The Current State of Guilty Gear Strive

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Published 2024-06-10
#fightinggames #guiltygear #guiltygearstrive

With Slayer's release, Season Pass number 3 is now complete. Let's talk about what's good about the game, the main issue people have with the game, and what might happen in the future of Guilty Gear Strive.

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All Comments (21)
  • @LordKnightfgc
    how do you feel about Guilty Gear Strive at the moment? (also pls subscribe)
  • @SSnowfall
    So pros: Everything Cons: Wild assault (2/3 of it) I see this as a win tbh
  • @DarkFalconDX
    The biggest issue for me (and plenty others in this comment section) is the dang tower system. People can just dodge you or be in another lobby or low tier players can go up to high level floor with makes fightning a good player or a noob a gamble. Also so much people just go afk and fill up lobbys. It is so much more complicated than a simple ranked mode. It's especially an issue on lower flors cause the first 3 floors are empty, so everyone is just on floor 4 (at least it was when i was lower-level).
  • Another thing about wild assult is that it lets pressure sequences go on for an extremely long time with no option other than blocking for a small eternity and gussing wrong or trying to do something other than block basically ends the round if youre wrong especially with strive damage
  • @erk489
    I haven’t touched this game in a year. The gameplay wasn’t even why I stopped. The lobby and sitting there for long periods waiting for matches was awful
  • @KingAfrica4
    People could counterplay your BWA? Couldn't be Jack-O 😊
  • @danman3268
    I think currently the gameplay is fantastic, but the Tower System kills any drive I have to play and learn the game. It’s season 4 at this point so they clearly are never going to remove it.
  • @BaronSterling
    It sounds to me like a lot of people's issues with the Wild Assaults would be fixed if they made it so positive bonus doesnt give you Burst, that way you can't just get your Burst back immediately after Wild Assault > Wall Break.
  • @JNPrediger
    Right now, breaking the wall give you positive bonus, which means 10% atk and dff during that state, 50% of tension and burst gauge, and if you break it with WA or Overdrive, the opponent gonna be on hard knockdown. That's a huge snowball effect for a lot of characters who can do that on roundstart even. One of my wishes for S4 if to change that. If you want the resources, break the wall with a normal or a special, if you want the hard knockdown and the damage, break it with wa or super, with no positive bonus after the animation.
  • @AdamJorgensen
    Deflect Shield. So relevant a mechanic LK forgot to mention it XD
  • @dylanskrow1669
    I havent played strive since like early season 2 but i still love watching your content on the game. I appreciate how you break things down concisely and go through the extra effort of recording footage and finding relevant tourney clips to provide examples of whatever topic you're covering. GOATed FGC content creator <3
  • @jasonslade6259
    I think instead of increasing the cost of RWA, they should remove the burst refill when you hit the opponent though the wall. Not only does this give you access to WA way too often, it also creates weird incentives like not wanting to kill your opponent too soon after the wall break so that you can refill your burst. In some cases the opponent maybe encouraged to throw the round to give you less burst. Which I don't think is something that should be encouraged.
  • @gooselover42069
    I think Arc System Works has done 3 things well with this game: -Implementing Rollback Netcode -Visual Designs -DLC Picks (The only thing keeping me playing) If I’m being charitable the game balance decisions have been questionable at best. I can only hope by the time we reach the next entry we will frame this as groundbreaking experimentation and never in my life see wild assault as a mechanic ever again.
  • @Aisoreta
    The game rn is just a pain at a high level, at a mid level tho it's some of the most fun I've had from Strive in forever
  • @JaimeAGB-pt4xl
    1- Adding and playing more characters is Way Easier when the game is made for System Mastery instead of Character Mastery (find the Novriltataki video on this comparisson). Just a consequence simplified/taking away from the Character designs 2- New/Modern FG design trends make it so that Neutral Skip tools are more freely given so that newer players can level the playing field quicker. The changes U proposed largely appeal to homogenizing the cast and matches the game's direction
  • @AofCastle
    Not enough people have said this, but the lobby system is super annoying. Is it really that hard to make a matchmaking system on top of the lobbies? Like Street Fighter 6 is doing Yes, I've read many comments regarding the lobbies, they're not enough
  • @lentencraft
    As a floor 10 player who mostly just plays in park or with friends, im enjoying it. Sure there are things taht are annoying me, but its fun
  • As far as wild assault is concerned, I think maybe you could have the base version be the same for everyone, and the hold modifier gives you those differences like red/white as he cost of more burst meter.
  • @ZzigZaG00NIN
    After playing Fighterz it's amazing seeing how the add stages in this game I feel like Stages should be harder to do with how good they look but there has been so many since launch