Iconsgg

Review of: Iconsgg

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On 12.05.2020
Last modified:12.05.2020

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Iconsgg

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Icons: Combat Arena - Weishan Dev Vlog

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Come share your personal taste in aesthetics! A subreddit for the 2D fighting game, Brawlhalla! Available on Steam, PS4, Nintendo Switch and Xbox One!

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The subreddit to discuss about all the things related to the FGC, or Fighting Game Community. Is there a discord server that people frequent?

Is there a list of techs present in the game? Patch Notes Part II Crash Fixes self. Patch notes bug fixes and optimizations! Icons: Legacy Edition goes LIVE TODAY with online 6-player support!

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Get an ad-free experience with special benefits, and directly support Reddit. It's odd to me the feedback here is so negative on this, I'd love to see a platform fighter with properly implemented supers!

I feel like some people are missing the point you're getting at here- most fighting games worth their salt already allow for a good amount of player expression and creative combinations, just in a different way.

But they also have super moves too! I honestly feel like you wouldn't even need to change the rest of the game that much to implement them.

Obviously you can't just slap em in, but imo as long as there's no situation where you could get multiple stocks off one super so probably nothing persisting, like the transformations it would be fine.

Might have to bump the stock count up though? Not sure. I guess the kicker to this is- do you then implement EX moves too, assuming it goes off a meter?

Because with that I could see it having more significant ramifications for the rest of the game. Regardless, even if Icons isn't the game to do it, I'd like to see it in some platform fighter.

Look at it in terms of edge guarding. Imagine the result if some characters' supers were better at that than others. It sounds like a mess to balance to me.

Merely raising the stock count wouldn't address the underlying issue. Here's another problem scenario: Player 1 spikes Player 2 at lowish percent, killing them.

Should Player 2 get a massive meter bonus for getting spiked? Should their meter be reset? Or should the game just continue on?

Each of those outcomes has balance implications. Not the least being Player 1's quest to build their own meter, in attempt to shave off another early stock with a super.

Playstation All-Stars, for all its faults, might have come closer to an answer: Take away ring out kills if you want supers.

To me, that seems like the clearest path for a proper implementation. Whether that's the kind of platform fighter people would want to play today is another topic.

Taking away ring outs seems like an awfully drastic solution. Maybe it's an easy one, but having to trade away such a core part of the game seems like incredible overkill and a bit of a cop out.

In a sense, Ashani even has a very slight version with the EMPunch Meter. I do think there's a very good chance you could figure out a good system to implement something similar in a a platform fighter, and without changing the core of the game.

I understand your concern, but I can't quite seem to wrap my head around what the actual issue here is? Some characters are better at certain things than others, that's just how fighting games work, is it not?

And here's the thing- you guys are acting like supers couldn't be hype, I think you're wrong. All a super is, is a move that you shouldn't have access to all the time.

It doesn't just have to be, do a big hit, get a ko. They're just another tool, and could easily open up new combo potential or otherwise give you more options.

As for the question of whether or not the spiked player would gain meter, I'm not entirely sure what the answer is, but I think that sort of thing you'd get your surefire answer through playtests.

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