compared to contemporary fighters there is a lack of post-game promotion via the usual social media platforms. their biggest announcement was "we have a balance patch in the works for the end of the year, buffs only without going into specifics" and new content promised for next year with no specific timeline. a roadmap would be nice.
1. barely a product
2. IP unknown/unpopular outside of one region
3. radio silence from developers until way too late
3+1. when they did do something too late the first patch was not quite where people would hope it'd be and they didn't promise a real patch/continued support until later on.
bunch of other stuff I personally didn't like but people can say is subjective to each individual but I think the top 3+1 are pretty much facts. modern fighting game releases have A LOT of competition, even from the same developer in Arcsys case, so you really need something for people to latch onto so they stick through the ongoing process of development.
compared to contemporary fighters there is a lack of post-game promotion via the usual social media platforms. their biggest announcement was "we have a balance patch in the works for the end of the year, buffs only without going into specifics" and new content promised for next year with no specific timeline. a roadmap would be nice.
1. barely a product
2. IP unknown/unpopular outside of one region
3. radio silence from developers until way too late
3+1. when they did do something too late the first patch was not quite where people would hope it'd be and they didn't promise a real patch/continued support until later on.
bunch of other stuff I personally didn't like but people can say is subjective to each individual but I think the top 3+1 are pretty much facts. modern fighting game releases have A LOT of competition, even from the same developer in Arcsys case, so you really need something for people to latch onto so they stick through the ongoing process of development.
>top 5 was unfun to fight >conversion felt like an after thought that only zerker uses decently >2 months to tap swift on the wrist >no dlc >launcher still doodoo
>arcsys
There you go. They shit out fighting games 5 times a year. Stop falling for their coomer designs and let these frickers go out of business already, for frick’s sake.
They're taking way, WAY too fricking long for anything. They had to push out an emergency patch to nerf the absolute most cartoon character top tier in the game and the balance is still only slightly better off because of it but still fricked, they plan on releasing a cast-wide balance patch but it's at the end of fricking DECEMBER so basically in 2023. The director implied that they may be working on new characters but it's honestly taking way too long for anyone to give a frick.
The game is fun, but they desperate need to change up the balance and some mechanics around. That's why the game is just kind of barely staying afloat with an extremely limited pool of players that enjoy it. I assume they're taking this long because it's not just arcsys doing things, everything probably has to run by ArcSys/Eighting/Neople or Nexon so it's a whoooole lot of asian corporate autism that delays things, and arcsys already by itself loves to take their sweet ass time with things as it is.
It's a real fricking shame, because the game can easily be turned into something really awesome but it probably won't and will probably actually die out after getting only one wave of new characters before Nexon pulls the plug on it for good and they just focus on DFO and whatever else they got going on.
A few things but IMO the biggest thing is that on a moment to moment level the game just feels bad. Characters have these insanely massive moves but character speed is so slow. There's no way to put it logically, it just feels bad to play. 8ing also approached balance the same way they did MVC3, but the thing about MVC3 is that characters in that game had WAY more design space than DNF Duel characters. You had classic rushdown characters, zoners, heavy brawlers, etc, but you also had more unique characters like Pheonix Wright or Frank West. You could call them gimmicky but those more off-kilter characters, plus the tag team nature meant that you had a lot more options during play. DNF Duel basically has rushdown characters, two zoners, and Grappler. The design space feels really constrained comparatively. You can't even give characters supers because of the way meter works. Instead you get a super that everyone pretty much only used to close out rounds. Imagine MVC3 with only damage supers and not anything like Stalking Flare, Slow-mo, install supers, etc. No wonder Swift Master was broadly considered SSS tier, he's fast in a game where most characters are slow as shit and he has more tools than most characters with his charge S and dual purpose 5M/4M.
>Enchantress instead of Witch >Ghostblade instead of any Female Slayer >Troubleshooter instead of Male Striker >Crusader is allowed to have both his support skillset and his battle skillset, which stuffs a lot of characters >No Rogue >No Monk >No one gives a shit about Lost Warrior, a small time villain
Everyone talks about how they want some epin kusoge because it's chaotic, fun, and full of variety and then drops any game that's even slightly unbalanced because every round ends up playing out the same way.
>ends up playing out the same way
that's just fighting games in general. people already complain about shooters feeling the same, why wouldn't it be way worse with fighting games?
They're talking about games like HnK and F:UC that have tons of player choice and many roads to broken shit, not games like SF2: Champion Edition where one character's extremely limited and straightforward gameplay is stronger than everyone else's. If the field is weak, one decent character fricks up everything. If the field is strong, even Mamiya can basketball loop you.
Lack of personality and oversaturation of arcsys fighting games, if I had to guess. Why pay $40 for DNF when you could just get strive instead?
yep
No enough depth. Shitty character balance
compared to contemporary fighters there is a lack of post-game promotion via the usual social media platforms. their biggest announcement was "we have a balance patch in the works for the end of the year, buffs only without going into specifics" and new content promised for next year with no specific timeline. a roadmap would be nice.
1. barely a product
2. IP unknown/unpopular outside of one region
3. radio silence from developers until way too late
3+1. when they did do something too late the first patch was not quite where people would hope it'd be and they didn't promise a real patch/continued support until later on.
bunch of other stuff I personally didn't like but people can say is subjective to each individual but I think the top 3+1 are pretty much facts. modern fighting game releases have A LOT of competition, even from the same developer in Arcsys case, so you really need something for people to latch onto so they stick through the ongoing process of development.
>anime fighting game
Waste of animators effort
Should have been a RPG or proper action game
The MMO it came from already provides for that front.
>top 5 was unfun to fight
>conversion felt like an after thought that only zerker uses decently
>2 months to tap swift on the wrist
>no dlc
>launcher still doodoo
>arcsys
There you go. They shit out fighting games 5 times a year. Stop falling for their coomer designs and let these frickers go out of business already, for frick’s sake.
but my nostalgia for the guilty gear inspired mmo from 15 years ago!
but... muh copy-pasted unreal engine cel-shader...
They're taking way, WAY too fricking long for anything. They had to push out an emergency patch to nerf the absolute most cartoon character top tier in the game and the balance is still only slightly better off because of it but still fricked, they plan on releasing a cast-wide balance patch but it's at the end of fricking DECEMBER so basically in 2023. The director implied that they may be working on new characters but it's honestly taking way too long for anyone to give a frick.
The game is fun, but they desperate need to change up the balance and some mechanics around. That's why the game is just kind of barely staying afloat with an extremely limited pool of players that enjoy it. I assume they're taking this long because it's not just arcsys doing things, everything probably has to run by ArcSys/Eighting/Neople or Nexon so it's a whoooole lot of asian corporate autism that delays things, and arcsys already by itself loves to take their sweet ass time with things as it is.
It's a real fricking shame, because the game can easily be turned into something really awesome but it probably won't and will probably actually die out after getting only one wave of new characters before Nexon pulls the plug on it for good and they just focus on DFO and whatever else they got going on.
A few things but IMO the biggest thing is that on a moment to moment level the game just feels bad. Characters have these insanely massive moves but character speed is so slow. There's no way to put it logically, it just feels bad to play. 8ing also approached balance the same way they did MVC3, but the thing about MVC3 is that characters in that game had WAY more design space than DNF Duel characters. You had classic rushdown characters, zoners, heavy brawlers, etc, but you also had more unique characters like Pheonix Wright or Frank West. You could call them gimmicky but those more off-kilter characters, plus the tag team nature meant that you had a lot more options during play. DNF Duel basically has rushdown characters, two zoners, and Grappler. The design space feels really constrained comparatively. You can't even give characters supers because of the way meter works. Instead you get a super that everyone pretty much only used to close out rounds. Imagine MVC3 with only damage supers and not anything like Stalking Flare, Slow-mo, install supers, etc. No wonder Swift Master was broadly considered SSS tier, he's fast in a game where most characters are slow as shit and he has more tools than most characters with his charge S and dual purpose 5M/4M.
>Enchantress instead of Witch
>Ghostblade instead of any Female Slayer
>Troubleshooter instead of Male Striker
>Crusader is allowed to have both his support skillset and his battle skillset, which stuffs a lot of characters
>No Rogue
>No Monk
>No one gives a shit about Lost Warrior, a small time villain
>soulless asiaticshit
Everyone talks about how they want some epin kusoge because it's chaotic, fun, and full of variety and then drops any game that's even slightly unbalanced because every round ends up playing out the same way.
>ends up playing out the same way
that's just fighting games in general. people already complain about shooters feeling the same, why wouldn't it be way worse with fighting games?
They're talking about games like HnK and F:UC that have tons of player choice and many roads to broken shit, not games like SF2: Champion Edition where one character's extremely limited and straightforward gameplay is stronger than everyone else's. If the field is weak, one decent character fricks up everything. If the field is strong, even Mamiya can basketball loop you.
Lack of best girl
auntie's smartphone rich cousin
There are no mods that port DNF Duel characters over to Strive, even though GG mechanics are toggleable in Duel and are identical.