
Increased stamina was seen in the old Melty Blood, but it does tend to be the most straightforward type of adjustment.
Well, but it’s probably more stable because it’s easier to balance than adjusting individual damage and modifiers.
🤜#Tekken8 (1/5)
We will distribute an emergency patch with the following content.
🔻Applicable date and time
From around 11:00 AM on Thursday, April 17.
🔻Main content: v2.00.02
Fixing the settings malfunction of “OPTIONS”
Fixes for high-priority character behavior issues.
Review of balance adjustments based on the following policy.
🔗
Regarding future balance adjustments
The next release is scheduled for mid-May, and it will include adjustments such as damage reduction for aerial combos and a review of the performance of Heat Burst.
We will continue to sincerely consider your opinions and work continuously on character performance adjustments and improving situations that can easily lead to one-sided developments.
May, huh~
Is it 180 now?
I wonder what the value will be?
>>4
In a typical combo game, it’s better if a good starting combo of three hits doesn’t quite kill you without using any gauge or resources, so I hope it stays around that level.
But with the current power standards, that would end up being around 250, huh?
>>9
Isn’t three touches a bit too long? It’s fine if we go back to two rounds…
>>14
I thought the same, so it’s a bit of a dilemma to figure out how much it will be.
The current Tekken often produces ridiculous returns from chip damage and single hits compared to other games, even without combos.
It’s a world where a single combo deals 100 damage, after all.
It won’t open~
https://www.tekken-official.jp/tekken_news/?p=1171#jpCol
Japanese version
Well, it looks like it will be like this for about a month.
Increase the maximum value of stamina, alleviating situations where matches are decided in a one-sided manner.
Considering the damage environment that tends to inflate due to an attack-heavy game balance and increased aerial combo damage, we will implement an increase in the maximum health value.
This response alleviates the situation where a one-sided match development is likely to lead to a quick resolution.
Sequential response to techniques with excessively large returns.
In light of the current situation where attack performance and combo damage are generally experiencing inflation, we will prioritize adjustments in areas that can be addressed early.
This is not a problem limited to specific characters, but rather a recognition of an overall inflation trend, and we plan to make adjustments gradually in response to this issue in the future.
For example, in Ver.2.00.02, the following adjustments will be made.
– Balancing high-performance techniques that easily create advantageous situations in succession and are prone to leading to one-sided developments.
– Adjusting the balance of techniques where the return is too high compared to the risk, etc.
Only two days left to enjoy the naughty version.
It’s too late now, but Raven’s back-facing low attack was just terrible and didn’t work.
>>15
It seems that Nobi’s stream was watched more than EVO.
>>16
I just want to see the earth breaking.
In general, combo games have shorter motion for each attack compared to Tekken…
Woooaaaaaahhhhhhhhhh! God Fist 8!!!!!!!
Nakayama Make Some Noise Daichi
For now, I’m going to review the insane techniques and Heat on the 17th.
Right now, it’s the most frustrating when I’m being chased by Lars.
I wonder if that can be fixed somehow.
I understand that you want an aggressive gameplay style, but isn’t the heat system itself difficult to handle?
>>24
I personally think it’s good that the direction of reducing the returns on the parts that went overboard is being considered, because the heat system itself is really interesting.
Well, it’s fine to increase health to match the combo damage, but that means all the small moves are getting weakened, right?
>>25
I wonder if it will become an aggressive game where small tricks won’t be enough to escape and you’ll be overturned.
>>29
In the end, we have no choice but to swing between two options for a while.
The increase in stamina is quite bold.
Tekken 8 is coming back. As expected, the Tekken Project team is deeply reflecting on the reputation of Season 2. Even Katsuhiro Harada, who has been immersed in social media and online matches daily, paused his activities due to a significant event. The “Balance Adjustment Policy for Ver.2.00.02” and “Future Adjustments” for Tekken 8 have been announced. The “Emergency Patch (Ver.2.00.02)” is scheduled to be released on Thursday, April 17, 2025, at 11:00 AM. The “Ver.2.01 Update” is expected to be released in mid-May. (tekken-official.jp/tekken_news/?p…)
Increasing physical strength is really just a temporary fix; it doesn’t lead to any fundamental solutions.
>>28
Well, if we don’t do some kind of first aid, it’s really on the verge of breaking…
I’m excited to see how many broken techniques I can pull off!
A pro somewhere said that increasing stamina is not a good idea, but why is that?
>>33
Because the number of crap choices will only increase until you die.
>>33
Since it’s that professional’s idea, why not just ask them?
It would be easier to roll back to Season 1 and readjust it again, right?
>>35
It’s a waste not to take advantage of an opportunity to get feedback like this.
The adjustments are made to eliminate the weaknesses of all characters, so there’s only the aspect of the system that can be changed urgently.
Currently, aside from some nerfed characters, it’s a completely chaotic battle where fully-fledged beings fight each other in Tekken…
>>40
This is fun in its own way…
As expected, the announcement is also a huge apology.
If my stamina increases, the damage from low attacks will become useless, and I’ll just be swinging combo starters, which I don’t like.
What Nobita is saying might be something that only strong people can do.
I understand that it can be frustrating when, once you get used to it, the game becomes just a loop of strong actions with any character.
I thought I was using Anna as a more decent character, but honestly, this one is pretty ridiculous too…
>>45
It seems like they are treated as relatively weaker among the strong ones like yokai.
The decrease in the weight of single-hit damage outside of combos is probably unsatisfactory for players who want to earn damage in a stingy way.
>>47
Personally, I honestly find it harder than the current environment.
When the position of the goalpost called “stamina value” changes, it is based on that.
In the end, it takes effort because we need to review all the techniques we’ve used so far.
It’s quicker to just go back to the original before the uppercut.
There are only a few days left to play with Clive.
Shall I wear it down?
Let’s go back to ranked matches…
I can’t deal with matches where I get immediately relegated after promotion.
>>52
That’s quite a deterioration, isn’t it?
My motivation has completely diminished.
One month left in this environment…?
>>54
It depends on how much will be addressed in the patch on April 17th.
>>54
The emergency is the day after tomorrow.
The adjustment will be in mid-May.
>>59
Thank you… thank you…
I wonder how far we can go with the involvement other than the specified Paul Jack.
If there is a uniform increase in physical strength, characters that are not broken will not be able to finish off their opponents.
I want something to be done about Leolas King…
If physical strength adjustment is uniform rather than individualized, that would be quite rare.
>>60
Well, it’s not uncommon for everyone’s stamina to be the same.
The amount of fixes needed in terms of gameplay and techniques is so extensive that releasing the next update in a month is actually quite fast for a company.
To say personally, it’s really tough that it still continues for another month.
No matter what, make it in time for EVOJ!
>>63
I don’t think this adjustment will solve it…
I can see you’re really working hard to add crouching side movement, but I didn’t expect you to focus on diminishing movement like that.
It tends to get messed up before the EVO, huh Tekken?
I understand the idea behind it, like how a new technique being strong enough to live off of, and the frustration of needing to remember a lot of knowledge for it, but I also get the concept of adding techniques that can be used without the complex horizontal gameplay that favors those old players.
Somehow, it got completely mismatched.
>>67
I understand what you’re saying, but the way you expressed it was a bit too intense.
It feels like there were some words mixed in that shouldn’t be used.
>>67
For beginners, it’s really helpful to just rub this for now.
If you want to make it that kind of game, you should have done it when 8 came out; it’s not something to be done in Season 2.
Even if it’s a 2-choice loop, I want it to be a 2-choice that doesn’t lead to combos like Alisa’s.
It seems like increasing stamina without thinking will make the next match too long.
I heard it on the Nobu stream, but it’s really sad that people disappear…
>>71
Me!?
I thought “aggressive” meant being able to unilaterally trample over others.
>>73
I think the fun of attack games lies in that aspect.
It’s a serious urgent matter, so it can’t be helped.
These adjusted guys don’t have individual optimal physical strength.
There’s no way to set it.
It’s just a flat 20% increase, more or less.
“I feel like I’m really caught between the two layers of ‘Tekken is fun sideways, you idiot!!’ and ‘I don’t understand Tekken sideways!!!’ right now.”
So when I tried to respond by giving techniques that can’t be bypassed for the latter, it felt off because the return was too excessive.
I laughed at how Noby was doing character adjustment explanations for Dragunov for about 30 seconds, while Jin was discussed endlessly for 10 minutes.
>>78
From an amateur’s perspective, isn’t it crazy that you can go from a slash stance at a glance? I thought it was crazy, and it really was.
I was learning little by little at a level where I didn’t really understand it, but the complete two-choice format is definitely quite tough.
A game that only receives harsh criticism.
Despite the major update, it’s really amazing that the daily player count on Steam reached its lowest value, including Season 1.
In 2D games, even if there’s a wake-up attack loop or high damage, it doesn’t feel so out of place, but in Season 2, it feels a bit wasted somehow.
I guess I want everything because I really enjoyed the side techniques and little tricks after all.
Since the one who presses the button first and lands the hit wins, it definitely makes the gameplay more aggressive.
“This character has a new technique that’s really strong!!” is easy for beginners to get into, though.
Beginners who don’t know how to use it should learn that, and conversely, those who want to counter characters should learn that too.
A feeling of having done too much of everything.
The desired punches being inconsistent between up and down is difficult again, isn’t it?
The issue of the difference between playing Tekken at a tournament and playing it casually has been around for a long time.
>>88
If I faced off against someone a bit more experienced from below.
Clearly, the wall is too high.
I understand that.
I love the bug that allows various characters to become Anna because it’s so free.
>>89
As a butt enthusiast, I was extremely happy to see my favorite character’s butt attack.
>>91
The male character who becomes a gay man is too funny.
What is that Annabintha?
It’s true that I found it enjoyable when I was able to completely shut down the discussion by imposing a choice, despite all the criticism.
It’s true that it wouldn’t be good if I were to be done in.
Even if the original rank is fine, isn’t it a bit harsh that the sub of the God of Destruction is the God of Wind?
I, the barely main Iron Fist King, am no match for you…
In the end, wasn’t heat unnecessary…?
>>96
I need it.
What I don’t need is Rage Arts.
>>98
The development side definitely thinks it’s necessary.
In terms of the visual appeal of esports.
>>108
I wonder if that’s like a super special move.
>>108
Well, it gets exciting when you’re watching it at the tournament, right?
It’s hot.
Even though I said I wanted to make it more defensive than Zun1… that’s probably what’s causing the biggest drop in evaluation.
>>99
This remains a mystery.
>>99
Nobi was talking about that quite a bit as well.
It’s not just that the adjustments were poor, but also that saying unnecessary things stirred up distrust, which is not good.
The way to cut heat has become one-pattern, so I’ll be adding additional techniques for heat timer consumption! That was good, right?
Let’s set the stamina to 100 and make it best out of 5 rounds.
What is it about Anna Bug that exposes the gums…?
>>103
Because it’s a bug.
Should we double the types of stand-ups?
You said you could use heat for defense, but isn’t that actually not implemented? To begin with.
It was good that Anna laughed out loud seeing the bug in Lo’s Rage Arts.
Simply put, developers are widely disliked.
What should I do with this? It’s a game that’s hard to verbalize, and there are still very few explanation videos.
>>112
So, why is this technique strong? It’s hard to explain, right?
Anna is a character known for her ability to make choices between two options, so please forgive her.
It feels like a huge déjà vu to have an emergency major adjustment after EVOJ.
Even though there’s plenty of heat gauge, I wonder how the system works that there are quite a few situations where it’s better to turn off heat dash.
The higher the level of competition, the more it becomes so.
Originally, there’s a little joke that has existed since long ago about how, when Anna gives a slap to a female character, you can return the slap, almost like a comparison of the Mishima family’s pachinko.
I wonder if it did something bad this time.
I’m quite dissatisfied with the current environment, so I hope it improves with this.
Is the performance review of Heat Burst such that it increases the difficulty of combos?
Are you planning to do something like a so-called burst as a counter?
If that’s the case, the Heat will activate on its own, which will hold us back.
Regaining trust that has been lost is quite difficult.
I’ve often heard stories of people who love the game itself but ended up quitting because they couldn’t keep up with the management.
It would be a waste to lose players around there.
Honestly, I want to keep the Anna bug because it’s interesting.
I’ve always wanted a technique like this, but it’s tough when the result leads to negative feedback.
It seems that having only characters that are completely ultimate is not a good thing.
>>123
I’ve often heard people say to those who complain about nerfs, “If you only buff, the game becomes bland,” but it feels like there are few specific examples of that phrase in action.
>>131
There are many opposite examples, so adjusting is difficult.
I think it’s a really fun environment for casual play, but it would be tough to take it seriously.
I don’t know the details very well, but it seems like Reina and others are getting some nice techniques.
>>125
2RPWP is not in good condition!
>>132
Oh, is it that strong…
>>135
Even when used raw it’s not that much, but if you use it to finish a combo, the scaling only applies at 20%, so it deals a huge amount of damage.
>>146
Ah~
I wonder why everyone made the pursuit so strong…
Tekken has intentionally created elements that can be broken since a long time ago.
I used to adopt a style that regularly revitalizes the environment.
It is indeed a method with a high risk of taking a big fall.
I don’t need combo extension with heat.
It has just unnecessarily become a longer combo again.
Please spare me the pole knife.
Since you can choose to maintain Rage or unleash Rage Arts, Arts are necessary, but it would be fine if it’s once per match instead of once per round.
>>129
The performance time can be just a third of that…
I was looking at comments from overseas people regarding this matter, and it seems that overseas producers are really disliked.
Dogura said that if only the upper adjustment was made in Tekken 7, it would become a situation where there would be only characters that could do anything, and it seems that has become a reality.
>>133
By the end of Tekken 7, there were already signs of that.
>>139
If anything, it started to change the moment Brian got a strong middle position (old man’s recollection).
>>147
It’s already a murder strike now, isn’t it?
The mistake from the beginning was not being able to reduce the techniques while creating version 8, which was supposed to be supportive for beginners.
>>136
It’s just that there are names for the techniques added to a simple one-two-three punch, so it only seems like there are many of them…
>>145
That would be fine, but in the middle of just one-two-three, there are things like “ready stance” and “ready position.”
Once you reach a point where there are only derivatives, the amount to learn increases drastically, so it’s not really good.
>>145
That said, whether or not it has a name, the number of moves that can be performed is considerably unusual in fighting games.
The operation that produces this isn’t very standardized among characters either.
There are games where too much buffing and constant removal of elements resulted in a lack of players, so balance is important.
Was it no good with Rolba after all?
>>140
New characters are being created with that premise in mind, and the programming is probably set up that way too.
If we roll back while keeping the new characters, wouldn’t that create a strange situation?
If they could somehow fix the completely binary choices and the skills that seem to erase the characters’ personalities, it would be fun even if it’s aggressive.
Season 1 was fun and
That said, if it’s just constant nerfing for adjustments, that would be boring in its own way.
>>143
If I leave it like that, it will just become a game that only some hobbyists enjoy as a joke…
>>143
If Noby tries to do something about the current situation, it will just continue to lead to constant nerf adjustments.
I was worried because I said that period would just lead to pent-up frustration.
I remember that when my stamina was roughly adjusted from 145 to 180 and the activation was around 120%, it caused some distortion, and in the end, I had to make quite a few individual adjustments.
We’re adjusting the characters that have been nerfed by giving them new toys, like Dragunov.
Significantly low in quality.
Originally, people said there were too many Tekken moves, but that opinion was completely ignored and they absurdly increased the options for moves.
At least the casual fans can’t keep up.
One of the great things about Tekken is that different moves come out no matter what actions you perform with the light layer.
At the end of Season 2, increase stamina while reducing overall firepower.
It seems like it’s a game where you keep fighting back and forth with a two-choice situation from an advantageous frame.
A rare version where the feelings of the amateurs and the professionals coincided.
Don’t do it anymore, you will die.
When I saw the loops of Raven and Leo, I thought, this is like the purgatory of the fighting business…
One of the great things about Tekken is that it’s enjoyable even for first-time gacha plays thanks to its variety of skills.
I’m surprised that it’s turned out to be more difficult than I thought.
It’s nice when it exceeds 100 in a strong wind, right? No, it’s not.
It’s a top-class upper rank.
>>160
Eighteen is from the previous season.
Well, I really think adjustments to create easy-to-understand techniques for beginners should be done at the time of the 8 release, right?
Of course, there was a tendency for stronger techniques to increase as we transitioned to 8, but I feel that the increase in strong techniques from “Zun 1 to Zun 2” in 8 is greater than from “7 to 8.”
Increasing stamina will further widen the character difference.
Nerfing strong techniques and increasing health will only make battles sluggish…
Balancing adjustments are difficult, aren’t they?
>>165
The image of recent fighting games is that they are masking the disparities created by having many characters and techniques with a common system.
>>171
Is it really appropriate to say that the strong common system allows for character individuality while masking the flaws in the method of balancing?
>>179
If you strengthen the common system too much, there will be problems again.
It’s difficult, isn’t it?
I bought it when it was half price, but there are too many characters with poses.
There are characters who can entangle even without a stance like Lili’s.
This standing combo is too difficult for beginners.
Even the bear that was said to be for beginners has two types: the hunting style and the sitting position…
>>167
I think characters with clear stances and back-facing positions are easy to use.
For example, Clive, etc.
It’s not that they’re skilled; it’s that there are too many characters.
Every time something that hasn’t been adjusted properly comes up.
Give me a stone of apology, Harada.
That said, it’s good that the correction notice has already come, right?
If you spend time playing other games, the update will come soon, right?
>>172
That is certainly true.
I’m looking forward to seeing how much it changes in the May update.
>>172
That’s true.
It really helps when the officials speak up at times like this.
>>170
It’s established as entertainment that introduces “aggressive,” so it’s safe.
>>173
I like to say “aggressive” as “aggu.”
Nobi is originally odd, so it’s safe.
It’s strange to be so happy about white bread.
Asuka’s aggressive outbursts are amazing.
>>175
Alisa, go die! Even though it was changed to be taken away and destroyed!
Tekken 8 is amazing for revitalizing Japan…
It’s crazy that anyone could understand how easy it would be to transition from a beneficial action like a slash to a stance.
>>181
I want to create that kind of gameplay, so I’m not sure if it was intentional or just implemented based on the atmosphere.
I want to believe it’s the former, after all.
I think it’s easier to adjust the characters to be mild while making the system advantageous for attacking.
Having too many techniques means that mild adjustments lead to an excessive increase in unused moves.
It looks like I’m going to get weak again with the pole reversal.
Well, I’m looking forward to the update no matter what, so that’s good.
Compared to Season 2, Clive’s side peraslash decision makes sense…
It’s just in the form of button controls for all four limbs, so even with a technique I encounter for the first time, I can think, “Is this the kind of operation?” and manage to pull it off in practice.