Ichipoo, post: 7723753, member: 16386 wrote:
I thought about what someone saying earlier how it would be nice if players still had to input the super command in Auto Combos, and I'm starting to agree with that sentiment. Many a time have a performed an Auto Combo for easy meter, only to accidentlally burn 50 meter for a super simply because I pressed A just one too many times. :(
iminthenet2, post: 7732909, member: 51844 wrote:
Why would we want a sequel to Persona 4 Arena?
RoGE9, post: 7732998, member: 7517 wrote:
I think the game is fine tbh, it's fun and decent enough at a competitive level to take seriously. The reason why a sequel would be nice is because it'd help bring back attention to the game.
Rictorxix, post: 7637558, member: 55790 wrote:
I want Green Block/Pushblock, and I want to play as Kou from the Basketball Club and also Yukari from Persona 3.
wiredgod, post: 7765596, member: 66384 wrote:
Pushblock would make it a very different game. Maybe make guard cancel more effective instead?
Optimus Cack, post: 7769565, member: 58141 wrote:
I would much rather have pushblock in favor of instant block. There is essentially no reason to not instant block everything assuming you have the unfailing precision to always do it. Pushblock as it is in Skullgirls at least made you think about when you should use it.
You can't ask for well-thought-out changes off day 1, week 1, or mostly even month 1 play...and that's when the game is out and everyone's in the lab.-Mike_ZIf there's anything we do best, it's breaking games and then making everyone suffer with all the cheapness.-PersiaXO
wiredgod, post: 7702098, member: 66384 wrote:
That would be awesome. Have his persona be a sheep too.
d3v, post: 7771194, member: 9887 wrote:
Rollbacks added to the netcode.
RoGE9, post: 7771901, member: 7517 wrote:
Please this. There should be an option to adjust the delay as well.
( •_•) IT'S NOT RAPE,
IT'S SURPRISE SEX! (⌐■_■)
"Orgasm is a simile for the emotional epiphany a woman has when the shame of penetration is eclipsed by the inherent virtue of servicing a man." ~ Kromo.
Rictorxix, post: 7637635, member: 55790 wrote:
I like the tweeking of the auto-combo system idea, maybe make it more of a chain/magic series idea as opposed to straight out combo with a special cancel to super cancel.
Only the Protagonist in the game gets to choose his Persona, so if they decided to make up a bullshit story I might be down for it, although I don't think the game created each persona moveset specifically for its unique character, as it could lead to imbalance and top tier personas.
Correa, post: 7954380, member: 43806 wrote:
DP > super is actually a really bad use of meter on most characters that can do it unless you're either going to kill or need the damage really badly. Only exception I can think of is fatal counter > DP > Cross Slash combos, but those don't really start off DP.
DPs are already risky as fuck thanks to fatal counters (unless you're Yosuke, I guess), they don't really need any other balancing factor. The only thing I'd change is make them all throwable so you can't just mash DP to get out of hit/throw mixups.
nihil679, post: 7954445, member: 81206 wrote:
I honestly do not think some DPs are risky enough, especially considering the ease and reward that some characters are able to gain out of their DP. I also think it's rather silly that you should be punished for properly baiting a DP only to be put at a disadvantage due to the ability to super cancel DP on block, whatever character it may be.
I also think it's rather silly that you should be punished for properly baiting a DP only to be put at a disadvantage due to the ability to super cancel DP on block, whatever character it may be.
I second this. Also, Yu can super cancel while he's falling from his whiffed DP and then OMC and begin to attack the opponent while his persona is still throwing out Ziodyne, which prevents you from avoiding pressure by jumping.
. If you successfully baited a DP, you should be rewarded with the punish that you wanted to inflict.
Correa, post: 7956646, member: 43806 wrote:
Menu tweaks would be nice.
I wish they would make guard cancels safe on block, generally active faster and invul the whole way through, rather than guard point. You're throwing out a ton of meter just to stop pressure for a little while, it should be more reliable. I wouldn't mind if in return they took out the ability to OMB out of it (the fact that you can even do that has always been kinda silly anyway).