rollback wasn't worth it for this.
Strive sucks ass
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The only real issue is the gatlings, the rest of the game is great. There's a lot of cool tech already using FD airdash cancels. Also the lobby system isn't too bad actually, the only issue is the GIANT FUCKING NEWS PANEL TAKING HALF THE SCREEN.
It doesn't really feel like guilty gear.
I could tell as the theme songs got increasingly cringe that the gameplay would as well.
AC+R 4 Lyfe
brain cancer.
>Also the lobby system isn't too bad actually
>survey asking about guest characters
Gross. Only character I would ever be alright with would be Brandon Heat from Gungrave. He’d be the only one that wouldn’t make me scowl every time I see him in the game.
Online test in 8 minutes
It wouldn't hurt so bad if there was something else to play but modern FGs have been so shit recently. I guess I have to stick with Xrd and hope others do the same.
> the lobby system isn't too bad actually
Potenkim and Axl seem to play well enough. However thros do way too much damage. Why is that?
Smell of the Game isnt that bad, the only part i really hate, is when the Space Station part hits in.
I know they want to cater to the western audience with the pixelshit, but couldn't they make something more closer to the XRD/blazblue lobby chibis?
ONLINE IS UP
Strive is Pot's game now
The lobby system is actually the only thing I want them to completely throw out and re-do. The gameplay has a solid base already and just needs some more tweaking and a lot of balancing, the UI is closer to good than people think and just needs a bit of work, even the wallbreaks are actually pretty cool and I can definitely see the value.
The lobby though, it's garbage in everything from execution to concept. The rank based tower floors is kind of a neat idea but the 2d side-view is terrible and cluttered and makes it hard to identify people, the way you request matches is fucking retarded and imprecise and makes it impossible to do things like winner stays queues, the style is ugly and soulless, and worst of all there's no reason to do any of this garbage in the first place. They already have a perfectly usable lobby system that sure isn't perfect, but it's infinitely better than this shit. An MLP inspired indie fighter that spent 3 years in early access does every single thing it does better than it.
>Getting my internet fixed right now
FUCK
There really isn't anything that amazing, the game is super restrictive. All people keep doing is wow look I jump over and the RC oh which way do you block. The combo game is so neutered, the wall breaks on a timer yet is the only way you can really get anything more than a basic corner carry
>Also the lobby system isn't too bad actually
Shut the fuck up, it is a downgrade in every way
These fucking beta times are killing me.
>There really isn't anything that amazing, the game is super restrictive
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Day 1 shit.
Unblockables have been proving not to work against real players so far, other is an okay mix up that I think you'd most likely fall for cause of the out of control effects. Both also fall into what I said, you are very restricted outside the corner as you'll at best get samey corner carries. I'm still not impressed
>Unblockables have been proving not to work against real players so far
Explain how to evade this unblockable setup dear user.
block
The guard crush state doesn't prevent you from blocking followups, including the RC, the cpu just doesn't because it's arcsys AI
People don't stick to xrd now, dumbass
what's the point in giving pot an aegis in a game without walls
Looks like this is the thread.
>Guilty Gear Strive Day 1 Closed Beta Impressions
Okay at the very least let's get the good things out of the way.
>Graphics.
Look amazing. Lighting is top-notch, skill effects look great.
>New RC
Has some very interesting mechanics that you can use/abuse it easily makes the gameplay interesting.
>New forward air dash.
At first, I felt was kinda wack. But when I found out the different options you could do with it, it became interesting to use.
Okay now let's go with the things that should be looked into seriously by ArcSys.
>Visual clutter.
So much visual clutter because of the UI especially when a lot of things that are happening are stacking with each other. The picture to the left is a very good example.
>Counter
I do not understand the counters in this game. Only that there are 3 versions.
1. Orange counter
You can see that in the upper left/right of the screen depending on character sides.
2. Big white counter at the bottom of the screen
Is this the mortal counter of this game? But then you get
3. Big ass cinematic white counter at the bottom of the screen
For what purpose does this do just to make you feel sick because of so many counters happening all the time? The camera keeps shifting it's annoying.
>Character portrait, Burst, and Risc Gauge moving.
How about this. I am FINE with the character portrait moving. It seems ArcSys is hell bent on making it a feature. BUT DO NOT INCLUDE the fucking Burst and RISC gauge there. Those 2 are too important in this game's version and players as well as viewers should not have to "try to find" where the gauges are. Important information should never be moving at all. It should stay in place for people to immediately glance to confidently.
>Combo UI
It looks so amateur. It does. Doesn't help that after 10 hits it goes massive and adds visual clutter.
Con't..
I'm just pointing out that so far every other so called unblockables that use a guard crush have been fake. You can block after guard crush, cause you know it would be pretty easy to find and the devs would notice. Maybe that one is real, I doubt it
remember to be careful with max
>Wall break
I was fine with this. I really was. Until when I noticed that the "health" of the wall break does not actually reset even after you stop for a long time banging the enemy to the wall.
Players should be given an option for that not to happen really. Give them a little disadvantage for not going for the wall break would be fine. Or at least, if ArcSys really wants a wall break reset the wall health a little bit if the players stops attacking the opponent on it.
>Character Select UI
It's fucking amateurish
>Netplay Lobby
I'm kinda, KINDA okay with it, since I get what they are trying to do, but it looks too amateurish really.
I feel like someone in ArcSys, someone higher-up suddenly got a revelation over what the style should be and is really pushing certain stuff regarding how GGST should be played and seen.
>Gatlings
I honestly don't know how to feel about it yet.
I have no interest in your 10 paragraph review of this game's graphics faggot
>>Counter
What i doubt get with them is how often you can't really follow up. It will go
PFFPFPF
C O U N T E R
Then I can only 5H with any button launching them across the screen and magnetising them to the ground. Like fuck Crush Counters, but they are set up for a combo the devs know will happen. Here it feels like you are lucky to be able to work off a counter hit. It is very specific what you can do and nu-gattling makes it even harder.
>muh UI
what happened to people who cared about the gameplay?
>Until when I noticed that the "health" of the wall break does not actually reset even after you stop for a long time banging the enemy to the wall.
It is a timer not health.
I've never played GG but I stream boar it. How do you all feel about look of the game? I know they said they wanted to "Clean" up the look of the game and make it more "readible' for people who watch streams/esports but honestly? It looks cluttery as fuck. Big ass numbers, and signs that fill half the screen, health bar is kind of distracting. Just shit all over the screen more now then previously.
The only "unblockable" I've seen that I think is real is the one where Pot gets a high wallstick then waits for you to auto-tech off into a Heavenly Buster, which is basically just a combo that resets scaling before the last hit and might need a Giganter to force them to wake up into to make them hold it
>It looks cluttery as fuck
I have no idea what you mean dear user