Is Looping Unhealthy For MultiVersus?

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  • Опубликовано: 16 июн 2024
  • Do you feel looping should be removed from multiversus? Looping was even BANNED in a tournament! Let me know your thoughts below. Do you think looping is unhealthy in multiversus?
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Комментарии • 94

  • @jasiah1154
    @jasiah1154 Месяц назад +42

    True Combos should exist but infinite loops should go.

    • @kos4793
      @kos4793 Месяц назад +2

      True combo shouldn't exist if not every character has it.

    • @joocebocks8610
      @joocebocks8610 Месяц назад

      @@kos4793 I only 90% agree to your point. I would say it's fine for a character like Iron Giant to not have any true combos because his weight combined with the power of single attacks can counterbalance the need for combos, but for more traditionally designed characters I would fully agree.

    • @Okami400
      @Okami400 Месяц назад

      I think true combos are 100% ok if they only go up to at most 4 moves, and can only be done at low percentages and dont lead to true kill combos.

    • @poppinoftenwithlofton6036
      @poppinoftenwithlofton6036  Месяц назад

      Now that's an interesting concept.🤔

    • @joocebocks8610
      @joocebocks8610 Месяц назад

      @@Okami400 Well "true kill combos" is difficult to define in a platform fighter, because at some point even moderate knockback moves can kill, and I wouldn't say it's good to try and create a system where hit confirms become impossible after a certain percentage. I'd say it's probably not even possible to create such a system without removing hit stun entirely at certain percentages, which would create its own plethora of balance issues.
      There's also a problem that comes with low percentage combos, since those are how to raise the opponent to kill percentage, and if you can raise people to kill percentage off of a single exchange then that too is also a problem unless the game is designed entirely around it.
      I'd like to think anyone can agree when it comes to the fact that the game shouldn't be riddled with instant 0-to-death true combos, which is why infinite loops are clearly a problem, but otherwise it gets very difficult to judge.

  • @ssjsyriene6350
    @ssjsyriene6350 Месяц назад +18

    Personally I dont care how good someone is and how hard they worked to achieve it, combos or loops that keep the opponent from being able to even play the game shouldn't be allowed in fighter games.

    • @jmurray1110
      @jmurray1110 Месяц назад +1

      Obviously not to death but having sone consistent damage options isn’t a bad idea
      There’s a big difference between wobbling or Luigi down throw and a drag down combos

  • @Talonzor
    @Talonzor Месяц назад +8

    PLEASE, JEBUS.
    MAKE THE HURTBOXES ACTIVE ONLY WHEN THE ANIMATION PLAYS

  • @JezusOfNazareth
    @JezusOfNazareth Месяц назад +9

    I think most of the problem comes down to particular characters having utterly insane loops when others can’t do the same, I think they gotta go period.

  • @GrimAngel01100
    @GrimAngel01100 Месяц назад +5

    Beta had a debuff for spamming moves. Idk why the devs would ever take it out.

    • @xxreyoxx
      @xxreyoxx Месяц назад +1

      Yeah the attack decay wasnt a bad mechanic

    • @poppinoftenwithlofton6036
      @poppinoftenwithlofton6036  Месяц назад +2

      It's still in the game

    • @GrimAngel01100
      @GrimAngel01100 Месяц назад +2

      @@poppinoftenwithlofton6036 if it is then it's nowhere near the same. The beta would literally tank your damage to nothing, forcing you to do something else.
      With the way Black Adam mains have spammed the same moves on me, it's clear.

    • @poppinoftenwithlofton6036
      @poppinoftenwithlofton6036  Месяц назад +3

      @GrimAngel01100 the thing is, looping isn't spamming one attack. I feel some people have it confused which is why they feel decay would solve the issue.

    • @GrimAngel01100
      @GrimAngel01100 Месяц назад +2

      @@poppinoftenwithlofton6036 ahhh right, because the decay isn't monitoring for repeated combo inputs, only a repetitive single input. Hmmm then yeah, it honestly should just be removed, but if they have a work around, ig I'm open to seeing.

  • @AK46supr
    @AK46supr Месяц назад +3

    Loops like this should never be in a fighting game. Period. No matter how hard it may be to do it. Someones going to master it

    • @geraltofrivia4651
      @geraltofrivia4651 Месяц назад +1

      Thats what seperate good players from bad.. people who put the work in to master it

    • @AK46supr
      @AK46supr Месяц назад +2

      @@geraltofrivia4651 no it destroys games & theres more than enough proof. If most or enough players master touch of death combos that are insane to get out or impossible to it ruins games for casual & competitive because it deters new players & ruins good/fun matches for experienced players because it makes every fight the same. So nobody wants to play or watch causing said game to die
      Literally smash 4 when Bayonetta dropped

  • @Obad87
    @Obad87 Месяц назад +4

    I wouldn't care if you could just loop it once or twice but it's a serious problem in this game. I feel some characters are just so brain dead to play because some moves are just too good and go into easy kill confirms or massive damage.

    • @FacePlant1324
      @FacePlant1324 Месяц назад +2

      I completely agree some characaters have like 1 to 3 moves in there kit that people are incentivized to just use them because they are so good. Joker harly and Batmans slide for example they are to low to the ground to jab and come out really fast

  • @Pokevaporwife
    @Pokevaporwife Месяц назад +1

    I watch your end screen just for the catchy, vibin song! I absolutely love it! 😂❤🎉

  • @thefirstslice
    @thefirstslice Месяц назад +2

    I do think loops have to go, or get severely nerfed. Me personally I’ve been advocating for attack decay to return..

  • @OmarTheGoat
    @OmarTheGoat Месяц назад

    It could easily just be adjusted for it to not be something you see on repeat, cause there really isn't any objective difference from a loop and a true combo. When people were using their dodges to continue jab strings into other moves, nobody thought it was broken (at least what I saw) but it was removed anyway.
    I think a combo breaker mechanic that takes up maybe 50% of your dodge meter to escape a loop could be fine? Then again nothing is stopping them from just looping you again, or doing any other true combo for that matter. It's a hard thing to balance on paper, but just giving people more defensive options should be the first thought.

  • @twitchballingking519
    @twitchballingking519 Месяц назад +2

    Shaggy lost his combos he could 12 dash 12 into the boot and that was it but it got removed but we got bugs hitting people with his combos as well but it stays in the game

    • @daniellink8727
      @daniellink8727 Месяц назад

      Cause in the most of the loops like like shaggy, black adam, tom&jerry were land based and could be done with relative ease had ten frames of lock out so u couldn't immediately dodge into another move while some can be done with alternative methods like adam using his side special to gain more distance, bugs loops are done in the air which they really didn't touch.

  • @sect8swimmer
    @sect8swimmer Месяц назад

    I’ve been playing Jason a lot in 2v2s with my buddy and even randoms and I’ve had like a 80% win rate with him so I took him to 1s where my first like 10 games were easy but then I found myself against players using Taz, Bugs, and other characters like Tom where I just found myself in constant infinites/loops so me personally who enjoy playing lower tier characters I hope looping gets removed or something because I had to result to Wonder Woman to get my ego back and that just made me sad.

  • @FacePlant1324
    @FacePlant1324 Месяц назад +2

    I think combos should 100% exist with every character looping shouldn't exist. It makes the game unfun to be looped in a combo to death.

  • @cyprusplotarmorstudios4396
    @cyprusplotarmorstudios4396 Месяц назад

    Loops, in bugs bunny's case at least, should just get a damage reduction. To clear the air about bugs bunny here, you can actually already get out of bugs; nair-to-dair loop. DI'ing away from bugs and pressing dodge while he's doing his nair works very consistently. People that I go against that know how to do this I can essentially never get it off on them. The only time I'm able to execute the loop is when people dont DI and dodge, or they DI in while I'm doing my nair, allowing the hammer to connect . I have to follow the DI of a player who understands how to DI the loop, and when I have to do that it's extremely difficult to land the nair-to-dair more than 1 time. I've only been able to loop someone to death maybe like 10 times out of my 390 wins with bugs

  • @Silasbaileys
    @Silasbaileys Месяц назад +3

    Yes remove that junk

  • @blackjam2683
    @blackjam2683 Месяц назад

    Keep looping in the game but make a system that would cause a bit knock back if they do it more than 2 times. There are just some combos I like seeing in high levels of play for this game.

  • @dagoon6326
    @dagoon6326 Месяц назад

    I don’t know why they removed the move decay that was in the beta, it gave repeated moves lower damage depending on how many times a move is used

    • @poppinoftenwithlofton6036
      @poppinoftenwithlofton6036  Месяц назад

      It's still in the game.

    • @dagoon6326
      @dagoon6326 Месяц назад

      @@poppinoftenwithlofton6036 I heard they removed it a lil while ago, how many uses of a move does it take for it to trigger?

    • @poppinoftenwithlofton6036
      @poppinoftenwithlofton6036  Месяц назад +1

      No, people just say it and then it starts to get believed. You know how the internet can be sometimes. 👀
      It takes 6 attacks, even if you mix in moves it'll keep the counter going. Fall off of damage is pretty drastic, I would like it to kick in sooner though.

  • @igoldenknight2169
    @igoldenknight2169 Месяц назад

    I think looping is fine as long as it’s two times in a row. More than that is too much

  • @crashtefano
    @crashtefano Месяц назад

    Yes, more power for players to get out of loops.
    Either way, it's quite considerate of the devs to take care of balance before they go on with some sort of Ranked mode

  • @alexbarajas5331
    @alexbarajas5331 Месяц назад

    I figured out how to get rid of looping. As a loop continues the more the opponent should be pushed back so that the opponent can get back advantages.

    • @poppinoftenwithlofton6036
      @poppinoftenwithlofton6036  Месяц назад

      That's what Directional Influence is.

    • @alexbarajas5331
      @alexbarajas5331 Месяц назад +1

      @@poppinoftenwithlofton6036 exactly the problem is in multiversus the bouncing doesn't move anywhere so if youre being slammed down by an attack you are staying still but just being bounced in that spot. If they tweaked the bouncing to where the more a loop goes on the more you bounce away or get pushed away from an opponents loop helps you from being locked in place.

    • @alexbarajas5331
      @alexbarajas5331 Месяц назад

      @@poppinoftenwithlofton6036 also when you get knocked back by a smash attack or even a special attack the moment is lateral there's no arc affected by gravity so that's why its easier to be caught in loops. If they added tweaks to their physics the game would be way more balanced.

    • @poppinoftenwithlofton6036
      @poppinoftenwithlofton6036  Месяц назад

      I see what you're trying to say. You want it to be less on the player and more on the overall mechanics of the game. That makes sense.

    • @alexbarajas5331
      @alexbarajas5331 Месяц назад

      @@poppinoftenwithlofton6036 exactly. Cause we can only hope to spam dodge on loops to hopefully get out of it but if the games mechanics kept those issues then the only factor left is the difference in each players skills.

  • @TSH3890
    @TSH3890 Месяц назад

    The Desync Glitch on Xbox isn’t fixed. I just wanna play multiverses but I keep on getting kicked from matches 😭. Please PFG, just fix this damn glitch already!!

  • @ulrich101
    @ulrich101 Месяц назад +1

    Got looped by bugs 0-Death last night twice. Looping can go lol

  • @Quinz128
    @Quinz128 Месяц назад +1

    I've always been a fan of short-and-sweet combos. I could never get into, for example, MvC3 because of certain touch-of-deaths with the only thing being who could hit first being the determining factor. Not only is it frustrating to be on the receiving end of it, but it is not fun to watch when viewing Fighting Game Competitions. My favorite fighting game to watch (And play) will always be the latest Killer Instinct as it intigrated Combo-Breaking into the core system. They have a defensive option to overwhelming offense and can be a mind game with Counter-Breakers, so making obvious moves and breaking off them could be dangerous for the defending player, as well.
    Unfortunately Multiversus did not have Combo-Breaking baked into its mechanics so I don't think it would be a good idea. Characters that are easy to hit - see Iron Giant - I am fine with a cooldown with a combo breaker as a balancing thing, but could you imagine finally grabbing a hold of the little SOB that is Gizmo and he immediately combo breaks? Yeah, no thank you.
    The easy solution is to patch up the holes discovered to prevent loops/infinites as that is not how a healthy competition is. Whether it's simple or easy it makes the game less dynamic as it is the most efficient tactic available. If you keep a single character with a loop, see how common that character is in tournaments and watch how 'samey' the matches are. Short and sweet combos are fine, generally. I'm trying to look at it from both a 'fun to play/go against' perspective as well as a viewer perspective.
    I mean, what are commentators supposed to say: "Oh... Here is the bugs combo again. Neutral air, down air, neutral air, down air... This is what? The fifth one we seen?" "And from a third person as the other two already went up in their bracket..."

    • @poppinoftenwithlofton6036
      @poppinoftenwithlofton6036  Месяц назад +1

      Yea, I've actually seen some commentators have to commentate that behavior. They did noooooooot like it LMAO. Really solid points, I do agree if they added a combo-breaker it should be limited. Whether it's a cooldown or just need to be hit a certain amount of times to proc it.
      Regardless, I think you're right. I feel looping is an unhealthy mechanic in any game. Leaving an opponent defenseless basically doesn't make for a fun experience for anyone except the one applying the pressure.

  • @Pokevaporwife
    @Pokevaporwife Месяц назад +1

    Personally, I think loops should go. I don't think it's fair to the player in the loop to not have the ability to fight back.
    Of course, true combo is one thing. But looping is just an unfair advantage imo.

  • @NinjaSpicoli
    @NinjaSpicoli Месяц назад +1

    I understand what you’re saying and where you’re coming from but loops aren’t free. The offensive oplayer does have to make a read where the player is going to go after the set of hits and theres still parry too to worry about so idk

    • @joocebocks8610
      @joocebocks8610 Месяц назад

      That's a silly point. You're effectively saying loops are balanced because the offensive player has to land the attack first? The same can be said about literally every other move in the game. The problem comes when a single connect can lead to a guaranteed stock, and only some characters can do it. The entire distinction of which character is good or bad is currently literally just if the character can loop, and/or if the character has ridiculous vertical knockback, the latter of which is made worse by the fact that the highest knockback vertical attacks also tend to be the easiest to land because of ridiculous hurtboxes. If the character has both it's top tier. If the character has one or the other it's mid to top tier. If the character has neither it's trash. That's all there is to it, and that absolutely needs to change for the health of the game.

    • @NinjaSpicoli
      @NinjaSpicoli Месяц назад +1

      @@joocebocks8610 that’s a silly point. First off you obviously don’t know what the hell you’re talking about because Steven universe is one of the better characters in the game He has no loops l at all, so what are you talking about? What about Batman? He’s pretty good what Loops does he have? what about shaggy does he have loops? does wonder woman have loops? i can keep going…And you’re affectively crying because you can’t stop being hit instead of maybe trying to parry in certain spots you would see that it’sactually pretty easy to get out of loops. I do it all the time you guys act like just because someone does a loop it’s guaranteed, it’s not guaranteed lol It depends on a lot, the type of hit type of conversion the type of weight the type of damage percentage all kinds of stuff to say loops should be removed shows who knows the game and who doesn’t… So you wanna remove loops and you wanna Nerf characters with good knockback(which would be whole damn cast) any other hand holding you’d like to implement?

    • @joocebocks8610
      @joocebocks8610 Месяц назад +1

      ​@@NinjaSpicoli Steven Universe can loop DAir->NAir->Repeat, can perform extra loops if he has proper shield placement, and has the OP vertical KO capacity that I mentioned with his UAir and USpecial, both of which he can true combo into. Shaggy can also loop Jab, Jab -> NAir -> Repeat, and again has the OP vertical KO capacity with both his UAir and USpecial, both of which again he can true combo into. Batman again has the OP vertical KO capacity with his UAir, USpecial, and USmash, but he doesn't have loops, which is why he hasn't typically been considered top tier alongside characters like Steven and Shaggy, although Batman is more mid-high because of the way he can true combo for instant low percentage KOs with his OP vertical KO moves, which is aaaalmost as strong as looping.
      Wonder Woman is the one exception. Wonder Woman is top tier because literally all of her moves are incredibly powerful without exception, and she has every tool available in the game besides full-screen projectiles, although her lasso pretty much qualifies as a mid-range projectile. She has disjointed hitboxes on nearly all attacks, meaning she wins trades against most characters, which is increasingly difficult for most characters to deal with due to the near instant activation of all of her attacks. The near instant activation of all of her attacks means she attacks as quickly as any assassin despite being a tank, granting her tons of true combos, which nearly makes up for the lack of looping. She is a heavy character despite the damage, speed, and KO capability. She can give herself passive armor, has multiple attacks with built in armor, has the typical OP vertical KO moves that every top tier character has with her UAir and USpecial that can true combo into KOs at ridiculously low percentages, her grounded side special cancels projectiles while simultaneously attacking and granting armor, which her USpecial using the shield also gives it ridiculous priority and makes it effectively unpunishable by most of the cast, making her vertical KO game even safer than the standard OP disjoints of characters like Bugs, Harley, or Joker.
      These characters are why the developers added a 15-frame same attack lockout in the latest patch. I think Shaggy actually just lost his Jab, Jab -> NAir because they added extra frame delay to his second jab to remove his looping. The 15-frame same attack lockout wasn't enough to stop his loop due to how the hurtbox in his NAir would linger longer than 15 frames anyway.
      And you literally can't stop being hit by loops unless the opponent drops the loop, because it's only called a loop when it is a true combo, which is true only when the hitstun is greater than the activation time of the following attack. You can't parry or dodge out of a loop; it's literally impossible to escape, which is why they are broken. Loops only end if the opponent makes a mistake, or if you reach such a high level of damage that the knockback becomes too great for the loop to continue, but if the opponent knows what damage a loop can be sustained until this simply means they typically wrap the loop up with a guaranteed vertical KO move. The fact that you think it's possible to escape a loop demonstrates that you don't actually know what a loop is, or you're acting in bad faith because you don't want your OP loops taken away.
      And I never said good knockback needs to be nerfed, although you're coping ultra hard if you think the entire cast has good knockback. The main problem is that the vertical knockback on characters like Harley, Joker, and Bugs, needs to be severely reduced, especially with how braindead easy it is to connect with their vertical KO moves. Knockback should be relative to how difficult it is to land a blow, where low percentage knockouts should come from landing fully charged attacks in reads, meaning there's no reason why the incredibly difficult to connect fully charged third strike up smash of Garnet can't KO a light character at 100, but Joker can do it at 50 with an uncharged instant activation attack with a massive disjointed hurtbox that he can also true combo into. Fully charged smash attacks with precise hurtboxes should not be losing drastically to true jab combos into uncharged UAirs that have lingering disjointed hitboxes the size of the moon. Vertical KO capability needs to be looked at compared to horizontal KO capability, especially since models are so big now while blast zones remain incredibly low on most stages, and multiple stages even have walls to prevent or delay horizontal KOs while vertical KOs remain consistently easy.
      If you run a character without strong vertical KO then you might see use grabbing perks that activate when the opponent is over 100 damage because odds are you're consistently going to be stuck with opponents at that percentage before you can get the stock. If you run a character with a strong vertical KO, you should rarely be seeing your opponents reach above 80 because odds are you can true combo them into the blast zone once they hit about 50-60. This is especially problematic when the character can also loop the opponent to 50-60 off of a single jab confirm, meaning it only takes roughly two good connects with the easiest to land attacks to win a stock.

    • @poppinoftenwithlofton6036
      @poppinoftenwithlofton6036  Месяц назад

      Talk about a breakdown. Thanks for sharing your knowledge. It'll definitely help all who read. Very interesting points as well. 🤔

    • @NinjaSpicoli
      @NinjaSpicoli Месяц назад

      @@joocebocks8610 🤦🏿‍♂️🤦🏿‍♂️🤦🏿‍♂️my guy once again if your letting ANY character do jab jab into nair or special then the issue is you bruh your not parrying and your dodges must be getting read like a book..and jab jab into nair with shaggy is not a loop?! there’s only a few characters who have proper loops and im leaving it at that….you may have a point with steven dair (it’s situational) but for everyone else you mentioned im not going bro we hate WW because of the armor with no cool down not because she’s doing loops.if your getting looped bro it mist be a you problem because i’ve been playing since the beta and i’ve yet to get looped by a WW..i get smoked by armor every time

  • @thatoneman1
    @thatoneman1 Месяц назад +1

    and bring back that thing in beta that weakened the attacks if you spam them

    • @poppinoftenwithlofton6036
      @poppinoftenwithlofton6036  Месяц назад

      No need to worry on that, it's still in the game. (i've tested it) It may work a bit differently than the beta though? I didn't play that version, just the one before shutdown.

  • @yrndono3383
    @yrndono3383 Месяц назад

    Yes.

  • @monstermitchell2008
    @monstermitchell2008 Месяц назад

    The combos sh poo ild b spaced put more lowkey

  • @The_WIll_OF_D99
    @The_WIll_OF_D99 Месяц назад

    I think loops are cool because they are also combos. But infinites shouldnt be here.
    The as a Bugs Main that loops you showed existed sine Beta but it doesn't work to much longer from what im aware of.
    But if its a true infinite and NOT a kill confirm (every platform fighter has some kill confirm combos) then remove em.
    Again from what ive seen that Bug Bunny combo is not an infinite (correct me if i am wrong please)

    • @poppinoftenwithlofton6036
      @poppinoftenwithlofton6036  Месяц назад

      It's still infinite, that's why I showed it. 👀 Tom and Jerry has one, Steven has one, iron giant had a few (which is why he had been removed for two weeks), some other chars have them as well. It's pretty prevalent atm.

    • @geraltofrivia4651
      @geraltofrivia4651 Месяц назад

      @@poppinoftenwithlofton6036can you make a video demonstrating these loops? Maybe have a friend or buddy mash airdodge while you loop them

    • @poppinoftenwithlofton6036
      @poppinoftenwithlofton6036  Месяц назад

      Here you go! ruclips.net/video/1cyyhf1GWpc/видео.html

    • @jesuschristmylordandsavior3924
      @jesuschristmylordandsavior3924 Месяц назад

      @@poppinoftenwithlofton6036but you can’t dodge or parry out of them. Y’all act like once you’re in the combo their isn’t a option to get out. 😂

    • @The_WIll_OF_D99
      @The_WIll_OF_D99 Месяц назад

      @@poppinoftenwithlofton6036 oh yeah I've seen that video before. No wonder you looked familiar XD.
      Thanks and I figured. Because people talked about the Bug Bunny thing and now with the inclusion of Parry and knowing how to D.I I can't mindlessly get away from it.
      Also he saw bugs Bunny clip you used in this video and in that there have been times Shaggy is returning to neutral (AKA being allowed to act you can Air dodge and now Parry it) or if you have a fast enough move you would interrupt it. It's a true loop of they run out of stamina (Being in burn out)
      Labbing counter play to it is the key. Heck it's even a more fair combo when the opponent is in burn out as well.

  • @AntmanDBD
    @AntmanDBD Месяц назад

    if they wanna kill the game yes 😂

  • @Nor-kz6nl
    @Nor-kz6nl Месяц назад

    anyone do loops and infinite is a noob and want to just win its unranked even dude i just played round now and my team mate was offline and the 2 vs me was looping wtf is thsi noobs

  • @Nor-kz6nl
    @Nor-kz6nl Месяц назад

    noobs

  • @Eatabagofahunniddicks
    @Eatabagofahunniddicks Месяц назад

    This game has gotcha mobile game pay to play energy. I don’t understand how they are trying to get people to spend money on cosmetics and gem upgrades but even if you do buy that shut you still have a countdown until more missions are available it’s just wanting people to log in and spend money they don’t give a shit about anything else

  • @ogkommrad1228
    @ogkommrad1228 Месяц назад +1

    They took out combo extenders from all players I don't do infinite loops but I do do combo extenders with dash cancel they took them out for all players this game is straight 🗑️🚮 now I deleted this piece of 💩🚮🗑️