Glad to see not major Axl changes (will need to play test though), but still worried about the new universal mechanics. Overall not as much of a substantial patch as I expected but interested in seeing how everything adds up to affect the pace of the game.
Yeah I’m especially curious about the different types of Wild Assault; gotta see it in action. Testament also got some interesting changes so I’m interested in how this patch affects their game plan overall.
Both of the new universal mechanics seem to be ways to end oppressive blockstrings or oppressive zoning, which would be two things that slow down the pace of the match, so I’m very hopeful.
Bummed to see the weight classes go as my main complaint with the game is the general streamlining and homogenization of the characters in general. But the further reduction of easy accessible, huge damage feels like a welcome change. Overall very satisfied.
Exactly the reason they cited in the patch notes is why I was never a fan of different weight classes. It creates another knowledge check, and I think that’s why everyone has the same wakeup timing too. Now you don’t need 25 different safe jumps; you just need to know 1.
Commented this on another instance, just copying and pasting it here.
As a Testament main, I’m pretty excited about this. Don’t necessarily agree with the doom and gloom I’ve seen of them being bottom 3 right now, but they’re definitely hitting a few struggles. Easier conversions, the teleport mixup, bigger knockup from Arbiter Sign, all great changes.
In general, it looks like a decent patch. Maybe folks didn’t get what they wanted, but generally the characters who needed nerfs or buffs got them. Notable exceptions being Anji and I-No feeling a little nerfed (depends on their new special moves, I think), and Nago looking buffed kinda unnecessarily. Looking forward to how it all shakes out, though.