I'm ngl hearing the way that top players complain about fighting games makes me glad I'm not competing. They make it sound like competing just sucks all the fun out of the game.
@@SophistictaedDevil Most competitors don't make it their iivelihood- there's typically not enough prize money to go around where that's something you can do, so you see more things like content creation or just having a day job.
Congratulations, you just figured out why the vast majority of people don't do the things they love for a living. Its the fastest way to turn the thing you love into the thing you hate.
@@matrix3509In a perfect world where most people manage time well, don't rush having kids and need two jobs, have the circumstances, even the drive to pursue their favorite thing, sure. I get your end-game point, but assuming most are as leveled about it as you are is specious.
I can’t wait for Arcys to cook on the S4 balance patch only for them to crack open the vial of Chemical X and add in some bullshit to the game. It’s gonna be great
My expectations is gonna be low strive has been a fun game but it’s been casualized for so long now I’m thinking a new game is the only way for them to cook for me. Not enough character depth like it used to be
"You are killing yourself by hitting Goldlewis" I swear I've heard similar lines before. Anyways glad I'm at floor 7 where people are constantly dropping combos.
So what you're telling me is that this isn't that much better than competitive smash ultimate. That isn't a random jab at the game. I have the ability to play smash ultimate competitively, but I dunno how people are going to feel about another 𝙎𝙩𝙚𝙫𝙚 player joining the fray. I recently picked up Strive, learning how to play Baiken, then I saw this video. Not a very good sign, even though I just got into this game. I'm not really too sure what to expect from either scenes. People have always made the competitive environment look like a daunting uphill battle.
I can't say I have much interest in 3v3 if you actually need six people (which is all they've mentioned) and can't do teams of 3 in 1v1 like the +r mode.
I really want to know how this 3v3 works. Do I need to learn three characters? That's fine but I want to know so I can start practicing multiple characters NOW. If it's six people 3 v 3 I just want to focus on one for now.
@@dovis99 I understand and agree with what you’re saying. But they definitely could change the full and default bar colours to make them more pleasant to look at. That yellow *is* kinda ugly with the rest of the UI (even if I have gotten used to it by this point) and they could have chosen different shades to represent it. It’s definitely a nitpick and not a dealbreaker, but I haven’t met anyone who felt the new burst bar colour scheme was better than the old from an aesthetic standpoint.
@@GriFFonRec4 Really? Interesting. My whole friend group is not a fan of the colours they chose, so it could just be my bias from the people I’ve been around.
@RainbowLizardOne the ones that have been were character defining tho, I mean look at mla or anji fish im really truly worried for what sol is gonna get, cuz I guarantee it won't be pretty
@@RainbowLizardOne i-no's and millia's have both unlocked high damage combo routes whereas anji's has made his neutral almost completely uninteractive. rock has been pretty good as a pressure reset for ram, and may's dolphin split has given her 4 way mix. pot's is just a fancy neutral skip tho. im horrified to see what ky, sol, nago, etc get
@@finch3037 don't forget Gio's chave finally gave her real pressure with guard crush loops and boosted her CH routes letting her confirm off just about any hit for a nice chunk of damage.
tried to get back into strive with ABA because I've been wanting her to come back since season 1. Was super excited. Played a bunch of games against my friend who plays Sol, who never stopped playing the game. Obviously he's super good and there's a large skill gap, but it really feels like "playing solid" isn't an option. You have to take huge risks for low reward against Sol pressure, and if you're wrong, which you probably are, you just die. If you even make it back to neutral, he can just bandit revolver > RRC > 50/50 you. If you ever manage to pressure him he can just DP > RRC > 50/50 you. If you block and FD him out he can bandit revolver > RRC > 50/50, he can bandit bringer > DP to beat your punish if you blocked it > RC > 50/50 you. And every time you lose one of those interactions, he gets more meter, more burst, more damage. It would be insanely snowbally if matches lasted long enough to snowball, but he just kills you before he's even started rolling. Deffo a skill issue or whatever, but it's the least I've enjoyed a fighting game in a long time, which is a shame because Gear on paper is my favorite game. I love it. But between all that and the lack of a proper ranked system, I almost feel like I don't know how to enjoy the game anymore. When I boot it up I find myself staring at the main menu trying to figure out which mode I might actually have fun in. Usually I end up in training or a different game.
Feel's like your last paragraph is how we all are feeling at the moment. Everyone is trying to find someway to enjoy a game we all had fun with before, but what we have right now isn't the game we first started playing.
This is particularly funny coming from an A.B.A. A character which doesn't even need meter to just kill you, and every hard knockdown (all moves do this in jealous rage, which isn't even difficult to get.) Sets your opponent up for RPS. It's 100% a skill issue.
@@3546546547 I'm aware it's a skill issue! I'm not complaining that my character is weak or anything. I'm mostly just saying playing in a skill gap in gear is terribly unfun, because you can lose for very little reason. I play a few different fighting games against friends of mine who make it their main game, and in most other games after getting trounced I can at least watch the matches back and tell you where I went wrong and what I should have done. Not in gear. "Don't get hit by or block Ky far slash at any point in the round" doesn't seem like a reasonable or training-mode-able goal.
@@3546546547even if what your saying is true, disregarding his entire point with “just get better bum” while completely ignoring him express the same sentiment you and a majority of current players have probably felt while playing strive in some way. THATS the problem. Also if this guys training partner is as good as he says he is how is he ever gonna learn the sol mu if he just gets 3 touched every round?
I think wild assault should just be a reactable option you can do sometimes and should mainly be used in combos. Sol true blockstringing from corner to corner while building 50 meter and giving me full RISC is war crimes.
@@BIaziken2 oh shit youre right my bad. blue would still be plus, white cant cancel so it would nerf only orange. Its a good start but WA needs way bigger nerfs imo.
This is my favourite stream you have ever done. Up there with that one where D.O.N was blocking you from celestial but this one just felt so meaningful
Bro they literally need to blow the tower the fuck up and stop with the goddamn notifications of ranking/deranking. Put a main mode that's ranked quickmatch and opponent preferences(equal/stronger), put a point system instead of floor 10 highway to wherever the fuck and keep the casual lobbies as they are. Matchmaking should be streamlined and I shouldn't have to to restart the entire game if some goddamn bug related to the battle stations shows up, just get rid of that shit already
I think WA could work if it covered less distance and didn't give HKD. being able to do whiff punish WA from like 2/3 screen is a bit silly. Even if WA got tuned down it wouldn't change the fact that most of the cast has unreactable vortex loops and Deflect Shield still isn't good enough.
i wonder how much would be different if wild assault instead costs 75% of your burst instead of 50%, this way you can only do one of them from roundstart. You cant extend pressure with wild assault as often, and if you combo into wallbreak with wild assault you need to have tension to get the hard knockdown.
Been playing goldlewis since day 1. It honestly made no sense to me why you would nerf season 2 thunderbird, and then proceed to give him white wild assault….it literally was the most counter intuitive change. You’re giving goldlewis an invincible lariat. But you’re worried about drone staying after getting hit? Well now you don’t get hit and also have a place to reset pressure w goldlewis thanks to White WA
goldlewis with any kind of wa just shows how rushed and poorly thought out wild assault was, a big part of his balancing philosophy is that he needs drone for the leverage to go on the offensive in neutral but he just gets to bypass that character flaw which is a core part of his balancing with a single 236D
@@desperado3347 I totally agree. Goldlewis up until this match has to make every hit counts. Now it feels like there is more leniency not only in my approaches but in how I use security gauge because I have the safety net that is WA.
So, in other words, the existence of Wild Assault limits all other options and, by extension, player expression. Why utilize all these other options for engaging in neutral when you can use the "skip neutral" special? There's many solutions for this. One could be to add more startup to Wild Assault so you have to be closer for it to be a starter for your combo to start. Utilizing Wild Assault at round start with this startup could easily risk a jump by your opponent and them punishing you in return. Thus, it demotes Wild Assault from being THE option at round start to AN option in approach and mixup. Another approach could be to add more cooldown at the end Wild Assault, thus incentives using Wild Assault when the opponent isn't blocking, again turning Wild Assault into a mixup tool instead of as the tool to enable offense. The last approach that I can think of is buffing moves that could discourage neutral Wild Assault, namely reversals. In this scenario, a Wild Assault at round start could risk being punished, thus is used more as a mixup option than as the tool to enable offense. These are my takes on how to balance Wild Assault without outright deleting the mechanic from the game.
13:10 this example encapsulates perfectly why zato feels like crap more than any other character in this patch. I dont want arcsys to buff him to the hights he was before because it was just too much, but the fact that I have to pilot a character that is top 3 hardest in the game and lose because someone who knows absolutely nothing about the matchup gets a lucky break and hits me once into wild assault is so frustrating (Also i'm not saying i'm godlike with the character, quite the opposite, it's just that it's really frustrating to lose to bad players because of one or two misplays)
I really wish they would just nerf WA or positive bonus with Slayer's release, just so we can actually play the game until the next season comes out. That's never going to happen, but I just wish
I honestly find the idea of wild assault cool. You tap into a previously only defensive resource to make it an offensive/counter one while defensive it's defensive capabilities. That is cool. I wonder if there is any way to salvage it, maybe some shenanigans with how the burst meter is recovered? Maybe something with cost, like increasing the cost by 15% per use in the round?
I strongly believe Guilty Gear lost its best balancing and player agency factor when they decided against the old version of Instant Block affecting frame advantage. Strive feels bad on defense and will always feel bad on defense because of this IMO. Sure, in the older games, some characters just didn't care, but it was a general good failsafe for the game to prevent a lot of problems.
Except for HC, it went from driving a car in a marathon to someone breaking my legs, but letting me keep the car to my car broke down, and I still have broken legs.
thanks for making this video, wild assault is an issue that hasn't really been addressed and I've been feeling the strive burnout for a while too. Keep up the good work!
One thing I really don't get about Wild Assault is why the heck does it drain burst meter from the opponent on hit or block? All that does is make those oppressive strings and full screen carry combos unburstable. It's a mechanic that's more than strong enough without that jail factor thrown in. They seemed intent on rewarding aggressors for using 50% of their burst on a WA, but it should be a gamble like anything else if the opponent has full burst meter on deck, and their burst could always be baited of course. Aside from having 3 different ones instead of a universal setup, that to me is the absolute worst part of it. I personally don't care if the whole WA mechanic goes away entirely, but I don't see that happening. I'm sure there's some examples, but most fighting games don't remove whole entire mechanics over time like that. Maybe they should fire up a beta branch with it disabled and see how folks like it.
This patch is full of annoying well-rounders due to all the benefits of WA and how quick meter fills. Games are so volatile because everyone has the ability to lock you down for scary mixups or the ability to randomly reversal you and suddenly win the game because the opponent gets so much meter so fast. Also nearly every wallbreak is terrifying because they usually end in hard knockdowns now. Before it used to be a bit of a reasonable decision to hard knockdown, but now you kinda just do it whenever because positive bonus will give you your resources back to do some scary mixup oki. I'm going to my first ever tournament via Combo Breaker, which is exciting. I don't expect to get far but I hope my friends will see me spam the WA button on the livestream.
I'm in so much pain right now. I've been labbing until my thumbs fall off so I could reach Celestial through skill instead of relying on my character being good, but right now I desperately want a buff for Johnny.
@@michellea.793 I do, and other than my exaggerated previous comment I massively enjoy playing him. I've been a very casual player for most parts, but recently I got this burning drive to finally make it into Celestial. That more serious mindset has woken me up to the problems Johnny has and how much I need to concentrate and actually utilise Mist Finer techs to get somewhere. In all honesty he doesn't need massive buffs, blocking out of dash or faster Mist Finer cancels would be enough for me.
I assume you never made it to celestial before. Don't even bother. It's the worst part about the matchmaking in this game, the fact that a player that barely made it there after a month of challenges could be matched up to an evo champion is insane, the matchmaking has no basis on skill anymore. Johnny is never getting dashblock, btw. It would propel him to be uncontested top 1, all of his drawbacks come from not being able to cancel his dash. Which is stupid game design, but whatever...
@@renann3 Yeah I'm pretty sure that if I do ever land in Celestial for the first time, I'll likely stop playing for the rest of the month until I get kicked out. It's very unlikely I'll get even remotely fair matches there if I end up against someone similar in skill as Gekkosquirrel who boiled me alive yesterday in a viewer match.
@@renann3 Also out of curioisity and wish to understand balance a bit better, what would be a good buff for Johnny if dashblock would really be too powerful by that much?
I feel like you could change the properties on block (like making them - or neutral on block) so that it becomes more of a combo extender only rather than a extended pressure tool, or maybe do something weird like you can do it after a special to try and frame trap but it's minus if the opponent chooses to block. Also I feel like WWA would be less egregious if it didn't catch jumps so often, shouldn't be an antiair on accident and should be more of a "you are trying to zone me so I'm spending meter to try and get in" like it feels like it's intended for.
Red and blue wild assault are cancelable, so that would have to go, if so, as for WWA, it's mostly pot and gold's that catch jumps, bedman and nago not so much, although that's still valuable on those because it allows them to extend their pressure (especially nago, guard crush on nago is pain)
@@livac488 yeah red is technically -4 if you couldn't cancel it, if they made it non cancellable on block it'd stop the ky far slash situation hotashi was talking about. Think you can make arguments for blue being + since you have more options to stuff it
I'm fully on board with just making wild assault your whole ass burst bar. Not 50%, 100% of it. And make it not hard knockdown if you wall break with it.
Here's the thing, WA will not be removed, the devs just aren't gonna do that. And idk if I want it gone at all, so instead what I propose is that they should make WA cost the entire Burst meter instead of just half, and have it do very VERY little damage is any at all. Nerf it to hell and back.
Yeah I took a break from Strive and couldn't really pinpoint why I wanted to stop playing it. I love the game and I will go on record saying WA makes Sin playable. But God is this game a balance nightmare
The issue is that all the normal guys like the all-arounders that aren't mix up characters play better with the new system mechanics. And they even got a better wild assault. the mix up ppl have to deal with so many more resources that push them off of you
I guess wa currently makes the game more black and white, very advantegous or not (got pressure on opp or not) instead of the wider states in sf6 w midrange offense being weaker than close range. With wa you instantly get to close range
Ok, ik some of my propositions might be dumb, but hey, i just wanted to share some ideas if they don't remove wild assault. And feel free to say if something is completly stupid(but explain why pls) or give more ideas: -Red WA only available when you hit OR no inertie after the first action following WA -Blue WA only available when the opponent block (actually idk about this one because Blue wild assault doesn't seem like a big prob) -Remove white WA (put blue WA maybe) -Start the round with 95% burst jauge and WA is locked until you get 100%burst the first time (yeah, weird idea but just the easy way to solve round start wall break xd) -Buff deflect shield? idk -Add more specific WA versions for the characters as a way to balance WA depending on the character (would be too much of an a hassle to do i guess though) -Reduce WA range overall -Blocking WA give burst meter if under 50% burst meter (so you can use deflect shield?) If they remove the whole round start wall break WA bullshit and white WA, and if they make deflect shiel a better tool, it could improve the situation maybe. You know what, just remove WA actually. WA just gives too much pressure and corner combo from nowhere :/
The funniest thing about getting into Tekken and Street Fighter after GG has been how much they complain about "casino gameplay", and knowing those games having absolutely nothing on Guilty Gear offense (specially Strive, specially now). I kinda wish there was an equivalent to fast lows in Tekken, where one of the players usually get a small hit, and life moves on with both players having gained information. The closest with get in GG is cranking RISC and/or chip damage from guard crush, but those get you killed so fast.
They've always sucked though. If the game has survived this long with crap lobbies, I don't think we could even consider them a factor in this small window of context, lol.
If the only change made to the lobbies is taking away the jailtime for somebody backing out before the wanted posters/reach screen pops up that alone would be a massive improvement to the experience. The lobbies are bad but being arbitrarily locked out of doing ANYTHING for 20-40 seconds suuuuuuuuuuucks worse than any other aspect of the lobbies.
Very good points! I'm glad you were able to articulate my thoughts almost exactly to how this season feels. Do you think that reducing the rate burst generates would help? Or would that not change much, because I highly doubt they'll ever remove WA outright, or do things as drastic as even making it cost more burst. They juiced the rates it generates when S3 released so people would play with the new mechanics more but it's just too much
yeah if WA was reactable, and a suscessful deflect sheild vs a WA re funds the burst bar, or accelerates the burst bar refill far more then what it does will prolly make defense a bit more accesable. that or burst bar recharge/ increased meter gain on block signifigantly higher when a WA is used. just my opinion ofc, love Strive tho.
I'm glad you kept in mind the bigger picture; that the game is still fun overall. It's all too common for content creators to go full rage bait mode, and that added nuance helps to take you seriously. As for the future, I'm sure the devs are listening. Let's just hope the time they've taken will mean the correction's gonna be healthy.
THANK YOU, you’re like the only person I've found who talks about this. Also this is legit HC's dilemma. Why should I do a wall break combo when it gives the opponent 90% burst that they'll just use to murder me after? It's especially bad against higher health characters since I have such sharp damage falloff.
Looks like its a general anime fighting games issue. Developers promote aggression , neutral skips and 10min long flashy corner combos. Playing GBFVSR now : it feels like the reduced screen size and 1 touch leads to a corner situation, characters weight 5kilos of something cos Djeeta light elbow jab moves behemoth Vaseraga for 2 meters ffs - block does not let you hold your ground, throw have 4(!) frame startup to counter basic FG move - a block, defense is castrated compared to GGXS - very limited and weak options, 66L still defining signature move of this product , "defensive" characters have lowest pickrates, there are about total 4 specials that move character BACKwards.
Man wild assault just makes the game so BORING at times. I really wish it was actually a big commitment to throw out. Strive is really fun most of the time but some characters are so insanely tiring to fight and it just ruins my motivation. I def wasn't very good back in the height of season 2 so i'm probably lucky to be salty now, but damn, it's so annoying
Couldn't agree more I think game felt best pre WA. I think only solution moving forward is make it resources that you can't just throw out there. For start I would just make it cost your whole burst meter and move from there. So if you want to be danny then you are putting something on the line. WA is just to versatile to cost any less. It gives free knockdown on wallbreak, combo extender, comfirm, tick throw, ex corner carry you name it. Using something like this should come with big cost simple as that. Sure we had issue before where some characters build too much meter and get more out of wallbreak but now it is even worse. If you ask me I would just delete it since at this point it is taking away from the game.
I understand all of your points, and getting a wallbreak from roundstart into positive is an issue. Nevertheless, I think that wild assault in itself is a mechanic that is fun to use, use being the important bit. However, I do agree that getting pressure for free and or being able to convert every hit is too strong. I do not believe that they are actually going to remove wild assault, but they have to add an additional cost to it. Maybe 25 percent tension. I'm aware that Strive doesn't currently have a 25-meter option, but this cost could alleviate the issues that are being experienced at round start. The addition of a burst penalty should also be in place after using wild assault, both in its passive gain and in the gain on hit. A character shouldn't gain such a significant advantage for being hit. The burst gain we receive after being wallstuck should also be removed. This would add the option of wallslump back, but making the decision of keeping the wall or going into positive could be interesting. I would love to hear your thoughts.
WA is fun (for casual play), but it invalidates too many options. does adding a penalty or lowering the availability for it in the way u suggest make that invalidation okay when it does happen? idk, what do u all think
@a_ghost_in_love I think the invalidation stems from wild assault being too cheap to use. 50% burst is not much, especially for tankier chars. If the cost would be higher, in conjuction with a burst penalty, the player using wild assault needs to evaluate what they want to spend their resources on. The individual wild assaults need to be addressed as well. White wild assault should probably not hard knockdown, and I think orange wild assault should push you further away on hit or block, so the conversions are not as crazy.
@@joshireynthat makes sense, I hope they at least do something about it. I feel like wild assault is hard to balance without making it feel never worth the resource OR feel like theres no counterplay from the other player’s perspective due to the inherent lack of interaction when u use wa. even with less crazy conversions/knockdown, the threat is still there at round start and theres not much u can do about it.
As a decent player who has never gotten into big competitions I don't know if balancing should be done with the primary focus on the top % of players but at the same time they kinda have to. I don't know how the devs can add so much to the game while still maintaining balance
@@notcraig255 I mean I saw the opposite sentiment with most people I play with. Outside of how useful white wild assault is a lot of people really enjoy the new conversions and hit confirms you can do using it Its kinda like cr.mk into drive rush meta in SF6 if you play it. While a lot of players hate the meta of it they still consider it a fun mechanic
At least from this video we see that it's actually a really good game, it's just the highest level of competition that is flawed. Good that the top players here have that opinion unlike SF and Tekken players continuosly shitting on every part of their game like its a personal offense to them
You know, I was wondering the other day if in this present time, Strive tournament goers actually think Strive is fun and like the game as a whole, or if they just play it because they’re good at it at this point.
I know exactly how they're gonna change it. Much like danger time in Xrd and migration to strive. All characters now have 2 Wild assaults, their own version, and a new one they can pick on character select. So now GL can also have white and red WA - each time you use it it gets changed to the other one. For real tho, I don't get it why Bedman having WA is great for his kit but it's not as broken as GL. I guess the problem really might be on Guard crush.
as a goldlewis gorilla, this patch is fun :^) i do hope for changes though. even if its overall nerfs for me, just making interactions more fair and rewarding overall would be nice. the amount of matches i win by mashing 2P on wakeup every time is just silly. i have all the health and if i land any button i get hard knockdown into super shmix, so of course im gonna mash.
As a struggling johnny player, if they removed wild assualt I legit wouldn't know how to pressure. Surprise! I already don't know how to pressure without meter, turn up, or WA
To be fair I’m pretty sure that by design Johnny needs to get that first turn up in order to snowball. You need to zone them with MF, and once they get hit you Deal and set up pressure until u can RC
@@jacobrodriguez3712 Iam not a Johnny player at heart (Iam a Slayer one awaiting his return..)but Johnny imo requires conditioning 1st with his strings since they are longranged to sneak in a Deal MF to reset the turn for the obvious reasons. For example,doing a basic *S,HS,MF* is a decent way of telling your opponent "3 swings then its your turn"But,if sometimes you do either S,236P(deal),MF or even S,HS,236P,MF,you can actually catch alot of players sleeping. *Omitojohnny* is seen doing this ALOT outside of the other advanced Johnny things
I think one way you could nerf red wild assault without making it unfun to use would be to make it that you build less tension and less risc for a short time after using red wild assault on block.
Well, the Pandora's Box has been opened. They aren't gonna remove WA. Arcsys's general flaw is that they never remove mechanics in a game iteration. Best one can hope for is that WA is gonna cost full burst now.
i don't play gg strive, but very good video, i enjoy a romhack of street fighter alpha 3 (sfz3mix), i really like it, because how strong every character is, but after watching this video i really started questioning myself, is that really a good thing, what's the point of choosing different character when every character has damaging combos, and chains, but casually it definitely is super fun.
Good vid, saying WA removes decision making on offense/in neutral and therefore simplifies the whole game a lot is an interesting (and I think valid) point against its existence. That said, whilst removing WA would put the game in a better (if perhaps less casually fun) place, realistically ArcSys isn't gonna do that so I'm curious what their solution might be. Like, anything we come up with as players is just fanfic but I think it's an interesting discussion to have. What if they removed WA cancel options on block? What if they removed uncharged WA and made charged the default, making them reactable on defense and situational on hit? How can they rework WA in such a way that it becomes an option on par with most characters' tools, that fits into RPS-based offense structure without overshadowing other things, and is ideally still fun to use without being too unfun when you're on the other end of the interaction?
I main zato and I'm gonna be honest he isn't even that bad, the slower eddie gauge just makes me need to be a little bit more careful about throwing him out randomly
You think losing Eddie because you blocked burst is alright? Or losing all your pressure, damage, and mix for 6+ seconds because you got hit with yrc, blocked a burst, or your opened guessed right once.
i havent played consistently for a good few patches, but i can confirm that most of my matches have devolved into mindless swinging. i want to use wild throw and watch people die, but not like this....
I kinda came back to the game recently (had a break since end of s2) and watching tournaments i gotta say that there;s clearly a difference between how much WA is utilize and different levels of play. It's used all the time at the top lvl but not really that much in my tower much. Part of the reason is just me and my opponents being bad but if I'm allowed to have a theory i would say that top level players are a lot better at burst baiting so using your burst is risky so it's just preferable to use it the meter for WA? Anyway sad to see you frustrated, i hope that when patch eventually comes it's gonna at least somewhat fix things.
drive rush is such a strong mechanic that sf6 is built on that im still surprised they just added it in an update people dont even really like it in sf6 so idk how itd work in a game with even stronger offense lol
Yeah wild assault and positive bonus really killed my enjoyment of strive by making the game way too momentum-based. I like games where I feel like I can play them even when I'm on the back foot and strive just isn't that right now (it wasn't in season 2 either and that's why I left for sf6 when that dropped but the issues I had with the game were just exacerbated by the season 3 changes). I'm glad that Slayer is finally coming to the game so I'll definitely come back for him, but if arcsys wants people to stick around the season 4 balance changes better be damn good
Dividing Blitzshield into two moves, one being trash and the other being broken af was the worst mistake Arcsys could have done, for real this time. And let's hope that in Season 4 they change or add something to counter balance these new mechanics cuz its not fun for competitive (to te repetitive extent) and way too stupid for casuals to enjoy (they should remove both deflect shield and WA and just add blitzshield).
I wouldn't mind Wild Assault as much if there was a good defensive option to match. 1) IB generates Burst gauge. Controversial maybe, but gives some edge back to skilled defenders. 2) Maybe not something the same level as brave counter, but at least let deflect shield not be punishable on whiff?? If Wild Assault isn't a punishable ability, then why does Deflect Shield have to be this way? Thanks for reading.