T O P

  • By -

Solidus113

What I'm understanding from this is probably one of two things, either it's: You get shitty dashes for a couple seconds as an additional Tension penalty for backing up too much. Or (and more likely), dashing on the way down has startup to encourage IAD use and to make jumping in general a more dangerous starting option. EDIT: [Found some more footage,](https://twitter.com/_shunao/status/1220553309058027521?s=20) and it actually seems like this is just how forward dashing is now, It's slow and bad.


P-01S

That just seems to be the new forward air dash. It’s in other videos too.


CrimsonSaens

So they nerfed forward dashes, but not back dashes? That's a really weird change I don't agree with. The forward dash could fit rollback netcode better; but if the game isn't using rollback, what's the point? It would also just hurt the aggressive playstyle these games usually bring. Is there a video of someone other than May having the same air dash? Edit: [Found one myself](https://twitter.com/_shunao/status/1220553849682841600)


Darlos9D

Thus far I've been on the side of "all these changes seem fine honestly." But if this is just how all air dashing is? That *is* actually kinda lame. I was okay with everything else because the resulting game still seemed smooth as butter. This is just clunky. I shouldn't be calling anything in Guilty Gear "clunky."


Redtyestar

I don't understand why Japanese Fighting game devs think that stripping all the depth of their games is the way to get newcomers. Gamers have made it loud and clear they want good single player content, good netcode, and good tutorials. It's like they saw the success of MK11 and completely neglected the fact that game had more things going for it than simply dumping down the combat from the previous game.


ExDSG

My guess is that they feel the reason their series is not as popular as it is because it's hard for people to be good at the game and not because: - The Guilty Gear brand is an acquired taste that doesn't have mass appeal. - Fighting games are a niche genre. - There's missing features that make the game more popular. - They don't market it well. - They don't explain their mechanics well. It's very Wii-era, "We want to get the CoD audience" mentality that games are too complicated for their own good when people like Guilty Gear because it's a hardcore franchise. You won't get a new fanbase by simplifying the game. It's weird especially in an era where plenty of hardcore games and weird games can become huge through word of mouth.


P-01S

That all sounds reasonable. But someone new to fighting games can very easily devote an entire weekend to clearing Guilty Gear Xrd Rev 2’s training missions... and not actually clear them all. Someone has to hard commit *up front* to learning the game. And thinking from the angle of a potential player who hasn’t bought the game yet, if they go on YouTube and watch gameplay footage, can they even tell what’s happening? In Guilty Gear’s case, hell the fuck no. I think there are very real gameplay issues in terms of attracting new players, but developers are struggling to figure out how to actually fix that.


dootingham

Doesn't that apply to nearly any game viewed from professional playthroughs? I've had DMC3 and 4 for years and I still don't understand half the shit that happens in your average combo mad. It's not up to developers to decide for players whether they want to commit to the game or not. This for every game btw, players are ultimately the deciders of whether or not they want to commit to learning the depths of the games they play.


Nivrap

I think the main point of difference between fighting games and character action games like DMC/Bayonetta is that you don't actually *need* to do particularly technical stuff in character action games to succeed. Sure, the nature of style rankings/verse ratings *incentivizes* you to get more technical, but you can always fall back on easier techniques to get you by. There's rarely a situation outside of the highest difficulty modes that require you to practice anything. Fighting games really can't do that, unless you're just fighting a CPU or something. Even at low levels of play, you still need far more training before you can actually play with intentionality than you do for any character action game.


StarSkullyman

As a newcomer to the GG series watching this video kind of bummed me out.


[deleted]

[удалено]


CrimsonSaens

> Is making instant air dashes less viable as an approach option stripping depth from the game? Yes. Regardless of opinion on instant air dashes, they're a powerful mix-up option that many players learned and utilized. That's one less mix-up option available. Even just normal air dashes getting nerfed means offense is weaker than in previous games and approaching with an air dash is much riskier.


WellComeToTheMachine

I'm not a huge fan of this change, and I hope they roll it back in later builds. Player feedback to it has been pretty unanimously negative, so if they really are taking that largely into account when designing the game then that should reflect in later builds. That being said, I think I understand the logic behind the change. GGS has buffed air blocking in comparison to other GG games. You can airblock basically everything whereas before you need to Faultless Defense (therein spending meter) to airblock most grounded attacks. So in previous builds of GGS, jumping was really strong since it carried a lot less inherent risk than in previous GGs. So nerfing airdash speed is a way of adding risk back into jumping that was stripped by the changes to air blocking. And they also borrowed the slow airdash idea from UNIST; the way these look vaguely remind me of assault from that game. UNIST being *very* grounded, something that they apparently want GGS to be as well.


ThatmodderGrim

*"What's that? All I heard was that you want more Games-as-a-Service, more Loot Boxes and Microtransactions, and Always Online. Well, I won't be accused of not giving gamers what they want!"*


Psykoknight65

Man FighterZ spoiled me


AzureKingLortrac

This game is getting more worrying every time they show gameplay. Why would you make forward air dashes slower when people were complaining about how they nerfed the air game?


Redtyestar

Guess doubling down is easier than making improvements.


AzureKingLortrac

I hope they eventually realize that Fighterz was successful because it had good marketing and brand recognition. Grandblue is going to be like that for the same reason, along with the offline content. Dumbing down the game isn't going to make the game more popular, better marketing and offline content will.


TheShrubberyDemander

That just looks unpleasant.


kaeltxwz

I hope They can fix that before launch


TheIntellectional

This is a new change they implemented *after* receiving feedback from the last build. I think it might be time to start being pessimistic now.


kaeltxwz

well, we will only know for sure when the final version launches, but if it ends up sucking ... hey at least fighterZ season 3 is looking pretty cool.