Rivals of Aether

Rivals of Aether

Mega Man (RoA)
 This topic has been pinned, so it's probably important
Jekernot  [developer] 6 Oct, 2024 @ 4:49pm
Balance Discussion
Post any comments/suggestions you have that would help balance this character! Major changes that would involve overhauling the moveset will not be considered.
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Showing 1-15 of 22 comments
Jekernot  [developer] 7 Oct, 2024 @ 8:54am 
I have gotten a request to lower short hop velocities to make rising short hop Fairs and Nairs easier. This will be included in patch 1.2
WasabiPea)@ 7 Oct, 2024 @ 9:26am 
I would hope for higher kill potential with this character. It took me until 200%+ to kill my opponents sometimes. I don't know if there's a stronger move I'm not using or a specific move that was made to make it easier, or maybe my opponents are just better at DI'ing than I thought.
Jekernot  [developer] 7 Oct, 2024 @ 9:37am 
Originally posted by WasabiPea)@:
I would hope for higher kill potential with this character. It took me until 200%+ to kill my opponents sometimes. I don't know if there's a stronger move I'm not using or a specific move that was made to make it easier, or maybe my opponents are just better at DI'ing than I thought.

It was intended to have his kills rely on creativity to allow full use of his diverse kit :)

Primary raw kill moves in his kit right now are Fstrong, F.Combust, and Utilt (especially with burning target).

Weaker kill moves are based on juggling and gimping. For example, using Uair, Rush Jet, and W.Twister make for some great combos off the top! And off-stage, use Rush Jet to place a low platform to gimp early with moves like Fstrong and M.Vine. There are many more opportunities to explore unique ways of taking stocks!

Hope that helps! If you feel that there are specific moves that could be buffed to make the character more fun, I'm all ears! :)
Last edited by Jekernot; 7 Oct, 2024 @ 9:39am
WasabiPea)@ 7 Oct, 2024 @ 9:58am 
Ah, thank you! I will use these moves more accordingly then! I've found F.Combust and UTilt to be good kills but the limited ammo and vulnerabilities made me feel like I was running a tight budget for killing. But now that I know I just need to use the moves better and get funky with it, I don't think he'd need too much buffing now. M.Vine is definitely gonna be one I'll start using more often for gimps! I appreciate the advice!
Jekernot  [developer] 7 Oct, 2024 @ 1:04pm 
Received another suggestion from the discord about Dattack coming out too early; will look into this!
Jekernot  [developer] 7 Oct, 2024 @ 8:46pm 
Received another suggestion to nerf RJ to prevent spamming on stage and to prevent stalling. Proposed solution: have the energy refill slowly over time when RJ is not in use.

One additional problem to solve with this is to come up with a way to dismiss RJ so that the player can manage the RJ energy fully (otherwise, RJ might stay out next to a wall and run out of energy unintentionally).
MuttDud 9 Oct, 2024 @ 7:27am 
I believe Ustrong and Dstrong are in dire need of readjustments and i dont mean sprite wise.

The numbers are kinda screwed. they wont ever ever kill- even if the opponent is at 150%, both will not kill center stage. Id recommend taking a look at basecast. for reference.

Generally speaking however, you wanna have around 6 - 8 BKB and 1.1 - 1.2 KBG for Ustrongs and 7 - 8 BKB and .9 - 1.1 KBG for Dstrongs, depending on speed and range.
MuttDud 9 Oct, 2024 @ 7:30am 
Also, another thing- using down air on opponents which are offstage is suicide everytime if im not mistaken, whether you hit or not.

please have megaman bounce off of the opponent if they collide midair or let us cancel it on hit. Also let us cancel after travelling with it for a short distance, since you cant adjust midair to walljump so if you whiff youre also just- dead.
MuttDud 9 Oct, 2024 @ 7:34am 
Back air ALSO wont ever kill but idk if thats even the intent. would be nice to have a killing aerial thats not tied to ammo though. plus it will not combo ever anyway lol.

man you were really conservative with these knockback numbers sgdhdhsghj
MuttDud 9 Oct, 2024 @ 7:39am 
If youre going to buff Ustrong and Dstrong in terms of knockback, please also nerf dstrongs base damage (16 with no charge is CRAZY, put it at like- 10.) and make both have a little more endlag (like, 5 frames each.).

whew, lots of notes lol. just going through his numbers rn
Jekernot  [developer] 9 Oct, 2024 @ 8:39am 
This is all great feedback! This is exactly the kind of stuff I'm looking for! I will buff those moves for KB growth and/or angle.

Bair was supposed to be that killing aerial that doesn't combo, but I guess I missed the mark on that!

Everything you just mentioned will be tweaked for sure, except I need to think about Dair. Suicide Dairs are not uncommon and it was intentional. With RJ in the kit, I had assumed that if someone wanted to do Dair offstage, they'd put a plat down below first. I also didn't want it to be relied upon offstage since I wanted to have more emphasis on RJ shenanigans being cleverly combined with special weapons. For example, if someone wants to spike, I expected F.Combust and K.Rock to be used. If I change Dair, I'm afraid Mega Man will become more one-dimensional.

I really wanted the special weapons to be the star of the show, just like the original games! It's kind of my worry in general that if I buff any of his normals, the special weapons will be used less, and therefore Dspecial will be used less, etc.

It would be awesome to see how people play him to get a sense of what needs tweaking!
Last edited by Jekernot; 9 Oct, 2024 @ 8:47am
Jekernot  [developer] 9 Oct, 2024 @ 8:50am 
Originally posted by MuttDud:
If youre going to buff Ustrong and Dstrong in terms of knockback, please also nerf dstrongs base damage (16 with no charge is CRAZY, put it at like- 10.) and make both have a little more endlag (like, 5 frames each.).

whew, lots of notes lol. just going through his numbers rn

Specifically for Ustrong, I intended Utilt to be used for taking stocks more since Ustrong is meant to cover tech chases on platforms (possibly from Fair combos). I will buff it, but maybe not too much!

Baby steps haha
MuttDud 9 Oct, 2024 @ 9:13am 
well it definitely needs better growth, but you can keep its base knockback low.

as for dair... well maybe in smash, but rivals of aether and especially workshop really dosent do suicide down airs. and i think its just.... too much work to setup rushjet so long in advance. but i can see your point.
Jekernot  [developer] 9 Oct, 2024 @ 10:51am 
Originally posted by MuttDud:


as for dair... well maybe in smash, but rivals of aether and especially workshop really dosent do suicide down airs. and i think its just.... too much work to setup rushjet so long in advance. but i can see your point.

Very true! And to be clear, I am definitely going to try it out and see how it fairs! Likely with a jump cancel on hit (which I think isn't too much to ask).

In your mind, do you feel that you would need to have your double jump resource available in order to jump cancel? Or should it refresh your double jump on hit?
Last edited by Jekernot; 9 Oct, 2024 @ 10:52am
MuttDud 9 Oct, 2024 @ 11:29am 
Almost definitely refresh, but it should be a lot more useable with a jump cancel anyway

Here's some other things for your consideration-

A. Cloud doesn't have parry stun so there's no reward (aside from invuln) for parrying it.

The parry stun on e.freeze and o.bubbles should probably be increased to make them more consistently punishable.

Dtilt's jump cancel window is really late which makes it feel quite clunky at closer ranges

F.strong has hilariously little endlag for a non committal projectile fstrong.

It also doesn't have a muzzle flash effect which is strange because his lemons do.
Last edited by MuttDud; 9 Oct, 2024 @ 11:31am
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