@Callme_Willcent A simple fact is this has always been a thing. People are wanting things to be removed that has been in the game for years especially if it's not game breaking. Let's worry about better things that are more crazy and actually get some real Tech back
SC2 is seriously one of the best fighting games of all time. I'll always keep playing til I can't, or I die. My soul will forever burn for this game. #SOULCALIBUR
@Harada_TEKKEN I love to see character expression but back where you can jump over opponents and maybe even catch some tech rolls again. We also need Ki Charge back to original state .. and BRUCE ❤️
Here's my thoughts on the Emergency Patch after playing for a few hours which feels like a completely different game in a good way:
- Less 50/50 situations because of the Heat Engager change.
- Rounds last way longer because of the Maximum Health Buff (wasn't a fan at first but really like this change).
- Chip Change is definitely noticable and for the better.
- Nerfs to characters and moves are a good start, would like to see more nerfs and not buffs.
- Wall Crush property being removed from moves on block is good but would also like to see this done for moves on hit.
Some changes I'd like to see in the future:
- Heat Burst tracking and range reduced across the roster.
- Heat Smashes being nerfed: they should not be too plus on block and should either not activate Stage Gimmicks or Wall Splat.
- Some of the new moves added to Season 2 need to be toned down or the properties need to be changed like: Lars's DEN 3+4 and Steve's B1+2 in Heat State.
- Spike Combos need to be toned down or removed entirely.
- High Aerial Spin moves should be limited to 1 per combo.
Overall, it is still far from perfect but definitely a good step in the right direction. Thank you to the Bandai Namco developers!
This is my opinion about S2
I would be happy if this helpful to them.
Honestly, I think the developer's idea should be different from the player. However, I think it would be nice to accept some feedback.
but I don't care if they don't listen. Tekken8 is already a negative review.
1. Combo too long and high damage
In the past, the combo was simple and short, but it wasn't fun? no it was easy to teach beginners. But now, I have to teach them the tailspin, but it's also difficult. And the tailspin is so strong that it goes in twice, and it makes the combo long. How about tailspin only once?
2. Simple Mind Games
for example Kazuya, he's main moves was weak to left ss, so high level skill is holding the axis and catch left ss, but now you don't care left ss, They added mid safe homing. Simple concepts in this way seem simple to look at, and they're less fun. Fighting games are boring if they're easy. They get bored of it early
Too many mid safe homing has been added.
It would be nice if the player had a sidestep option.
3. Heat move
Now the heat is unbalanced. Someone recover the heat bar, someone too much heat bar, someone have too much strong move in the heat. There are a lot of moves with less risk, but the rewards are big.
Just because it's a heat moves
I hope it's consistent. heat recovery is unfair.
4. Removed legacy
The legacy knowledge has been removed. air moves can't be low parry or hold move can't parry.
There are more besides this.
So we have no way to tactic with certain situations.
Did it have to be removed?
5. Too much connect stance and stance heat burst
It's making the game complicated and ridiculous.
It's looks unnatural.
dev team think players would like it?
Rather, it looks unnatural. It's an excessive change.
I think it brings a limitation of style because I only use it.
6. Too long range and too much plus frame
Characters with weapons have a very long range.
It needs to be adjusted.
Plus frame is too much when block. +7 +9 There are a lot of things like this. These things only produce selfish play. People got a lot of stress.
7. too many 50/50 situation
There are a lot of 50/50 situations after the heat engager or block +7 or +9 frame
heat engager is damage to opponent and recovery health bar. I think this is a big reward. But is there a reason to give it +17? I think it's an excessive reward. It's too forced
mid between low start frame of 50/50 is often the same. or 1~2 frame differance
It is too difficult to block this in a forced situation.
8. Chip Damage
Many players said they don't like it. but it's unlikely to change. To be honest, if T8 don't have a chip damage, we can hold out even if it's forced.
So hopefully they would reduce the chip damage even a little bit. Honestly, the chip damage is worse than 2D games.
9. The direction in which a beginner or rookie beats a veteran
I don't know why they make it with this direction, but I don't think it's gamely good.
Veterans have invested a lot of time and put a lot of effort into it. So it's a fun game to play when you increase your knowledge and learn your skills.
Actually I don't know why a veteran should have a high probability of losing to Beginner or Rookie. Isn't that contradictory?
Constructive Feedback:
-Stop removing legacy systems: Ki Charge giving counter hit property. The same problematic moves still CH now and are still frustrating. Nerf the problematic moves without removing systems that survived 25 years.
-Stop changing the identity of characters through simplification/accessibility: Law’s Dragon Charge (DSS) stance is so easy now that there is no reason for a new player to practice it. There are no goals for them to strive for and achieve. My opinion is that you should revert Law’s Dragon Charge changes including the frame data changes. T8 S1 was already easy enough. Law/Lee/Zafina are some examples here
-Do not change inputs of moves unless absolutely necessary: Tekken IS a legacy franchise and you have players that have built muscle memory across decades. Yes, inputs change over time, but the way they changed in this patch isnt always clear. Law/King are some examples here
-Less chip: You reduced chip in heat from 30% to 25% which seems more of a gesture of listening to feedback than actual implementation of that feedback. The reduction in chip for heat dash on block to rage opponents was the best chip change. Additionally, look at all the problem moves dealing tons of chip that were added (Jack, obv, but also Anna). Players dislike the entire mechanic, which is understandably a huge part of T8 that isnt a simple change.
-Sidesteps / Lateral movement: I can feel the difference and enjoy this change. But, overall the game has so much more tracking/homing that its overlooked.
-Aggressive pressure: Tekken players have always wanted to use space to avoid pressure. This was the issue in Tekken 4 as well. People wanted/want to see less of this. This patch introduced much more of this.
-Some Heat Bursts still track. Make them all track in one direction max, so there is at least some option to try to outplay the opponent with a sidestep.
-Heat Engagers: +17 is absurdly high, you guys have already mentioned that you will look at it. Make it significantly less so that people don’t look at it like the heat chip% change.
-Damage: across the board, juggle/combo damage is higher this season. Its too high and leads to less neutral interactions. Maybe introduce damage scaling after strong aerial tailspin
Obvious bugs: Jack “Make some noise”, and Paul hammer of the gods deep dive into unblockables
I am the first Season 2 GoD rank in the world.
I have been optimistic about this game and the balancing direction since release but it feels like enough is enough and we've definitely reached that point. This does not feel like Tekken AT ALL.
Characters getting buffed even in the slightest is not the way along with more stance-based transitions where 50/50 situations are enhanced. Some of the new moves added are insane with little to no counterplay. Characters getting their weaknesses patched and identities being removed by homogenisation is lazy balancing. Oki being gutted and heat just getting buffed makes no sense. Combo damage is too much across the whole roster. I definitely think the sidesteps are better but does that really matter when moves exist with crazy tracking/hitboxes? Chip damage is still excessive with most heat smashes remaining the same. Removing strategy in favour of more 50/50 situations isn't interesting gameplay and is moving away from the foundation of Tekken.
Where are the defensive options that were mentioned?
@nkt_dreamer Taking the Legacy out of Tekken is a horrible idea with all do respect . True tekken heads like the creative expression of jump over tech, ki charge setups, bt sstups. Being in control of our character at ALL times like we still cant CANCEL heat engagers. Tekken waa an art 😈
I think the full patch notes should make a lot of ppl feel better. At least I hope so 😂
Characters usually receive additions/subtractions to their toolkit every big update regardless of tier. It makes sense to show the “new” stuff they added rather than the small frame/dmg changes (especially since it seems they didn’t have much time).
I don’t even think they showed 5% of the overall changes and everyone’s losing their minds. Anyways, I’m optimistic because since TEKKEN 5.0 the game has always released in arcades with crazy imbalance/wild stuff that gets worked out over the two-year arcade period. T5DR, T6BR, T7FR were all huge improvements and I feel like 8.0 will probably experience the same thing. Either way I’ll probably enjoy the game because it’s really fun and I like it 👍