Thinking about how like mew biggest gripe with modern fighting game is just kinda that it feels like the whole game is made as a live service, to the point that even the patches themselves are just part of the hype cycle
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i feel like to an extent the patch part has always kinda been part of the hype cycle? At least thats what a lot of the like newer versions of older fighting games felt like to me, "Here's a few new dudes and also a balance pass for the whole game"
It has totally, it's just as nya said in the follow up it's kinda hard to tell whatever they really wanted to patch the game or they're just doing it because that's where they are in the content cycle where they buff and nerf 1 character depending on where the dart lands
I think they definitely want to keep things balanced but that's kind of a trap most online games fall into, where trying to find a perfect balance tends to end in a pendulum sorta deal where character strength constantly ebbs and flows
And like you said introducing new characters for a version of the game that doesn't even exist yet is a recipe for disaster where characters can end up completely broken or useless
Meanwhile nya feel like a lot of Arcsys games kinda just have that thing where there is clearly just one character who's allowed to do WAY more than everyone else, but they're kinda just gonna dance around it with small buffs and nerfs to other characters, that doesn't really rock the tiers too much
Like it's at the point where a lot of the times nya can't really tell if they're truely trying to balance the game or they're just making a patch for it's own sake, it doesn't help that they're also pushing out new chars who might be completely busted between all of this
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We saw clearly they want to give a patch time to develope before they make radical changes by them not nerfing Pot despite restoring Kara cancels