Personally I think you should have a choice on when to use the mechanic. There's many times when I want to set up a grav pulse H, but I'm not willing to lose so much life to do it. Kind of a bummer.
Even multiple level 2 pulses are problematic. Nova is already one of the best point characters in the game and giving him easier access to his more powerful tools would make him too strong in a re-balanced Marvel 3.The way I see it, assuming no scaling is in place...
1 Grav Pulse M/L lvl3 would do 250k damage. You are sacrificing 200k health of your own to use it. Sacrificing your own health and doing slightly more of the same damage to your opponent.... I think that's fair.
Plus its not like it will be every match you will be sitting on that much red health to use multi Grav combos. You will be using the Shields as well so that will deplete your health. The number of LVL3 moves you can actually do in a move is very very limited, they should be powerful and they should use a specific amount of red health. Because in a real match if you are sitting on 600K health and you want to use a Grav Pulse M move.. you now wasted 600k health to do 250k damage. Or worse you used it and it missed/was blocked so now you have shit to show for it aside from all that health you lost.
People should be encouraged to use the red health mechanic not discouraged.
Right now the investment vs reward isn't balanced. If they weren't some of the best specials in the game after sacrificing health they would be garbage. They are supposed to be good because the investment is high.I feel that's what balances them. Powered up they're some of the best specials in the game so they should take a serious investment to use for Nova since he has no many great tools in his arsenal.
Right now the investment vs reward isn't balanced. If they weren't some of the best specials in the game after sacrificing health they would be garbage. They are supposed to be good because the investment is high.
So basically investment = over 200k damage upto 900k damage
Reward = 250k damage
If this ratio was balanced you would see more people use the moves in matches. Instead the red health mechanic is an after thought, people use it on Shields or the beam hyper. My proposed adjustment would also make the shield a more viable assist as assists take a shit ton of damage and you don't want to lose all that health over a single assist call.
Most likely in this patch Nova's j.H offense is going to be nerfed. People will also nerf the Speeding Tackle hyper. Both of these options are a bit too derpy right now. Though I am not sure how a Speeding Tackle nerf would go about.
Everytime I see Moons use the red health Gravimetric Pulse L or M, I get hype. I want to see more of them.
Also, aren't there only two levels of the Gravimetric Pulses besides the normal non-red health ones?
Easy enough in theory, but people get bopped by a 21 frame overhead(Spencer) all the time, how exactly do you expect people to block 11/15 frame lows?Cr. M should be faster. Not sure why more people don't just block Nova high. Same with people that get opened up by Modok. Block high and don't give in to the temptation to go low. Both of those characters have slow lows that aren't super difficult to react to.
Easy enough in theory, but people get bopped by a 21 frame overhead(Spencer) all the time, how exactly do you expect people to block 11/15 frame lows?
I'm just sayin'...
It's the ability to use a level 3 and then a level 2 in succession that's dangerous. For certain matchups being able to toss up 3 shields gives Nova complete control of the screen and lets him have his way.Realistically speaking you are not going to be able to use more than 3-4 LVL3 Pulses in a match. Its not comparable to a Buster or AV because Nova's own health limits the move in terms usability. Overall health cannot be replenished so once you blow those LVL3s that's it. They SHOULD be powerful because anything that you can't do more than a few times has to make up for that investment.
Its not even close to using say 3 bars. You can get 3 bars again, you aren't getting over 900k health on Nova. Its the most finite resource in the game.
Actually I would make some adjustments because of the health buff. Would need to adjust red health requirements to 200k and 400k max. At 400k its IMPOSSIBLE to do more than 3 LVL3 Pulses in a match.
No Flame Carpet assist plz FFS. Karst's Liberation idea is perfect.
It's easier when you know what to look for. What you're doing is not so much blocking on reaction, but blocking in reaction to an anticipated event. It isn't until they start varying their timing/setups and start baiting out the low blocks that you'll end up getting opened up. I played Spencer in vanilla, and early Ultimate, so I know the spots the overhead are coming from and can react to them. It isn't until they start switching up the spots and timing of when they go overhead that I start to get opened up.Ehhh....I do it. I can't even remember the last time I got hit by Spencer's overhead. But I play all 3 characters (my Spencer is ass) so I suppose I know what to look for.
Point taken though.
So a one time manuever that depletes 600k health is a problem... why exactly? Its not like he has access to this tool all the time, he has to be hit first. Compared to Dorm who can charge Volcano spell numerous times in a game and gain match up advantage with no limitation on the number of times he can use the spell.It's the ability to use a level 3 and then a level 2 in succession that's dangerous. For certain matchups being able to toss up 3 shields gives Nova complete control of the screen and lets him have his way.
In other matchups being able to do 3 followed by 2 would make him able to quickly clear projectiles, snipe assists and lead into full combos. His toolset makes up for his pulses appearing to be such heavy investments.
So a one time manuever that depletes 600k health is a problem... why exactly? Its not like he has access to this tool all the time, he has to be hit first. Compared to Dorm who can charge Volcano spell numerous times in a game and gain match up advantage with no limitation on the number of times he can use the spell.
Let me ask you this... do you think a single LVL3 Grav Pulse L/M is better than an EX Seismo?? If so by how much? Because unless a Grav Pulse is 10x better than EX Seismo it would still be a way more situational and less practical move to use in live matches.
*Cr.L should hit low (although the way the move is animated it doesn't really look like a low even though game play wise it definitely should be
Even weirder is Thor's cr.M being a low. Iron-Fist's cr.L looks way more like a low than that one.Re: Iron Fist
Not really that strange, considering Deadpool's cr.M hits low. I think that would be perfectly fine, and give him at least some modicum of a mix-up, especially with your Crescent Heel change.
Viper can use 2 EX moves in rapid succession. Only she loses 2 bars for it (replenish-able resource), Nova loses 600K+ health for it (non replish-able resource). It's not even close to being comparable in terms of investment involved. And then when you do a head to head of the two moves you realize they aren't even that different:
EX Seismo:
Damage: 135K
Start up: 14
Recovery: 19, extremely + on block due to jump cancel
Depletes 1 bar (technically unlimited usage but realistically speaking you can get over 5 off in a match, under 10)
Not full screen projectile but still has a big hit box
Leads into a full combo
Extremely invincible
Grav Pulse L/M:
Damage: 204K
Start up: 26
Recovery: 21, +7, +1 on block
Full screen projectile
Leads into a full combo
Depletes at the minimum 200K red health (maximum potential usage in a match in the current game = 4 times, realistically much less than that. In new game he would get off like 1 more Grav Pulse at the most)
Not invincible
So two moves which are not that different but have widely different resource requirement. 1 meter is FAR FAR easier to come by than 200K+ red health. In terms of match practicality, the threat of an EX Seismo is far more real than a threat of Grav Pulse L/M. It's not even close in terms of investment vs reward.
Also Nova is getting nerfed in his j.H game, his Speed Tackle hyper and his throw game. This is probably the only buff he gets to his point game. Not only that but the rest of the cast is getting buffed... a lot more characters are getting buffed than nerfs. Some are getting like 10 buffs.
The only thing I am asking here is that instead of 200K to 899K red health drained, it's changed to 200K to 400K red health drained.
So you don't deny any of my facts or arguments?Even with mimimum red health, a level 2 L/M pulse, the move is a very powerful and as a tool can give Nova an intimidating option in a match. A level three pulse followed by a level 2 is something Nova doesn't need to remain competitive. Neither is a limit on the amount of red health his moves use.
Why are you nerfing Nova's throw game? The major (imo) issue with it is related to being able to tag out and get unscaled damage in some situations which any patch should fix.
Speed Tackle is also an odd nerf unless it's part of your crusade against "brainless" play, but it's also easy to counter so it's an odd choice to nerf. Especially as it's fun to use,
Why does it even matter to Nova players? He still gets a full combo off of it. What's being fixed is the stupid trolling shit that you get with Nova players mashing st.Ls even doing a FULL launcher before going for the OTG. No character in the game is capable of doing this. It's way too much leniency on the throw. Even with the -40 less untechable time... some characters would KILL to have that air throw game.Why are you nerfing Nova's throw game? The major (imo) issue with it is related to being able to tag out and get unscaled damage in some situations which any patch should fix.
What? Who the hell is suggesting to give Nova a fast c.M?
Nova's other other specials and normals are already great. Not every character needs to be able to use extremely powerful tools like EX moves or spells constantly. Viper and Dorms's poor normals justify their need for easily accessible special mechanics to me. With the way things are now Nova is able to control the match from 3/4 of the screen away and closer.So you don't deny any of my facts or arguments?
Making Nova more fun to play in this case would lead him being a stronger character. The mechanic is integratable into your game plan but many Nova players ignore it because his other tools are more than enough in the majority of matchups especially when paired with assists. Sacrificing red health has never been scary to me as I see him as a point character who is rarely ever going to be able to recover his red health in a match.You have now backed yourself into a corner and have taken up the position that "Nova doesn't need this to remain competitive". Obviously we all know that, plenty of characters are getting changes that they don't "need" but would be nice to have. I like playing Nova too, it sucks not being able to use your special moves because there is no red health limit. Right now the mechanic is gimmicky and situational at best... and honestly even with my change it will remain that way only it will be slightly less situational.
It's slow start up requires a strong read to use. It's an anti-projectile hyper that''s invincibility is countered by the need to make a read against projectiles that quickly appear on the screen. It's also one of the few moves that Nova has that is somewhat safe to throw out.On the topic of Speeding Tackle, Karst said he would nerf it. The main problem with the move is that it can be made safe, it eats/destroys projectiles, it can be made to cross up and it leads into a combo. There's a lot of derpy shit that comes off of this move in high level play. One of these aspects is going to change most probably the cross up property although it's hard to say how we can do that.
On J.H, people have recommended changing in the air dash and/or change in the hit box. The hit box change was recommended by FGTV.
NOW!
Dormammu
Super Skrull
Iron Fist
Nova
aka "The fire rises"
Most of my Dormammu changes are trying to make all of his Liberation spells useful in some way. It's a core mechanic for the character, and it's really dumb that only 3 are useful at all.Wow are you fucking serious...
I am sitting here defending one single buff on Nova and Karst comes in here with fucking 10 buffs on Dormammu.
Jesus christ...
NOW!
Dormammu
Super Skrull
Iron Fist
Nova
aka "The fire rises"
Meteor Smash is an overhead, and it OTGs. A bit different than Vajra, I'd say.Meteor Smash assist is less bad than Vajra; what's the problem?
Most characters are going to get a full combo off Meteor Smash assist that's why. There's enough float time on the hit of Meteor Smash for ground dash characters to get a full combo off of it. I mean Skrull HIMSELF gets a combo off of Meteor Smash in XF, you don't think point characters can get combo off of it? Not to mention that this is a tracking super jump assist assist attached to a 1 million health character and the move itself has a good hit box, way harder to punish than Vajra.Most of my Dormammu changes are trying to make all of his Liberation spells useful in some way. It's a core mechanic for the character, and it's really dumb that only 3 are useful at all.
Meteor Smash assist is less bad than Vajra; what's the problem?
If he still gets full combo conversion, it's fine. Still seems silly.Why does it even matter to Nova players? He still gets a full combo off of it. What's being fixed is the stupid trolling shit that you get with Nova players mashing st.Ls even doing a FULL launcher before going for the OTG. No character in the game is capable of doing this. It's way too much leniency on the throw.
Also on the red health mechanic, it will be put to a committee vote since it's apparently also controversial.
His air dash forward already starts pretty slowly. The hit box reducing slightly could destroy his H loop air combo as well or at least limit the places he can do the combo.Right now the Nova changelog is looking something like this:
- J.H hit box reduced slightly so it's easier to anti air OR air dash forward dash reduced in speed on start up (keeps acceleration)
If he keeps combo, it's fine.- Untechable time after air throw decreased by 40 frames (still can get a full combo after throws)
- Speeding Tackle made harder to cross up (? Don't know but something is being changed about the hyper)
+ Gravimetric LVL3 moves drain a maximum of 400K health (Debated change, would be put to committee vote)
So remove the overhead and OTG.I'm gonna go get some popcorn.
Meteor Smash is an overhead, and it OTGs. A bit different than Vajra, I'd say.
It says right in there that Meteor Smash causes a soft knockdown; there won't be a post-hit bounce.Most characters are going to get a full combo off Meteor Smash assist that's why. There's enough float time on the hit of Meteor Smash for ground dash characters to get a full combo off of it. I mean Skrull HIMSELF gets a combo off of Meteor Smash in XF, you don't think point characters can get combo off of it? Not to mention that this is a tracking super jump assist assist attached to a 1 million health character and the move itself has a good hit box, way harder to punish than Vajra.
This is easily the WORST assist suggestion made thus far.
What? I buffed the hell out of a ton of characters. Dark Dimension as a level 1 is more of a discussion point than anything else. Of course it would scale, and starting at a 200,000 damage 1 hit. So it would be nigh pointless for damage except for setting up Liberation combos (making his combos more interesting) or being a reversal for random full-screen hypers.Why do people care about timing of throws?
I am now convinced that Karsticles only wants buffs on the characters he plays. Dark Dimension a lvl 1?! Hope it scales based on the combo.