my view of the move a bit. Being able to view partial magic stocks would help clear up that point of confusion, I think.

It's understandable that there are limitations preventing a more "accurate" wind mechanic, though it is a shame.

In my experience a lot of top Velvet players love to spend the entire game without directly touching the opponent, but I've also played "rushdown Velvets." Zoning in RoA has to feel different than in Smash or a traditional fighter by necessity, since there's no block or shield mechanic, but I think Velvet having strong, versatile projectile(s) would be all it takes to enable that keepaway playstyle. I'm glad you didn't take my criticism the wrong way, and I do hope for the best from this project!
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