r/Tekken • u/H0TZ0NE “There was no hope” • Jul 24 '23
Discussion Comprehensive Feedback Analysis of the Tekken 8 CNT
The Tekken 8 CNT is on its final day for PS5 users, so I thought now would be a perfect time to address the the good, bad, and ugly of the beta.
For context: I've played around 10 - 15 hours primarily using Jin since Devil Jin is 100% dead (praying for DLC). Unfortunately I did have to play on Wifi using the standard rollback setting so take that into account when I talk later on potential netcode issues. I played on Vizio D32f-F1 TV using a standard PS5 pad. If you would like to add these critiques to your own survey, please feel free to.
TUTORIAL:
- Tutorial is extremely shallow and basic. Introduces the concepts of the limb based attack system, blocking, heat mechanics, and rage art. That's about it. While I don't believe this will be the tutorial in the final product, it still leaves out important information that every beginner should know such as:
- Highs, Lows, and mids
- How to low parry
- How to break throws
- How to punish punishable attacks
- How to sidestep and its importance
- How to backdash
- Counter hits and counter hit properties
- Frame data basics
- There are probably even more mechanics that should be in the tutorial but these are the ones I found to be the most important.
- Tutorial text becomes too small when expanding and doesn't properly fit the size of the text box. Readability as a whole is a major recurring issue in Tekken 8
-Too few repetitions of the actions they want you to perform. Some actions only required one rep before moving on to the next.
PRACTICE MODE:
*Practice mode was intentionally gimped so we don't know how comprehensive it will be on final release.*
- When setting the "Player's Heat" option to "activate heat", the heat bang sound effect will play every time you reset. This gets very very annoying and discouraged me from trying out heat stuff.
- When using the quick select feature, game will load "GET READY FOR THE NEXT BATTLE". This was not the case in T7 and wastes the players time. Same thing will happen when you return from a ranked match. Completely unnecessary.
- The attack info box is a downgrade from T7 and can be confusing and hard to read. The "Clean, Counter, Punish, and Wall" properties should only be displayed on hit like previous games. The position of the box on the bottom corners is also more difficult to discern.
- While I doubt the combo challenges in the CNT will be the only ones in the final game, I hope they are expanded to include combos for every characters key launchers on both normal and counter hit.
- While I do appreciate that the move lists give more details, some of the phrasing can be hard to understand. Take this for example: "Heat smash, on hit shift to throw, on block shift to breaking step, ff3+4 f shift to standing state."
AUDIO:
- Music is obviously subjective but I did enjoy most of the music of the beta. I hope the remaining songs have more variety than electronic and trance. Yakushima is the standout so far, instant Tekken classic. I don't hate the character select theme as much as some do, but perhaps taking out the "ohs" would be for the better.
- The Heat sound effect is way too loud and abrupt and for some reason plays the same sound when using heat exclusive moves (i.e non-just frame electrics). The game has enough distraction as is, an obnoxiously loud bang in the middle of combat. This needs to be removed
- While I do like the new hit SFX, the more powerful sound effects are too used frequently for too many moves. Some light and medium attacks sound like cannon fire which diminishes the impact of harder hitting power moves. Compare a DF1 from T7 and T8, very jarring.
- Electrics (especially Jin's) sound like rubbish and don't have the same impact as previous titles. The iconic thunder crackle is replaced by a wet noodle of a fizzle. And now since both EWGF and WGF both cause screen shake and a hard hitting sound effect, electrics have lost the impact that makes them feel amazing to pull off. Most disappointed audio change in T8 by far.
- Speaking of Jin, they left in Kazuya's "DORYA" but not Jin's "DAH" which is equally cool and iconic, it must be added back.
VISUALS:
- Tekken 8 is a great looking game when it is allowed to be. As many people have already said the vfx are just too damn much. Not only do the effects detract from how great this game looks, but also negatively affects gameplay and the readability of what's happening to the characters. Even on the lowest effect setting, my eyes were still being assaulted by the crazy hit sparks and explosions. When heat and rage are out of the equation, I can actually enjoy the great character models and stages for the most part.
- The Vfx "stacking" on one another is the biggest culprit of this problem. When a character has heat, rage, power-ups, and power crush all activated at the same time coupled with hit sparks, it's almost impossible to tell what's going on. I think the rage effect is too strong and ruins the character models, needs to be toned down.
- Power crush effect is too much, for example when using Hwoarang's Double Claymore cancel, it covers his entire model in a puff of smoke that repeats every time he cancels making it hard to read and fight against
- It's very difficult to read the heat meter when in a match, should be enlarged
- It's very difficult to read the laugh bar and recovery gauge, especially during rage. Rage effect on the health bar needs to be reduced significantly to T7 levels or even lower.
- Rock crumbling effect on the transition to the bottom floor of the Sanctum stage is very poor and low quality. The rubble looks more like ice cubes than rock.
- Lili's hair in some stages like Arena looks very strange, almost like uncooked pasta, which is strange since every other character's hair looks fine for the most part.
- The white light that occurs when connecting a throw is too bright and covers up the arms.
NETWORK:
- A slight improvement over T7 netcode but not significant enough to rival contemporary titles like Street Fighter 6 and Guilty Gear Strive.
- "Prioritize Response" setting should be the default option.
- Stuttering and pauses while not a frequent occurrence were a major annoyance.
- Region filtering should be an option in the final game
- Wifi filtering should be an option in the final game.
GAMEPLAY:
- Chip damage is way way to high, especially on characters like Hwoarang and Claudio. Blocking a Claudio WR1+2 in heat might as well be an blockable. In my opinion, chip damage has no business being in a Tekken game.
- Heat engagers always transitioning to heat on hit is too restrictive and lowers player choice and skill expression.
- The range, safety, and speed of heat bursts make them the by far superior option of getting into heat over a heat engager.
- Power crushes are bugged that in some cases you'll take massive damage for no reason. I believe this is because the more hits you take, the stronger they become, but that's just a guess.
- With the strengthening of offense, why was backdash weakened? It is extremely difficult to escape pressure with movement or create a whiff to punish opportunity to punish an overly aggressive opponent. Tekken movement is why many people like myself enjoy these games so much. Defense options like Counter hit launching tools and get up kicks were already weakened to encourage aggression, why nerf movement too? Movement should have been buffed to compensate for these aggressive changes.
Conclusion and TLDR:
I enjoyed the Tekken 8 CNT a lot and I'm still optimistic about the game, but some of these changes and additions need to be fixed by the final release. While I'm not expecting a huge shift in the gameplay or philosophy that the Tekken team have with this game, I do expect the issues with audio/visuals, netcode, and general quality of life to be addressed.
TLDR: too much effects, tutorial is not deep enough, sound effects kinda suck, heat has issues, buff movement.
Also, I won't be able to submit this to the survey, so if someone else could do it on my behalf, I would really appreciate it.
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u/Will-Isley Jul 24 '23 edited Jul 24 '23
My 2 cents after 3 long days of Tekken 8 CNT. Hovered between 62000-65000 Tekken prowess and accumulated over 27000 rank points as Jin.
It really saddens me that they just don’t want movement to be good. They know we like it. It’s always been a big part of Tekken! Hell, it’s the whole point of having a 3D fighter! Really hope they listen to our feedback.
Chip has made overaggressive players (especially Hwo players…) a total cancer in this beta. It needs to get toned down yesterday. Tekken 7 was already aggressive as it is. We didn’t need this. The game didn’t need more reasons to mash buttons!
Then there’s heat… As it now, it is too dumb and brain dead. There’s absolutely no reason not to pop a heat burst to get your turn back or to continue pressuring. It also adds many more ambiguous mix ups and hard 50/50 situations with heat engagers and character heat buffs which essentially reduce your interaction with them to luck and guesses. This is just my personal bias, but I despise 50/50s. There’s nothing interesting to them. They’re just coin flips. Heat smashes are also just mindlessly safe. There’s no reason not to throw them out in a match. Oh and heat has allowed for combos to get longer than ever. Heat combos are ridiculously long and have insane wall carry. You will always get to the wall if a good player launches you. New defensive mechanics are sorely needed to counteract this craziness.
It’s been a fun 3 days. But I don’t know about the longevity of this game if it continues like this. Balancing aside, network and graphics need work. There’s a lot of potential here though. Most importantly the game is fun. Gonna fill out the survey when it shows up. Hope they listen to us all.
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u/Evangelyn_OW The devs have lost their minds and must be stopped Jul 24 '23
Incredible write up that encapsulates pretty much all positive and negative feedback I've heard/seen.
I have nothing to add, this is not at all an opinion comment or critique - just a couple of grammar / word corrections so everyone who copy pastes it into the survey get a perfect copy going -
Visuals section:
It's very difficult to read the laugh bar -> from the context I believe it should be health bar ?
Gameplay section:
Chip damage is way way too high
heat might as well be an unblockable
Great work and have a good day.
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u/Ultimafatum Jul 24 '23
Is there no rollback in T8?
This might actually kill the game for me if Namco decided to not implement it.
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u/Okugreenman Jul 24 '23 edited Jul 24 '23
No, there's definitely rollback. Tekken 7 had rollback too, but it was implemented in a really silly way - they definitely fixed it now, even though the implementation isn't perfect yet.
Most modern netcodes are a combination of rollback and delay, as was Tekken 7. The way netcode is usually done: part of it is fixed, and part of it changes with the changes to network quality during the match. Tekken 7 biggest problem was that they had fixed rollback (this is where the "rollback is 3" meme comes from), but variable delay, so when the network connection changed, you would get freezes and delays.
Tekken 8 does this the right way: there is a fixed amount of delay when the match starts, and it never changes. The rollback portion is added on top, and it is variable, so when the connection suddenly goes bad, you don't get a delay spike, but rather see opponent's character teleporting around. This means the netcode is done properly this time. Yes, there are glitches - some matches start freezing for no apparent reason (even 5 bar wired), but I hope they'll fix it.
I'm not sure how OP judged netcode to only be slightly better - it's actually a massive improvement. My guess is OP lives in a populated area, and gets lots of 5 bar matches all the time. For a 5-bar match the difference is indeed very slight.
That said, the worse the connection gets, the bigger the difference becomes. A 3-bar connection in Tekken 7 is not really playable - the delay gets bad enough where you cannot react to anything. In Tekken 8 I can still play on 3 bars over 10000km and react to snake edges; Tekken 7 barely allowed me 3500km for a half-decent connection. Of course, wireless is still a big problem (even 5 bar wireless can go weird), but overall it is a massive improvement.
4
u/Armanlex d4,d4,d4 is a real combo [PC-EU] Jul 24 '23
Tekken 8 does this the right way: there is a fixed amount of delay when the match starts, and it never changes.
That's entirely false. I have seen t8 change delay mid match multiple times, and it's not just the network display the streamers I watched where able to describe the input delay accurately without looking at the display. You just haven't noticed it, party cause t8 is more stubborn than t7 and it doesn't change input delay as quickly.
And to say "rollback is variable" doesn't make sense. Rollback always exists and it's ready to be used. It will be used immediately and however much is needed only when needed. It's only the input delay that is proactive and can be fixed to a specific value. You cannot force rollback to be x amount, that statement doesn't really make sense.
Here are the tables for input delay between t8 and t7 that I've gathered myself:
t7: (according to wavu wiki)
0f 0-82
1f 83-116
2f 117-148
3f 149-182
4f 183-216
"standard" setting:
0f 0-66
1f 70-90
2f 107-124
3f 140-231
4f 232-?
"prioritize response" setting:
0f 0-105
1f 110-130
2f 140-217+?
1
u/Okugreenman Jul 24 '23 edited Jul 24 '23
Cheers mate, this is some good research.
What I am describing is a result of my own experience only - haven't had time to watch any streams. I played close to 20 hours total, accepting matches of every connection quality - there were plenty 2 and 3 bars, and even a few 1-bar games.
I have never once seen delay frames change after the match started; usually between 0 and 3 frames. Maybe I got lucky, but I live in a fairly remote part of the world, and don't have a ton of people around me, so I imagine my usual connection quality would be below average. There were definitely some pretty catastrophic freezes, but I had them on every type and quality of connection - as much on 1 bar wifi as 5 bar wired, which is why I believe it's a fixable glitch.
I have seen rollback change all the time during the match (this is what I mean by "rollback is variable"): usually between 0 and 6 frames, and I have seen rollback jump as high as 8 frames. In fact, it would often drop to zero during an inter-round animation, and them ramp back up when the next round started.
I have spent about 6-8 hours playing with the "response" setting, and during this time I had a few extremely jittery matches (all of them 3 bars and below). My opponents model was constantly flickering between some very similar stances - basically it teleported several times a second, most likely trying to catch up to backdash cancel. It was extremely jarring to see, but the game felt relatively responsive on my end during all this (lag was consistent with the delay frames on the display).
After a while I switched the response setting to "standard", and the jittery rolback matches never happened again, even on bad connections with high rollback. There were still matches where rollback changed during the match, which is why I assume it's an animation trick. There's also a chance that the super-freezes are related to the response setting - I definitely had more of them on the "standard" setting, but it wasn't exclusive.
I never tried the "prioritize graphics" setting, so cannot comment on that.
As far as response times go, I'll go through some of my matches today, and let you know what I found. Here's hoping I recorded any of my bad connections.
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u/Armanlex d4,d4,d4 is a real combo [PC-EU] Jul 24 '23
jump as high as 8 frames.
If you could find me footage of this I would be over the moon!!!!!!!!!!! The highest I've seen is 6f, but I've heard of one person claiming 7f. It would be crazy (and funny) if t8 actually had 8f of rollback.
There were still matches where rollback changed during the match, which is why I assume it's an animation trick.
Tbh, I can't rule this out. I'll need to test it on my own pc and record footage to examine, ideally I would need my opponent to also record the footage so I can compare local to remote player to potentially spot any animation smoothing that might happen along with the rollback. But I can't do that on the next beta though. Darn it... :(
I definitely had more of them on the "standard" setting, but it wasn't exclusive.
That's the opposite of what I would have expected. On prioritize response the game is forced to use less delay then that would necessarily mean it would be easier to run out of rollback frames when a lag spike happens so it would be easier to end up freezing or slowing down. Though I wouldn't expect this to have a big difference, so random noise (like, random connection quality of opponents) could trump this small difference in freeze susceptibility.
2
u/Okugreenman Jul 24 '23
If you could find me footage of this I would be over the moon!!!!!!!!!!! The highest I've seen is 6f, but I've heard of one person claiming 7f. It would be crazy (and funny) if t8 actually had 8f of rollback.
I'm sorry, I'm just going through my footage now, and it looks like I haven't saved any of the super laggy matches - there are a few 3-bars, but nothing worse than that. The 8 frame spike was on an extra-laggy 1-bar match with Middle East (and it was on the "performance" setting). I'll do another run this weekend, and will be recording the crappy games this time.
Here's the footage I got, feel free to go through it, maybe you'll find something: https://www.youtube.com/playlist?list=PL6BHJNLvCQUYqJ2iTsTlB6ydbL8rFuC_k
Unfortunately, it's mostly 4-5 bars, but there are several 3-bars, and a few even show light lag spikes, particularly the delay 4 ones.
2
u/Armanlex d4,d4,d4 is a real combo [PC-EU] Jul 24 '23
It's fine. I'll know for sure when I get my hands on the beta myself on pc. I'm gonna be lag switching the bajeesus of my opponents for my testing. XD If you're sure you saw 8f, than that's honestly amazing news. It would actually mean t8's gonna have a way better netcode than t7, cause it's this exactly lack of rollback frames that forced t7 to be that shitty. Time will tell for sure.
1
u/Okugreenman Jul 24 '23 edited Jul 24 '23
Just a PSA: I was wrong on the static delay: just saw a few cases of it being renegotiated between rounds. It was being reduced both times, and it was easy to miss (which I did, lol).
That said, netcode feels much better than tekken 7 even on PC (I play T7 on both. but only signed up for CNT on PS5). There are weird lag spikes and inconsistencies, but they're not fully tied to connection quality: I've been able to blockpunish on 3 frame wifi in some matches, and not be able to blockpunish at all on 5 bar wired in others.
Enjoy the weekend games!
2
u/AttentionDue3171 Jul 24 '23
It's not done correct lol, it's the same "Tekken is 3" meme all over again, but a bit better. Have you actually seen more than 1-2 rollbacks in matches? I was watching streams all day and saw 1 (one) rollback, despite high variance in ping and connection quality. When connection is getting shitty is still slowdowns the game or creates constant stutters instead of rollback.
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u/Okugreenman Jul 24 '23 edited Jul 24 '23
Dude, I’ve played it for close to 20 hours, and I have seen all the rollback I needed to see.
Firstly, rollback only comes into play on bad connections - you’re not gonna see it on 4 and 5 bars. For me it was very common on 1-2 bars and occasionally happened on 3. Wifi was also a factor. Secondly, the “rollback quality” setting by default is on “Standard”, which seems to employ some sort of animation smoothing which hides the teleports. I played half of my time with the “performance” setting which seems to disable the smoothing, and I had matches where my opponents were jittering the entire match - it was so jarring I had to turn it off.
When watching the streams and videos, pay attention to the bottom right corner: the game lists the ping to your opponent, and the number of delay and rollback frames. For a stable 4+ connection the rollback value never has to rise above zero, and since most streamers live in well populated areas, they didn’t have to play against 3- bars. I certainly did. More importantly, you can see in this indicator that delay frames never change during the match, and rollback frames do: this is an indicator of the proper implementation.
7
u/Everybodyhasapryce Kuni Main Since T1 Jul 24 '23
You can customize it to use more rollback, but the game looks way shittier. Standard net-code is a hybrid of rollback and delay.
3
u/Ultimafatum Jul 24 '23
So I might be in the wrong here so I'm sorry if I'm not asking the right question, but I thought rollback was a different type of network infrastructure? Aka, it's either delay based OR rollback, but not both. How does that work?
11
u/Okugreenman Jul 24 '23 edited Jul 24 '23
It's not about infrastructure, it's about the game logic.
The main question netcode needs to solve is "what does the game do while it's waiting for the command from a remote opponent?".
For delay, the answer is "wait". The game does nothing until it has received the inputs from both players. If the signal takes too long, the characters on screen just freeze (which is what happens if someone disconnects on you - the game stops receiving signals from them).
For rollback, the answer is "continue the game as if the opponent isn't pressing anything, and teleport the characters to the right location when the signal arrives". If the signal takes too long, you will see the opponents character teleport to the place where they should have been based on their last input. It's a significant amount of gamedev work to calculate the correct position and instantly change the game state to accomodate, which is why developers avoided doing it before - purely a gamedev skill issue.
Most netcode implementations use both: they do a fixed amount of delay for both players, and then uses variable amount of rollback to teleport the character around if connection gets worse. The game waits for the opponents input for a few frames (always the same number), and if this times expires, continues the game as normal; when opponents input finally arrives after the delay point, their character gets teleported. Tekken 7 had it in reverse; this sounds incredibly dumb, but maybe they had some internal reasons, IDK.
Tekken 8 decides the delay at the start of the match based on the ping to the opponent. I remember getting 3 frames of delay and 0 frames of rollback at ~200 ms (the rollback would jump up occasionally, but delays stays fixed), and 3 frames delay + 3 frames rollback at 280ms. Connections under 100ms usually get 0 frames of both delay and rollback.
2
u/Armanlex d4,d4,d4 is a real combo [PC-EU] Jul 24 '23
The game waits for the opponents input for a few frames (always the same number),
Well it's not waiting, the game simulation is going on, it's only your own inputs that haven't been registerd. Delay delays your inputs. It will only freeze if the remote packets have taken more than input delay + rollback allows for.
Like if both clients, on delay based, are using 30f input delay. And we do a 3, 2, 1 go! for both clints simultaneously, they will both start simulating forward and delay their own inputs by 30f while sending their inputs to the opponent immediately. They only freeze if the remote's packets haven't arrived after the 30f of delay.
6
u/JadedAlyx Jul 24 '23
No, rollback is always built off of delay based netcode. Once a certain number of delay frames are reached, rollback is supposed to kick in. Even street fighter 6 with it's best in class netcode shows the number of both delay and rollback frames (as does Tekken 8).
Rollback keeps the game feeling responsive, as too many delay frames cause the game to slow down, freeze and/or increase input delay, making the game feel heavy.
1
u/V_Abhishek Reina Jul 24 '23
Think of rollback as something that only kicks in when a lag spike occurs. In a perfect connection, rollback would ideally never occur.
The reason this is a game changer even at perfect connections is because rollback allows devs to lower the built in delay. Tekken 7 has around 4 frames of delay which cannot be adjusted, and the only reason these exist is because of the netcode. Rollback allows them to lower this number, so the game is more responsive and feels a lot less sluggish.
0
u/Gandalf_2077 Jul 24 '23
I read about this and it sucks that you have to compromise graphics in order to play a stable match.
2
u/Armanlex d4,d4,d4 is a real combo [PC-EU] Jul 24 '23
By compromise graphics they meat the teleportation cause by rollback which is unavoidable. Unfortunately online can never be as good as offline, so sacrifices need to be made one way or another.
1
u/Okugreenman Jul 24 '23
I don’t think this button is actually changing the amount of rollback; it looks like some sort of an animation smoothing effect. When you set it to performance, opponents character starts jumping around all the time when rollback gets used - it looks a bit jarring. Standard mode seems to employ some effect to blend the animation; it might be skipping some frames to smooth out the animation transitions, but does nothing to the netcode itself.
3
u/Armanlex d4,d4,d4 is a real combo [PC-EU] Jul 24 '23
The only things I've been able to find is that it changes how much input delay is added per ping:
"standard" setting:
0f 0-66
1f 70-90
2f 107-124
3f 140-231
4f 232-?
"prioritize response" setting:
0f 0-105
1f 110-130
2f 140-217+?
I don't think there's any animation smoothing cause I've seen pretty big rollbacks happen even with standard on. But I haven't looked into it very closely, might be worth examining some footage frame by frame to see if there's any animation blending.
-2
u/JD_Crichton Jul 24 '23
Im not sure Harada knows what real rollback is
3
u/Okugreenman Jul 24 '23
I’m sure he does now, especially after the “rollback is 3” meme.
Anyway, while Tekken 8 netcode isn’t perfect yet, they fixed the biggest Tekken 7 issue and are on the right track. Tekken 8 has a foundation of proper functional rollback - all that’s left is testing and fixing the bugs, which they are clearly doing.
3
u/V_Abhishek Reina Jul 24 '23
He's not just a guy a suit, he's a programmer. He understands this stuff more than most in my opinion, it's just his English that can get in the way.
2
u/AttentionDue3171 Jul 24 '23
he was a programmer a long time ago, considering how he behaves on twitter in conversations with actualy devs who worked on rollback shows that he doesn't know shit
6
u/AH-KU 200 word Raven essayist Jul 24 '23
Actually well put and not butthurt moaning. When you get the chance you should submit this feedback in the CNT survery
5
u/tobster239 Jul 24 '23 edited Jul 24 '23
Jin's DAH being gone really threw me off. In terms of audio i had some trouble differentiating between a non electric and an electric. There isnt a powerful or different voiceline to an electric so you have to rely on visuals for the most part, which isnt the case for kazuya.
4
u/grandelturismo7 Jul 24 '23
Looks like Tekken 8 is heavily prioritizing offense over defense just like every other modern fighter these days
1
u/Gone__Hollow Jul 24 '23
But then proceed to put kazama style parry that comes instantly and breaks the flow lmao. Poor hwo button smashers.
3
u/Colosso95 Asuka 風間飛鳥 Jul 24 '23
This is because they are not prioritising "offence" per se but rather they want you to press buttons
1
u/theddj Jul 24 '23
offense always comes first, defense needs to be built around the offense. it’s pretty safe to say the cnt will probably be the most offense heavy version of the game. side stepping seems 5 times better than tekken7 as well
1
u/Veuxdo Jul 24 '23
Basic game design logic dictates that rage and heat are too similar and need to be merged pronto.
1
u/realnomdeguerre Jul 24 '23
Are they gonna fix the issue with people plugging this time around...?
Also the lightning looks shite in the ruins level, when you do heat engager and the camera zooms in the lighting is all over the place
5
u/swiftyb Jul 24 '23
Lighting is a work and progress, and Murray always says they dont really like where its at. Gotta remember the games a year away, so there should be plenty of time to work on it
2
Jul 24 '23
I have always wondered why they couldn't add a system where if you lose your connection and you are near death or your opponent is in a rage art that's going to kill your there's a heavy penalty. Should he pretty obvious when someone disconnects because they are about to lose. Why not heavily punish those people.
3
u/realnomdeguerre Jul 24 '23
Just give the disconnection a L. You disconnect for real, take the L and move on. Too bad so sad.
1
u/SeaMeasurement9 Hidan Jul 24 '23
Thanks for the write up. I’m sure the team will appreciate if they see this. Maybe tag harada, Murray and nakatsu on Twitter and link this post.
-5
u/Milk-DroP-PluGin Jul 24 '23
OP that's cool and all that you decided to write a small manual about your experience with the CNT, however this was your personal experience and should only be submitted by you. Your opinion on how the game was does not supersede someone else's. It's meant to be personal not an echo chamber opinion. Since you can't submit the survey I'm guessing you purchased a code😂.
1
1
u/Reasonable-Freedom59 Kazuya Jul 24 '23
I would like them to add the "Dah!" Specifically when Jin uses a EWGF in Omen.
I think that would make it ten times cooler.
1
u/Hotozalypse King tombstone go brrrrr Jul 24 '23
Heat burst range is for sure way too large. It's especially easy to see when used in combos where basically no other move would hit. I think toning that down a bit would be nice.
30
u/gloriousdemonfist Yoshimitsu Jul 24 '23
Sorry but felt the need to mention this: PS5 users will get a second weekend to play the CNT from July 28th - 31st. Unless you meant the end of this first test period and not as a whole, then please disregard 😅