Rivals of Aether

Rivals of Aether

Silverjack, the Iron Leviathan
oB2Ko Mario  [developer] 15 Jan, 2024 @ 1:51pm
Balancing and Feedback Thread
If you have any balancing feedback, please post it here!

Note that, as of Jan 15, 2024, I currently don't have an answer as to whether we're clear to actually make changes to Rivals 2 submissions, or if judging requires that we wait for the team to finish reviewing before any additional patching can take place. Until then, the changes will be standing by until a) we get the permission to do updates or b) the judging period ends.

Current targeted changes:
- Tighten clamp on the rocket jump mechanic
- Add an instant reload trigger for training room purposes (refill all rockets so you can practice combos without needing to F5)
- Flavor: finish Tooth-shatter code
- Add parry stun to Fspecial parries
- Add parry stun to Dstrong parries
- Add whiff animation to Dspecial missiles (they disappear when they get destroyed before they hit their mark, need to add some signal to show that it was whiffed)
- Tone down Dtilt a bit
- Looking into feedback regarding Nspecial and how to make it more viable in matches and overall feel better
Last edited by oB2Ko Mario; 16 Jan, 2024 @ 5:28am
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Showing 1-3 of 3 comments
Krabbo98 19 Jan, 2024 @ 7:21pm 
I really like this character only paper, but he's a bit too extreme: too slow to attack, and too strong when he does.

Furthermore, I have an idea, or more accurately two ideas. as to how to make setting missiles a bit more intuitive to use:
1. Switch Neutral Special and Down Special. This one is definitely a matter of pure preference, but I feel like any menu based move makes more sense as a down special, ala Hero in Smash Ultimate.
2. Make Neutral Special tap/hold. Tapping allows you to shuffle between your currently selected missile, and holding makes you set a marker at your position. As it is now, any markers on stage will be where any appropriate missiles fly to, the marker disappearing afterwards. This makes the act of placing markers a lot faster, and removing a lot of the current clunkiness involved with doing so.

I hope this feedback helps!
oB2Ko Mario  [developer] 19 Jan, 2024 @ 8:30pm 
Understood, he's definitely on the very extreme side in terms of raw power vs raw sluggishness, I'll look into normalizing the kit when it comes time for his rework.

As for Neutral Special, there's been a lot of ideas floating around in regards to fixing it. I was leaning toward outright replacing it, but some of the good folks in the VAE group had suggestions on reducing the clunkiness before the entire thing is scrapped (basically, it'd be shaving the number of inputs down pretty significantly). Quick targeting was something I should've honestly implemented at the start and I've been kicking myself over not giving myself the time to actually make happen.

This all is gonna be a bit quicker to implement than coming up with a new Neutral Special, so I might slap this together first, see if it feels any better, and if nobody likes it I'll push forward with a complete rework for the attack. And yeah lol I should've made it Down Special in retrospect; if the move survives any longer than I plan it to be, I'll probably shift that stuff around in the future. Thank you for the input!
Krabbo98 20 Jan, 2024 @ 3:18pm 
I'm happy to help either way, my friend. I wish you luck on the Rivals 2 contest!
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