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Wanted to share my long rant left in the survey "What do you dislike about Guilty Gear -Strive-?"

While not an advanced player by any means i still wanted to share everything i wrote for No16 in the survey and just generally discuss how i felt and how other people felt about Strive publicly
-Please tweak the lighting and other visual effects on stages. almost all the stages still look fantastic but they make seeing the character difficult and in general fuzzy up the clean anime style lines. in character select the characters all look sharp and their coloring is vivid but they almost universal look washed out in match. the worst offender is the snow stage since there is so many snow particles in front of the characters as well as the general lighting there. but even on the sunny stages like the grand canyon characters loose that "sharpness" that i think is important for the anime lining. the idea behind the lighting can work for some parts. like the eerie green after wall breaking on the winter stage. it just needs some tweaking to preserve detail.
-The animation is all fantastic so why so much motion blur on moves?? doesn't it defeat the purpose of the way guilty gear animates on key frames? If you have good wind up->active frames->follow through(which you always do) then motion blur serves no purpose but obstructing things. please remove it
-Huge camera shifts look visually appealing but they can make moves with motion inputs and charges very awkward. maybe just some small tweaks

-I cannot stress enough how counter intuitive it is to design a game with so many mechanics wanting to re set things to neutral, while ALSO designing a UI that wants to mash everything in the center of the screen. The health bar is already lower on the screen than it was on XRD so why push R!SC and Burst even further down? faust blocks R!SC and Burst just by walking forward let alone everything else going on the game. Big normals, anti airs, air grabs, jumping in general, DPs, giant anchor swings, there's almost nothing that doesn't cover it after its moved in just a bit. incredible over sight. please remove it ASAP.
-60% of the screen is just too much for the hit counter to take up. the type used for it as well as the "equalizer bar" still has a much too clean and pop music style look to it. Also the red hot brushed metal look that cooled for an untrue combo used to be so fantastic. is that no longer an option? maybe theirs no point with the lack of air combos and new auto teching?
-Cant say I'm a fan of the lives for rounds idea but i suppose i could get used to it. but its weird the community has to get used to it. psychologically it feels worse LOOSING a life than not gaining a win. inversely when you win you don't GAIN anything... you just don't loose a life. Just because you can change something doesn't mean you should.
-While i don't hate the black crosses design (all anime games need more crosses and belts) its lacking in a lot of guilty gear flavor. why go out of your way to state how the previous UI was such a "failure" from feedback yet make a "new" UI that's almost identical? i would have expected this much of an update even if feedback for it hadn't been so strongly negative. i hope the real new UI just didn't have time to be implemented yet.
-The Eagle loading screen is the most boring a Guilty Gear loading screen there has ever been. how is an eagle lazily gliding through a cloudy sky more appealing than 2 portraits slamming together with sparking chains and metal "gearing" (heh) up for a fight? what about the eagle is Guilty Gear? slapping a microscopic portrait and player name in the corner is nothing.
-Post game stats is a great idea but please make it more guilty gear! metal, chains, gears, ANYTHING
-Character select is the same thing. metal, chains, gears please!! i don't understand what's so appealing about over simplified phone game menus. what about that is guilty gear
-the "Slash" at the end of each round still has a pop look and nothing like rock or Guilty Gear.
-Currently character intros are a bit lack luster. they're well animated but lack all the character of XRDs intros. Granblue Fantasy Versus has similarly simpler intros but they also have character specific dialog and interactions. Maybe this is being worked on? my biggest concern is character specific intros were in GBVS the first time we ever saw it but it feels like there's so much work to be done yet i don't see it being possible to finish before the end of the year. at this point i hope the games delayed to work on all this feedback.

-The current lobby system wasn't just the worst part about this beta, it was the worst experience I've ever dealt with just trying to play a video game online.
-Personally i found the lobbies incredibly unappealing visually. the pixel art of the hotel is far lower quality than anything found in Guilty Gear 1 over 2 decades ago and reads as very generic. If this wasn't the guilty gear lobby there wouldn't be anything to connect this to Guilty Gear at all. This doesn't belong in the world of guilty gear.
-I'm open to the idea of the lobby being in 4:3 while the rest of the screen is dedicated to cool stuff about guilty. the problem here is the extra screen space had absolutely nothing going on and just added to the frustration of looking at the lobby in its current state. the current lobby didn't just look bad but its also mashed to the left side of the screen which was awkward.
-The actual process of trying to find a match is very poorly designed. Aimlessly walking around with your sword out hoping to connect to someone lacked any kind of reasonable feed back. the solution to this is walking to someone without your sword and clicking on them to try and connect. but since you cant tell if they're already trying to connect to a match or not this is incredibly frustrating as well. it just doesn't work
-The problem of people all standing on top of each other was so bad YOU ASKED THEM TO SOCIALLY DISTANCE THEMSELVES as a temporary measure to attempt to find a match. the lobby system in strive has current real world pandemic rules because the system itself couldn't handle figuring out what was going on in the 2d plane. if this doesn't open your eyes i don't know what will. without cabinets or anywhere to go to actually fight this is going to be a constant problem. you cant expect people to just be respectful and find their own space to stand to help mitigate the problem. the problem is in the design itself.
-Creating a lobby system that attempts to protect lower level players from experienced veterans with floors is a novel idea. but in reality it's just another way to segregate members of the player base and is short sited. Every fighting game looses a significant amount of its audience within the first few months of release. locking players out of floors is just going to fracture it further. at what point will everyone still playing just auto jump to the top floor just so they can actually play people??
-"Rating updated" kicking you out of the lobby was incredibly frustrating. maybe if the matchmaking system around it actually worked it would be less so. But fighting the Lobby for half an hour to finally get a match just to be pushed out of the lobby that I'm now permanently locked out of was mind melting.

-It's hard to comment a ton on game play because of how little i was actually able to explore it, but the first easy point is damage is a bit too high. in some cases it feels like "guts" damage reduction should just be the games regular damage.
-Why is Chipp's health so incredibly low after he's lost so many of his options? I thought Chipp's slipperiness and air play was why he had the lowest guts. but the design of this game in general makes that no longer an option. so why does he get blown up so hard? i don't even play the guy i just feel bad for him. he just wants people to be ninjas.
-In general i think every character other than Sol and Ky need more options and ways to evolve their own play styles. Ky and Sol both have new or slightly re worked moves that heavily emphasize rushing forward and continuing corner carry even though Ky isn't a rush down character. Sol was always a rush down character but along side Ky he has almost all of his options and different play strategies in tact while still feeling tailor made for Strive. May in particular lost half her moves and along side Chipp it just feels like there's only 1 way to play the character any more. maybe we just need more time with them but i couldn't tell just yet.
submitted by SirDolphinian to Guiltygear