If special moves were capped like blockbusters, it would solve a lot of balancing issues as well as prevent future exploits.
It would solve a lot of balancing issues as well as prevent future exploits.
and some others only become a problem when multiples are equipped and this can be especially annoying to play against in Prize Fights.
MGR shouldn't be invincible or armored in the first place, it never was in the original game. I'm pretty sure that's a glitch considering that you can hear Bella get hit and see damage numbers pop up, but then health doesn't change.The brief moment of invincibility and unflinching makes Merry Go-rilla a very high skill move because if you time it right you can partially tank devastating attacks like Argus Agony.
Wait, Diamonds are Forever can be nullified by other projectiles? That's also a thing that's explicitly not supposed to happen in the original game, it normally goes through all other projectiles. Either way though, that's not the part anyone's looking to nerf.Likewise with George, using him at the right moment can completely absorb the massive amount of damage from Cerebella's diamond/rock throwing BB2.
MGR is an issue because jumping does not exist in this game, and there is no other way to avoid command grabs. It's like playing a game of Rock-Paper. This has nothing to do with how many you have equipped, so why would that be the part that needs nerfing rather than the actual root cause of the problems?These moves and some others only become a problem when multiples are equipped and this can be especially annoying to play against in Prize Fights.
Having to switch your builds back and forth for different game modes would be incredibly annoying.
Sounds pretty good!What if having two of a special on a character at the same time makes the second one do less damage? And having a third, fourth, fifth, etc, would make the third, fourth, and fifth, etc do less damage, going to no damage on the fifth?
Yeaaaaah I don't know who determines these damage ratings. I wasn't using Brass Knuckles for the longest time because I thought it'd do crap damage. Noooope it's basically Big Band's GDO, minus the possible combo extension.
One thing I'll say for MGR is that the AI can activate it on match start which the player can not since the specials aren't shown right away. It may only be a second, but it's still annoying especially when fighting a 2x+ Cerebella and there goes a chunk of health unless you're using a character fast enough to back dash out of it at the start.
Haha. Yeah, I've fought "Zaid" a bunch of times. Loads of fun that one ¬_¬Theres a player running a cerebella with 5 MGRs.