5
Products
reviewed
259
Products
in account

Recent reviews by HeavyLight

Showing 1-5 of 5 entries
21 people found this review helpful
3 people found this review funny
1
269.7 hrs on record (259.3 hrs at review time)
I consider this season quite controversial even questionable. Let’s go step by step, starting with the positives:

There are very solid and even necessary system changes. Removing WA is actually a good decision it covered up certain character weaknesses and masked mistakes in pressure. Reducing damage scaling from PRC is also an excellent change, as it removes situations where someone makes a mistake, presses PRC, and ends up heavily punishing the opponent for their own error. Removing the ability to RC after throws and DPs, as well as reducing the positive bonus from wall breaks, are also decent changes.

Now for the negatives:

Elphelt changes.
Honestly, these changes feel strange. I don’t really understand why they decided to buff her rekka while nerfing her cross-up. It only made her an even more boring character. I believe that in Strive 2.0 she should have been reworked, because with her current skill set she will either be weak or completely broken and in both extremes she will still remain a dull and uninteresting character.

Happy Chaos rework.
I fully understand that if he had been carried over into the new version of the game unchanged, he would have been broken, so some adjustments were necessary. But what they actually did to him… they nerfed everything: curse, aimed shots, and changed his resource economy (which, to be fair, isn’t that bad). He even lost his combos and his air gun! He didn’t have much damage to begin with, but now his combos deal, at best, about as much damage as a single special move from another character.

Previously, this low damage was justified by his game plan: he wanted to land a hit, carry to the corner, possibly recover some resources, break the wall, and then repeat. Because of this advantage (being able to wall break from almost anywhere), his damage was lower. But now, not only has this strategy been nerfed both systemically and specifically for Happy Chaos, even if he still had combos, he spends so many resources just to open the opponent up that he’s almost always forced to end with a sweep to recover them. He now has to open the opponent up multiple times more to win, while not really having any meaningful advantages.

Additionally, without his air gun, he’s lost his aerial game. And what are you supposed to do with 4 out of his 5 normals that hit downward? Most of them are now useless (or even harmful, since without gunshot confirms they’re easily punishable), and he didn’t get anything in return. It honestly feels like they just read hate comments about him and implemented them into the game.

As a result, Happy Chaos is not only a weak, low-tier character now, but he’s also lost all of his depth. In trying to weaken him and make him more accessible, ASW turned him into a very weak, bland, and boring character.

Another victim of accessibility — Asuka.
Unlike Happy Chaos, who was simply heavily nerfed, Asuka suffered much more because they took everything away from him. In Strive 1.0, Asuka wanted to get close and constantly use spells, attempting to create frame traps. This was his most effective and essentially only game plan, since his zoning was weak. Asuka was all about resource management: he had to skillfully balance pressure, mana recovery, and cards in hand. If even one of those resources ran out (especially mana), it often meant losing the round.
That’s why he constantly used K/S mana charge, because passive mana recovery without spending resources was too low to sustain his gameplay. So what did ASW do? They increased the cost of some spells and removed (!) K/S mana charge. They effectively stripped him of resource control, because now it’s simply impossible.

These changes, unfortunately, made him practically unplayable. I understand they wanted him to play more in neutral, but here’s the big issue: he can’t function without his gimmick. I once heard the argument that Asuka’s normals are so bad that he can’t play footsies and I agree. You can verify this yourself by watching Strive 1.0 replays; his normals were mostly used just for frame trap attempts during pressure.

He had one game plan, and it was taken away without giving him anything in return. On top of that, he’s now forced to spend all his mana on combos, which naturally leads to being punished sometimes fatally. He definitely needs an emergency patch. Possible fixes could include passive mana regeneration, increasing HP when mana is spent, maybe improving his defense, and revisiting the frame data on all his normals. If such changes don’t come soon, most—if not all—Asuka mains will switch to other characters until buffs arrive. In any case, he needs a solid set of buffs just to function in this version of the game.

Summary of the first Strive 2.0 update:
The system changes are good, but the character balance adjustments are… very questionable. For some reason, ASW seems to have evaluated most characters purely based on their strengths and then nerfed them. I didn’t cover every character—only the ones I had something to say about—but thankfully, Happy Chaos and Asuka seem to be the only extreme cases so far. Others aren’t as heavily affected, though the overall approach is similar.

Overall, I’m not a big fan of the direction the game is taking. The Guilty Gear series has always been about cool, powerful, and sometimes crazy characters but watching them gut some of the most unique and interesting characters in fighting games is painful. I hope that in the near future, even if they don’t restore their former depth, they at least make them viable again. And then we’ll see what happens in the next installment of the series.
Posted 10 April.
Was this review helpful? Yes No Funny Award
5 people found this review helpful
1 person found this review funny
4
0.0 hrs on record
I consider this season quite controversial even questionable. Let’s go step by step, starting with the positives:

There are very solid and even necessary system changes. Removing WA is actually a good decision it covered up certain character weaknesses and masked mistakes in pressure. Reducing damage scaling from PRC is also an excellent change, as it removes situations where someone makes a mistake, presses PRC, and ends up heavily punishing the opponent for their own error. Removing the ability to RC after throws and DPs, as well as reducing the positive bonus from wall breaks, are also decent changes.

Now for the negatives:

Elphelt changes.
Honestly, these changes feel strange. I don’t really understand why they decided to buff her rekka while nerfing her cross-up. It only made her an even more boring character. I believe that in Strive 2.0 she should have been reworked, because with her current skill set she will either be weak or completely broken and in both extremes she will still remain a dull and uninteresting character.

Happy Chaos rework.
I fully understand that if he had been carried over into the new version of the game unchanged, he would have been broken, so some adjustments were necessary. But what they actually did to him… they nerfed everything: curse, aimed shots, and changed his resource economy (which, to be fair, isn’t that bad). He even lost his combos and his air gun! He didn’t have much damage to begin with, but now his combos deal, at best, about as much damage as a single special move from another character.

Previously, this low damage was justified by his game plan: he wanted to land a hit, carry to the corner, possibly recover some resources, break the wall, and then repeat. Because of this advantage (being able to wall break from almost anywhere), his damage was lower. But now, not only has this strategy been nerfed both systemically and specifically for Happy Chaos, even if he still had combos, he spends so many resources just to open the opponent up that he’s almost always forced to end with a sweep to recover them. He now has to open the opponent up multiple times more to win, while not really having any meaningful advantages.

Additionally, without his air gun, he’s lost his aerial game. And what are you supposed to do with 4 out of his 5 normals that hit downward? Most of them are now useless (or even harmful, since without gunshot confirms they’re easily punishable), and he didn’t get anything in return. It honestly feels like they just read hate comments about him and implemented them into the game.

As a result, Happy Chaos is not only a weak, low-tier character now, but he’s also lost all of his depth. In trying to weaken him and make him more accessible, ASW turned him into a very weak, bland, and boring character.

Another victim of accessibility — Asuka.
Unlike Happy Chaos, who was simply heavily nerfed, Asuka suffered much more because they took everything away from him. In Strive 1.0, Asuka wanted to get close and constantly use spells, attempting to create frame traps. This was his most effective and essentially only game plan, since his zoning was weak. Asuka was all about resource management: he had to skillfully balance pressure, mana recovery, and cards in hand. If even one of those resources ran out (especially mana), it often meant losing the round.
That’s why he constantly used K/S mana charge, because passive mana recovery without spending resources was too low to sustain his gameplay. So what did ASW do? They increased the cost of some spells and removed (!) K/S mana charge. They effectively stripped him of resource control, because now it’s simply impossible.

These changes, unfortunately, made him practically unplayable. I understand they wanted him to play more in neutral, but here’s the big issue: he can’t function without his gimmick. I once heard the argument that Asuka’s normals are so bad that he can’t play footsies and I agree. You can verify this yourself by watching Strive 1.0 replays; his normals were mostly used just for frame trap attempts during pressure.

He had one game plan, and it was taken away without giving him anything in return. On top of that, he’s now forced to spend all his mana on combos, which naturally leads to being punished sometimes fatally. He definitely needs an emergency patch. Possible fixes could include passive mana regeneration, increasing HP when mana is spent, maybe improving his defense, and revisiting the frame data on all his normals. If such changes don’t come soon, most—if not all—Asuka mains will switch to other characters until buffs arrive. In any case, he needs a solid set of buffs just to function in this version of the game.

Summary of the first Strive 2.0 update:
The system changes are good, but the character balance adjustments are… very questionable. For some reason, ASW seems to have evaluated most characters purely based on their strengths and then nerfed them. I didn’t cover every character—only the ones I had something to say about—but thankfully, Happy Chaos and Asuka seem to be the only extreme cases so far. Others aren’t as heavily affected, though the overall approach is similar.

Overall, I’m not a big fan of the direction the game is taking. The Guilty Gear series has always been about cool, powerful, and sometimes crazy characters but watching them gut some of the most unique and interesting characters in fighting games is painful. I hope that in the near future, even if they don’t restore their former depth, they at least make them viable again. And then we’ll see what happens in the next installment of the series.
Posted 9 April. Last edited 10 April.
Was this review helpful? Yes No Funny Award
2 people found this review helpful
184.6 hrs on record (0.6 hrs at review time)
Early Access Review
Не даёт даже зайти. Выдаёт ошибку: При попытке входа возникла ошибка: Сервер с профилями недоступен (1-28)
Posted 18 March, 2019.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
45.9 hrs on record (44.8 hrs at review time)
Хороший сюжет, интересная боёвка, очень классная графика.
Posted 22 November, 2018.
Was this review helpful? Yes No Funny Award
7 people found this review helpful
2 people found this review funny
2.2 hrs on record (1.3 hrs at review time)
Не могу даже зайти в игру, пишет: "не получилость подключиться к сети". И что делать? Уже всё пробывал, и закрывал всё, кроме игры и стима, и через wi-fi и через проводной интренет, но не хочет заходит, пол часа уже потратил на это. Как поиграть-то в неё
Posted 30 August, 2018.
Was this review helpful? Yes No Funny Award
Showing 1-5 of 5 entries