DeeGee wrote:Look, every good game is going to, at high-level play, have some sort of strategy that wins because it changes the game state into one that's completely out of left field for most of the metagame to deal with and catch everyone with their pants down. If Alteil is going to be about "who can beat up whose critters", then if I play a file that's about not letting you attack, and not attacking into you, then I'm going to win because I adapted to you (changed the game state), and you didn't adapt to me.
I feel like talking about UMVC3 since I'm being a stream monster right now. I'll try to cover everything you talked about.
In the original MVC3, Phoenix was the main problem. Here were the ways to fight her:
-Gain a lead, run away for the match (can be a problem since there's two other characters to fight, plus Phoenix has the mobility to catch the opponent plus an XFactor infinite for coming back.)
-Snap Phoenix in, kill her (relies on getting a clean hit on a point character, also relies on getting a clean hit on Phoenix, Phoenix could also fly at the top of the screen, spam fireballs, and teleport to be hard to hit).
-Play fair, kill the other two characters, then kill Phoenix/Dark Phoenix. (problem since Dark Phoenix + XFactor sucks).
Eventually Phoenix got nerfed both directly with less hang time in the air plus indirectly with side TACs. I believe this is a good nerf since it put the game in either a "Play Phoenix or learn to play against her" mindset.
In UMVC3, Zero was the big threat due to a 100% combo called Lightning Loops. In addition, Zero has a crossup dash, fast attacks, and a full hitbox around his jumping attack (aka the pizza cutter), so it's likely that he can get the hit. However, to be really scary you need to both hit people and bring to the corner.
So how did people counter this? They stopped fighting honestly and started playing keepaway. I use Chris or Doctor Strange, some people use Morrigan/Doom, etc. Some people also snap in Doom or just go for the Doom kill when he gets onscreen. Long story short, for every strategy presented, there is no dominant strategy that forces the opponent to play that strategy or learn to play against that strategy. There are multiple answers for counterplay, and those counterplay options have counterplays themselves. This is good for the depth of the game and nerfing at this point would be "scrubby".
Right now, I feel that the problem with Alteil is not with the cards themselves, it's more about people having access to the counterplay. If people were able to compose the decks they wanted and prepare against the meta, they'd be less frustrated. For now the only way to vent their frustration is writing QQ/nerf threads.
What do I propose? Obviously, the only solution I see is putting Sagat in Alteil. ( ͡° ͜ʖ ͡°)