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Saturday, December 29th, 2018
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Soul
Calibur VI Upcoming Ver 1.11 Patch to Add Further Balance Updates,
Over 100 Customization Items
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During
a Dengeki Online live stream earlier this week, Project Soul discussed
some of Soul Calibur VI's most recent update (1.10), but also
previewed the upcoming version 1.11 patch - which will add further balance
changes and 100+ customization items to the game. Regarding the balance
patch, Project Soul made it clear that the goal of this balance update is
to have the original character play-styles they envisioned for SC6
shine through.
The notes below were translated by Wonkey over at Avoidingthepuddle.com.
Version
1.11 Breakdown with Project Soul
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Disclaimer: My
Japanese is decent but not perfect, the audio isn't
always crystal clear, and the devs are just super vague
a lot of the time and assume a ton of contextual
knowledge (which I don't have for every character), so
there's some risk of error/misinterpretation in these
summaries.
First off, 2B
was the reason for the balance patches getting split
into two releases. Working on her had development
priority, so to meet deadlines whilst still pushing out
some improvements, they semi-delayed the patch.
Ranked
Matchmaking
- They've heard
the complaints about the matchmaking (e.g. all the
400RP vs. 20,000RP matchups) and are working on
adjustments.
- Selecting 'All'
in ranked match search settings doesn't actually mean
'All', it means 'other players who have also selected
"All" '. So if you are in the US and set
your region to 'All', you will never match with a US
player whose region is set to 'NA only'. They will
clarify this point in 1.1.1 (e.g. change the text, add
an explanation, etc.) as well as make adjustments.
- In summary,
they want players to match similar-level players in
less time.
General
Changes/Fixes
- On certain
stages, it's apparently very easy for certain combos
to ring opponents out (no specifics given, but someone
in the chat said 'the Queen of the Desert'). They will
adjust this and are reviewing ringouts in general.
- They are
looking at fixing the various hitbox issues and
specifically mentioned Astaroth and Cervantes up
front.
- They said
something harmonising the way attacks work
online/offline to avoid large disparities in a
player's on/offline capabilities (Sieg/NM's flapjack
appears to be an example of this).
- Changes made to
characters are both for the purpose of balance but
also to emphasise the design philosophies behind each
character, guiding players towards the originally
intended playstyles (e.g. Azwel isn't supposed to be 'Axewel'
at all).
- Overall intent
of the changes is also to make all characters look
strong, viable and fun to play.
Create-a-Soul
DLC
- The two packs
will have over 100 pieces in total.
- The first set
will be a mix of new parts, parts from previous games
and parts from past characters.
- The release of
the first pack will be the a primary focus after the
1.1.1 patch drops. No firm release date given, but
should be 'soon' after the Jan. patch.
- The first CaS
pack will also include additional BGM tracks from the
older games.
- They will also
release some extra CaS parts for free. They haven't
figured out the details for this yet, but it is on the
cards.
Character
Specific
(Here, they went through each character one-by-one,
explaining a little about the design philosophies, reasons
for the 1.1.0 buffs/nerfs and hinting at upcoming 1.1.1
changes)
Azwel
- Is meant to be
a strong, but technical character with a reliance on
mode switching for effective play.
- Past and
upcoming balance changes are intended to encourage
more use of all modes (unspoken implication being
'don't just use axe') and more thoughtful play (Okubo
literally said he wants players to use thier heads
more).
Groh
- Intended to be
the 'standard', introductory character.
- (If I
understood correctly) They are happy with his SC
state, but will buff some of his regular moves.
Tira
- Will actually
get a balance update in the next patch. Both jolly and
gloomy should become 'easier to fight with'.
- They want
players to also enjoy using jolly, not just wanting to
maintain gloomy for as long as possible. Frequent
switching is the goal.
2B
- Will be
balanced in the upcoming patch, especially around her
ring-out ability and 'hit-on' (not sure what that
means).
- They're aware
other changes may be necessary, but are working (were
working) to a tight deadline, so there's a limit to
what will be changed in this patch.
Siegfried
- Flapjack was
nerfed for being too strong as a reverse ringout,
especially considering it's a low throw that holds FC
throughout (other low throws are not like that). This
is the kind of thing they meant when talking about
harmonising the online/offline experience. Seems this
move was too strong in online play and granted 'lucky'
rather than 'strategic' victories.
- They pointed
out he has another reverse ringout (that standing
attack throw) and also that flapjack will still
wallhit.
- No mention of
1.1.1 changes.
Ivy
- Nerfed because
of her ability to create space/defend at close range.
They said she had too many options before.
- They also felt
Ivy player's meter usage was too defensive in general.
- They admit the
current version of the CE may be difficult to use.
- Next patch will
make changes to her CE/meter use to encourage more
offensive play. From the tone/wording here, it seems
at least some of the nerfs will be walked back to some
extent and/or other areas will be buffed.
Mitsurugi
- Intended to be
a 'standard' character with strong mid/low mixups.
- 44K (shoulder
barge) received a buff in 1.1.0 to encourage players
to use it more alongside 4K (jumping knee). They are
considering further buffs to this and other moves. The
intent seems to be to improve Mitsu's ability to close
in on opponents and show his strengths.
Seong Mina
- Intended as a
long-range power character but they feel her options
up close are limited.
- Future changes
will be made with the intent of making her 'more fun
to play in close combat'. What that means is unclear,
but it's not just a matter of just making her
'stronger' up close, but giving her more options to
use in such situations.
Taki
- The chip damage
on Mekki-maru's attacks is there in part to
distinguish Taki from the other short-range fighters.
- They feel
there's no much follow-up potential on those chip
attacks and have been considering how best to improve
it. Seems in 1.1.1, Taki will be able to be more
bold(?) with these attacks.
- They feel the
danger Taki poses to herself near the ring edge is a
problem and they looking into making her more
'trustworthy' in this context.
Maxi
- They will fix
some malfunctioning aGIs and make adjustments to
encourage more players to make use of the relevant
moves (I think in reference to stance transitions).
From tone/wording here, Maxi players have something to
look forward to in 1.1.1.
Voldo
- Mantis Crawl
(head forward) is considered to have too many plus
frames. They don't want players to be able to just
continuously attack in this state. The intent (of
upcoming nerfs) will be to balance the head-first and
feet-first modes, encouraging players to consider
which to use when (instead of just focusing on
head-first).
- They admit that
turning a back-turned Voldo around on block is a
limitation and they are considering ways to address
this (maybe a faster way to switch after guard - this
part wasn't clear to me). Basically, they want players
to make more use of the back-turned state for
close-combat - upcoming changes should reflect this.
Sophitia
- Got nerfed
because they felt she did too much damage for her
mobility and ease-of-use.
- For the next
patch, only thing they mentioned was reviewing
(fixing) inappropriate whiffs.
Kilik
- Is meant to be
good at all ranges, less of the long-range specialist
of previous games.
- Changes in the
next patch will also be to encourage wider use of his
moveset.
Xianghua
- Not sure of the
context of the what they were saying but it sounded
like there's an issue with her ring out game being too
strong in certain moves/combos. They intend to adjust
this but are taking care/their time because they want
to avoid weakening the moves wholesale and making the
character less fun to play.
Yoshimitsu
- Some of the
buffs in the last patch were too strong and are being
reviewed.
- They will
adjust his stances in some way, probably a buff as
they say it will make Yoshimitsu more enjoyable to
play.
Nightmare
- Meant to be
high-risk, high-reward, but, so far, the reward has
been greater than the risk. So expect nerfs.
- Looking to fix
moves randomly whiffing during combos.
Astaroth
- Adjustments to
make it easier to land throws.
- Adjustments to
close-range options and soul charge moves
(improvements)
- Aforementioned
review of randomly whiffing attacks, esp. at close
range.
Cervantes
- They made a
vague reference to improving his mid-distance game.
- Aforementioned
review of randomly whiffing attacks, esp. at close
range.
Raphael
Seems they feel Raphael has too many matchups in his
favour as effective play can reduce an opponent's options
severely. Will be adjusted again in 1.1.1.
Talim
- Her concept is
a fast, free-form close range fighter with potential
for explosive attacks. Despite the previous buffs,
they still feel it's a little too difficult for Talim
players to get in and make use of her unique aspects
in actual matches.
Zasalamel
- There's some
issue with certain 'high-spec' combos dropping
unintentionally due to a problematic link(??). Anyway,
they are looking to fix it.
- Abyss will also
be altered in some way (no context as to whether it'd
be a buff or nerf)
Geralt
- Intended as a
standard, easy-to-use, character but with some bonuses
(the magic, two swords)
- Seems some of
the 1.1.0 changes were intended to reduce the
abuse/overuse of certain moves.
- Changes in
1.1.1 will also be designed to encourage usage of a
broader range of moves.
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For the full patch
notes from version 1.10, see TFG's previous article.
Stay tuned on FightersGeneration.com
for full coverage and new content for SoulCalibur VI.
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