Millia's CH fS was severely nerfed in 2.00, no more bombos, right?
Well, yeah. But with dash momentum and spacing recognition she still gets good conversions, although hitting these takes a lot of skill and they're nowhere near as universal as they were before.
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@Ziegler_Dev The WSTR prevalence has indeed resulted in completely uninteresting interactions and degenerate gameplay. I was thinking the range should be just nerfed even further. Look at the Halo 3 Mauler: truly just a point blank corner gun designed to be combo'd with a melee after.
Revisiting an old idea which used to have issues working across the cast, now fixed due to hurtbox standardization.
Useful for when wall damage is nearly maxed, this gives you the option to continue mixing rather than spending RC for a low-damage combo.
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@Ziegler_Dev Outpost feels amazing on duos; the tight level design suits 2v2 coordination while still being spicy and chaotic.
Maybe add some Rooks though (with lower frequency than in trios)? Had a game where we wiped the lobby, and it felt very un-Marathon to loot Pinwheel w/ zero tension.
Depleted wall health optimal combos can be pretty different from what you're used to, possibly doing 30% more damage compared to what's intuitive.
The following clip studies a specific example, but the goal is to just open up the idea and show its significance.
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An important note for the I-No matchup. I feel like I never see Millias properly punish here when you should destroy I-No for reversaling on 2D disc.
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