With
all of the chat about Revelator 2's balance having issues, I decided
to do a quick writeup on my thoughts about it. Okay, maybe a medium
size one.
I
think they did some things right, and a couple of things wrong. I'll
break it down into two sections.
Okay,
so first off, what I feel they did RIGHT:
-You
can basically be a character loyalist.
Yes,
you need to work harder with, say, Potemkin, but as people like Shine
and FAB show, it's possible. This is more than several fighters. If
you like someone, you can play them. If you're a longtime player of
X, you don't have to drop them. I can genuinely say Rev2 is a 'play
who you want' game, IMHO.
-There
is a lot of character variety in top 8s and top 16s.
While
you do see some usuals, it's because of the player, not the
characters, IMO. Sin shows up a lot because Kizzie is a strong
player. Raven shows up a lot because Dogura, a strong player, mains
him. Chipp shows up because of people like Samitto and Bears. But
when you go back through some of the varied top 8's and top 16's, you
see a fairly nice variety all told. You even see lower tier
characters like Slayer and Potemkin showing up, and mid tiers like
Kum, Jack-O and Jam. It's possible to stick with who you like, though
some people choose to play high tiers(which will happen in any game,
even balanced ones.) But if you hunt through some of the past top 8's
and 16's-KSB, sai, CB, CEO-there is a pretty nice representation of
characters there. Hell, the top 24 of CB literally had every
character but Potemkin represented. ('So is he terrible?' Well Shine
just won the last two TSBs, which tend to feature some of the
strongest players on the East Coast. So no, I don't think he is
terrible.)
-The
game is, IMO, one of the mostly solidly balanced in the current crop
of fighters. No one is OP, and no one is woefully underpowered.
Tying
into the character loyalist section, as I mentioned, there aren't too
many fighting games right now that reaches Rev2's balance. NRS games
are heavily tier skewed, as is Smash. SFV, as mentioned, has some
trouble with the bottom 6 or so(though dare I say the roster isn't
god-awful.)
Yeah,
people at the wrong end of 'da blenda' or one of Johnny's or Sin's
combos might fight me on this, but I will stick by it. No one is
busted. We don't have any Eddie tiers or Sign Elphelts in this bunch.
Sure, yeah, maybe Chipp didn't need Exebeast, but generally speaking
no one is off the hook. Likewise, even the bottom tiers, if you're
good, are viable, even if some people have to work pretty hard to do
it. It's, again, better than a lot of games out there. Right now I
feel the only games that match Rev2 in balance are Tekken 7(and even
then the lowest tier players tend to grab a pocket Jack or
something), KI(which, to be fair, I don't really play more than
casually, so I can't speak for it's strongest balance, but that I've
seen, there is lots of variety, and I don't hear too many complaints
right now), and, well, VF5FS which is sort of old and only gets
played in side tournaments(and even VF has it's SS tier Akira.)
If
someone comes up to me and says 'Can I play Potemkin?' I'll tell them
that you need some damned good fundamentals, but yes you can, and
I'll point them in the direction of FAB and Shine to check out. If
someone asked me about playing, say, an SFV low tier, I'd say 'maybe
you'll want to see some mid+'s if you plan on getting serious.'
Now,
for the other half. What I feel they did WRONG:
-They
took a step back from Rev 1.
Rev
1, IMO, was probably the tightest GG has been balanced(let's face it,
AC/+R was not balanced, Sign was crazy, and the older games were like
what. The oldest were 'balanced' in the way that everyone was busted.
But Rev1 was quite solid. No, not perfect, but while the character
loyalty thing was maintained, it felt like everything was a little
more even-ish for the most part. Or maybe not even that; it might be
that Rev2's balance is very similar to Rev1, it's just that they
ended up making some characters more actively fun than others.
They
felt like they had a better idea for some. Like, with Raven, they
knew they wanted his Excitement to mean more, so they built him
around it; he is, on paper, nerfed at level 1 excitement. He's
roughly the same as he was in Rev1 at level 2, and he's buffed at
level 3. (Raven mains contend where exactly he stands. Some feel he
was better when he wasn't as dependent. I feel he's better now, as do
some others, but I don't want to dismiss the others who feel he was
better when he was less 'parabola' like.)
They
wanted Millia to rely on her pin more, so they built around it(and
there are people who feel she has more potential now but they haven't
labbed her enough yet, and there are others who feel she was better
before-again, contended.) They wanted Sin to have to rely more on his
food meter, so they did it. But with other characters, it felt like
they just gave flat tweaks to, and flat tweaks can feel boring(I'm
reminded of MMORPG balance here; how technically buffing X and Y
moves by 5/10% are buffs, but they're boring compared to the other
class who got a couple of their moves tweaked to interact
differently, even if it net maybe a 5% buff for them.) I think the
characters they had good ideas for came out much more fun(IMO, as a
Raven main, he's much more fun than Rev1), but the ones they didn't
just sorta feel like more of the same, maybe with some slight buffs.
(And some fans just seem polarized and can't decide how their
character feels, which can be normal, but maybe it's not the best
thing.)
This
brings me to...
-They
were too conservative with a lot of characters.
This
is fairly connected to the first. Now I can't say why this is, but
the lower and mid tiers, it felt like they just were a bit too light
with them. Like they were almost afraid to give them too much. Now I
understand that sometimes it's better to go too conservative than too
crazy with design, or else you end up with Sign Elphelt.
Which...you
know, could have been part of the issue. Sign's balance was pretty
bad, and perhaps they wanted to avoid this? They also seem to handle
some characters(Potemkin comes to mind) with kid gloves. Ram was hit
a little too hard and not given much. Notice a pattern here-Pot had
his broken time, and they went conservative. Jam was a bit crazy in
the old days, conservative. Slayer was extremely good at one point,
conservative. Chipp seems to be the only character who doesn't follow
this(and I reckon they figure it's because he's flimsy.) Millia I
think was the only character that got adjusted to be still balanced
and more interesting, and even then some Millia fans seem a bit
unhappy.
It's
sometimes hard to say how far one should go, though. Perhaps they
thought it better to ease into some of the mid-tiers(buffing first,
then waiting a few months, adding more if necessary), which truth be
told isn't a bad way of doing it(better than accidentally
overbuffing), but perhaps it feels off for some people since some
characters got 'cool stuff' right out of the gate.
This
is why I feel the buffs feel 'uneven.' They simply had better ideas
for some than others. But at the same time, should you wait until you
have equal ideas for a whole cast? That could take several months. I
don't think it's a bad idea to trickle changes in, but there's no
doubt it probably leads it to feel a bit uneven. Hell, this may
explain why it felt like they 'focused too much on the top tiers.'
Maybe, as weird as it sounds, they simply had better ideas at the
time for them.
Again,
this doesn't change the fact that some characters still feel
lackluster, and they probably could have afforded to drop a couple
more buffs on the likes of Slayer, Potemkin and the like without
breaking them.
--
Alright,
so that breaks down my school of thought. Now, how can they fix this,
to make it even better than Rev1?
IMO
just look at the low and mid tiers and maybe tweak them some more.
Maybe spice up their gameplay a bit with some different aspects. I
understand changing playstyles can be risky(it can chase off previous
fans), but maybe for some characters it's worth shaking things up a
bit. I feel the top tiers are fine where they are, and if the lower
and mid get some love, things may feel better for people. In fact, I
sort of think some of the 'stronger mid tiers' can get away without
big buffs and can do just fine with some gameplay tweaks to make them
more interesting. But I definitely think the low and the lower mids
could use some love.
(I
tend to believe in 'buff low' instead of 'nerf high', though I think
in some games with extremes-stuff like NRS games whose top tiers can
get ridiculous, or the current BBCF with some of its ridiculous
SS-tiers, you do need to nerf. I don't think Rev2 is that game.)
Perhaps
take a look at a few of the more egregious moves(which, well, are
going to vary depending on who you ask and what side of the bed they
got up on this morning, so here I feel they should trust actual
testers with low amounts of bias, which yeah, might be hard to find,
or at least people who can keep their bias in check), and trim them
if necessary. I don't think there are too many here.
Really
that's about it. I feel the biggest issue is the unevenness of how
people were given workovers. Fix that and I think Rev2 will feel even
better than Rev 1.
...
Oh
yeah, quit nerfing AA's. Like that's to ALL freaking 2D fighters
right now. Really what's wrong with fighting games nowadays wanting
to nerf AA's. Remember when jumping in used to be risky? :P
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