So how did you feel about the beta?
GG strive
Everything non-game play related is so abhorrent it feels like a student project. UI, lobbies, everything on that side needs ripped out and replaced. Apart from music, though constant vocal tracks was a mistake, should be a third round thing. They get so drowned out by all the other sounds anyway that is becomes a mess.
I don't necessarily hate the direction they chose, it has just been done badly and if anything is more confusing now. Gatling being P>K>S>HS is really easy and intuitive. You just go up in strength and don't need any timing. The current system is confusing and more limiting. That's the general issue with every change, it isn't intuitive why certain combos don't work, why someone is magnetised to the ground, flys across the screen or when the wall is going to break. It feels so controlled, the only combos you can get are what the devs intended which are at best really dull loops that the wall forces your top stop rather than reaching a cool end.
Stuff just doesn't feel thought out. The massive counter hit comes up, yet half the time you really can't get a cool combo after it so you just end up confused. Or annoyed cause it ate your input and May just did a super that hits you for 75%.
The lobbies make me wanna kill everyone involved with the production and I find myself struggling to jive with Strive's version of Chipp and May. Ky is decently fun though.
I agree with pretty much everything, I also dislike wall breaking feeling so inconsistent even though I know it's not but it definitely feels that way
>Or annoyed cause it ate your input and May just did a super that hits you for 75%.
This is the worst part about the big counters. I understand why they did it as it helps casuals react to a counter better and makes the game look good for graphicwhores. But fucking hell, the amount of times it broke my flow and caused me to do an input early/wrong is crazy.
I think chipp was really good, what didn't you like?
> feeling so inconsistent
Well it kind of is. The wall breaks on a timer, so you can get it more hits sometimes. Some stuff might force a break as well. It is such a weird system that ultimately feels like it robs you of moments. Plus a better play just stops and gets oki so it doesn't even really solve an issue, a worse player will be mixed up easily anyway.
I'm not against this idea of a more grounded combo game in GG, badland loops are great fun. It just feels like so far all you get is a limited corner carry till you hit a wall that says no you aren't allowed to get the most out of your character.
It makes me think about crush counter or SC6's equivalent. There it is nearly always a set up to some big combo. When it happens you can usually be sure it is a hard knock down or there is something big you can do. Here yeah you just get caught off guard and half the time find out anything you were going for gets eaten or suddenly doesn't work.
Fun, but also clearly a 2021 game. Maybe spring or summer 2021.
I am looking forward to this last beta session. Makin some CAFFEINE BEVERAGE
Coming out in 6 months
I don't think it is, especially if they're going to remake the lobby after everyone shit on it. Plus the ggpo might take longer to implement.