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projectiles interactions feel weird#1737

S

I think that the projectiles in this game feel very weird in the way that they interact with eachother. Currently (patch 1.0.4) all projectiles clank with eachother regardless of the projectile strength, but by making it this way, the slow projectiles get nerfed and the fast projectiles get buffed. I think it would be a good idea to have some kind of projectile strength or priority system in place so that fast projectiles like zetters fireball or rannos needle dont completely invalidate the use of slower projectiles like fleets fstrong and side b. As is, the character committing harder to a slower projectile loses on reaction to a quick projectile because the quick projectile clanks with the slow projectile while also having less frame commitment to use. For example, if fleet uses fstrong, the charge time is reactable and the shot has considerable endlag, meanwhile, zetter can throw out a fireball and approach behind it knowing that he will be safe from the arrow, while also being less committed to the fireball because of its frame data.

Unless Im misunderstanding something, in general, moves that are slower to come out or that have higher frame commitments, should be stronger than fast, low commitment moves, but in the case of projectiles its effectively the opposite. You commit to a slow move and it gets beaten by a weak, low commitment poke, and because of its high endlag, the person committing to the slow move often gets punished off the interaction on reaction, which makes high commitment projectiles feel basically worthless because of how easy they are to counterplay.

a year ago
2