Guilty Gear Strive has always had complaints of high damage and quick rounds. While I do agree to some extent, I think it is often a bit overblown. I got the idea to do this after a tweet complaining about Slayer. While trying to figure out how I would change Slayer, I ended up looking at the health values between both Strive and Xrd and realized that not only is damage higher in Strive, but health is A LOT lower. Excluding Asuka, Chipp has the lowest in both games, and lost 33 effective health betwen games. Potemkin also has the highest, but lost 70 health! So I am going to propose some changes, to character health, R.I.S.C. (another often complained about mechanic), some examples, and then some damage buffs to compensate for the changes.
- Character Health -
Current Health
Character
Defense Multiplier
Guts
Effective Health
Asuka R# (Mana)
0.7500
0
676
Bedman? (call 13c)
0.8648
0
586
Potemkin
0.9375
3
585
Nagoriyuki (Blood Level 1)
0.9688
4
585
Goldlewis Dickinson
0.9609
3
570
Slayer
0.9688
3
566
A.B.A.
0.9531
2
559
Giovanna (100% Tension)
0.92817
1
559
Johnny
0.9844
3
557
Anji Mito
1.0625
5
552
Leo Whitefang
1.0000
3
548
Sol Badguy
0.9844
2
541
Ky Kiske
1.0000
2
533
May
1.0625
4
533
Giovanna (50% Tension)
1.9797
1
530
Bedman?
0.9609
0
527
Nagoriyuki (Blood Level 2)
1.0754
4
527
Baiken
1.1172
4
507
Sin Kiske
1.0547
2
505
Giovanna
1.0313
1
503
Faust
1.0156
0
499
Happy Chaos
1.0391
1
499
Testament
1.0469
1
496
I-No
1.0625
1
488
Ramlethal Valentine
1.0625
1
488
Elphelt Valentine
1.0938
2
487
Axl Low
1.0781
1
481
Bridget
1.0625
0
477
Jack-O'
1.1172
2
477
Zato=1
1.0781
0
470
Nagoriyuki (Blood Level 3)
1.2110
4
468
Millia Rage
1.1875
2
449
Chipp Zanuff
1.2656
4
447
Asuka R# (No Mana)
1.5000
0
338
System Base Health
The first change I want to make is fairly basic, but has very major implications: raising the base health. All characters, before any guts or defense multipliers, have 420 health. I will be raising this to 440 health. All characters gain around 20 - 30 effective health from this. Which isn't a lot, but helps. Here is a comparison between base and raised health:
Character
Defense Multiplier
Guts
Effective Health
Asuka R# (Mana)
0.7500
0
676
Bedman? (call 13c)
0.8648
0
586
Potemkin
0.9375
3
585
Nagoriyuki (Blood Level 1)
0.9688
4
585
Goldlewis Dickinson
0.9609
3
570
Slayer
0.9688
3
566
A.B.A.
0.9531
2
559
Giovanna (100% Tension)
0.92817
1
559
Johnny
0.9844
3
557
Anji Mito
1.0625
5
552
Leo Whitefang
1.0000
3
548
Sol Badguy
0.9844
2
541
Ky Kiske
1.0000
2
533
May
1.0625
4
533
Giovanna (50% Tension)
1.9797
1
530
Bedman?
0.9609
0
527
Nagoriyuki (Blood Level 2)
1.0754
4
527
Baiken
1.1172
4
507
Sin Kiske
1.0547
2
505
Giovanna
1.0313
1
503
Faust
1.0156
0
499
Happy Chaos
1.0391
1
499
Testament
1.0469
1
496
I-No
1.0625
1
488
Ramlethal Valentine
1.0625
1
488
Elphelt Valentine
1.0938
2
487
Axl Low
1.0781
1
481
Bridget
1.0625
0
477
Jack-O'
1.1172
2
477
Zato=1
1.0781
0
470
Nagoriyuki (Blood Level 3)
1.2110
4
468
Millia Rage
1.1875
2
449
Chipp Zanuff
1.2656
4
447
Asuka R# (No Mana)
1.5000
0
338
Character
Defense Multiplier
Guts
Effective Health
Asuka R# (Mana)
0.7500
0
708
Bedman? (call 13c)
0.8648
0
614
Potemkin
0.9375
3
612
Nagoriyuki (Blood Level 1)
0.9688
4
612
Goldlewis Dickinson
0.9609
3
598
Slayer
0.9688
3
593
A.B.A.
0.9531
2
586
Giovanna (100% Tension)
0.92817
1
559
Johnny
0.9844
3
583
Anji Mito
1.0625
5
578
Leo Whitefang
1.0000
3
574
Sol Badguy
0.9844
2
567
Ky Kiske
1.0000
2
558
May
1.0625
4
558
Giovanna (50% Tension)
1.9797
1
555
Bedman?
0.9609
0
553
Nagoriyuki (Blood Level 2)
1.0754
4
552
Baiken
1.1172
4
531
Sin Kiske
1.0547
2
529
Giovanna
1.0313
1
527
Faust
1.0156
0
523
Happy Chaos
1.0391
1
523
Testament
1.0469
1
519
I-No
1.0625
1
512
Ramlethal Valentine
1.0625
1
512
Elphelt Valentine
1.0938
2
510
Axl Low
1.0781
1
504
Bridget
1.0625
0
500
Jack-O'
1.1172
2
500
Zato=1
1.0781
0
492
Nagoriyuki (Blood Level 3)
1.2110
4
490
Millia Rage
1.1875
2
470
Chipp Zanuff
1.2656
4
469
Asuka R# (No Mana)
1.5000
0
354
Now, this is already a good change. It leaves almost all characters alive for just a bit longer. Perhaps long enough to require slightly longer combos. However, I also want to adjust the individual values of many characters...
Character Adjustment
There are a few more meaningful changes, but a lot of them were more super minor changes following a bit of logic. For example, Johnny just doesn't need that much health. So I took a tiny bit away. Not much more to it. The major changes will be covered now:
Asuka R#
I figured that with the new changes Asuka just had way to much health with mana. As compensation though, I also improved his health by a bit when out of mana.
Bedman?
Bedman's health has always felt a bit odd. He had a lot more in Xrd compared to the other characters, being 7th highest in that game. Being just as large as Potemkin means it he can be hit easier than many other characters, and his below average mobilty doesn't help that. Therefore I gave him a bit more. And obviously, I don't think cal 13c factors in much. It is active for 5 seconds. It doesn't play much of a part.
Slayer
Slayer is many people's biggest problem, both health and damage wise. While high-damage high-health characters are not inherently a problem (see Potemkin), Slayer has not only the best damage in the game but also decent mobility and pretty high health. He should have a lot lower health. So I gave him that.
Millia Rage
While Millia's effective health hasn't changed, I gave her a lower guts value but a better defense multiplier. She is really hard for some characters to catch (Bedman), and I feel like that reward should be a bit more consisten thoughout the match.
Change Overview
Character
Defense Multiplier
Guts
Effective Health
Asuka R# (Mana)
0.7500
0
708
Bedman? (call 13c)
0.8648
0
614
Potemkin
0.9375
3
612
Nagoriyuki (Blood Level 1)
0.9688
4
612
Goldlewis Dickinson
0.9609
3
598
Slayer
0.9688
3
593
A.B.A.
0.9531
2
586
Giovanna (100% Tension)
0.92817
1
559
Johnny
0.9844
3
583
Anji Mito
1.0625
5
578
Leo Whitefang
1.0000
3
574
Sol Badguy
0.9844
2
567
Ky Kiske
1.0000
2
558
May
1.0625
4
558
Giovanna (50% Tension)
1.9797
1
555
Bedman?
0.9609
0
553
Nagoriyuki (Blood Level 2)
1.0754
4
552
Baiken
1.1172
4
531
Sin Kiske
1.0547
2
529
Giovanna
1.0313
1
527
Faust
1.0156
0
523
Happy Chaos
1.0391
1
523
Testament
1.0469
1
519
I-No
1.0625
1
512
Ramlethal Valentine
1.0625
1
512
Elphelt Valentine
1.0938
2
510
Axl Low
1.0781
1
504
Bridget
1.0625
0
500
Jack-O'
1.1172
2
500
Zato=1
1.0781
0
492
Nagoriyuki (Blood Level 3)
1.2110
4
490
Millia Rage
1.1875
2
470
Chipp Zanuff
1.2656
4
469
Asuka R# (No Mana)
1.5000
0
354
Character
Defense Multiplier
Guts
Effective Health
Asuka R# (Mana)
0.7700
0
689
Bedman? (call 13c)
0.8584
0
618
Potemkin
0.9375
3
612
Nagoriyuki (Blood Level 1)
0.9788
4
606
Goldlewis Dickinson
0.9609
3
598
A.B.A.
0.9531
2
586
Giovanna (100% Tension)
0.92817
1
559
Anji Mito
1.0725
5
573
Leo Whitefang
1.0069
3
570
Bedman?
0.9301
0
569
Sol Badguy
0.9844
2
567
Johnny
1.0144
3
566
Ky Kiske
1.0000
2
558
Slayer
1.0040
2
556
Giovanna (50% Tension)
1.9797
1
555
May
1.0625
4
553
Nagoriyuki (Blood Level 2)
1.0865
4
546
Baiken
1.1000
4
539
Giovanna
1.0313
1
527
Sin Kiske
1.0647
2
524
Faust
1.0156
0
523
I-No
1.0625
1
512
Testament
1.0469
1
519
Ramlethal Valentine
1.0520
1
517
Elphelt Valentine
1.0890
2
513
Happy Chaos
1.0621
1
512
Bridget
1.0510
0
505
Axl Low
1.0781
1
504
Jack-O'
1.1172
2
500
Zato=1
1.0781
0
492
Nagoriyuki (Blood Level 3)
1.2235
4
485
Millia Rage
1.1561
1
470
Chipp Zanuff
1.2656
4
469
Asuka R# (No Mana)
1.4500
0
366
I think these are overall just a bit better. Again, it obviously isn't a massive change (besides Slayer) but I think it helps.
Final Comparison
Character
Defense Multiplier
Guts
Effective Health
Asuka R# (Mana)
0.7500
0
676
Bedman? (call 13c)
0.8648
0
586
Potemkin
0.9375
3
585
Nagoriyuki (Blood Level 1)
0.9688
4
585
Goldlewis Dickinson
0.9609
3
570
Slayer
0.9688
3
566
A.B.A.
0.9531
2
559
Giovanna (100% Tension)
0.92817
1
559
Johnny
0.9844
3
557
Anji Mito
1.0625
5
552
Leo Whitefang
1.0000
3
548
Sol Badguy
0.9844
2
541
Ky Kiske
1.0000
2
533
May
1.0625
4
533
Giovanna (50% Tension)
1.9797
1
530
Bedman?
0.9609
0
527
Nagoriyuki (Blood Level 2)
1.0754
4
527
Baiken
1.1172
4
507
Sin Kiske
1.0547
2
505
Giovanna
1.0313
1
503
Faust
1.0156
0
499
Happy Chaos
1.0391
1
499
Testament
1.0469
1
496
I-No
1.0625
1
488
Ramlethal Valentine
1.0625
1
488
Elphelt Valentine
1.0938
2
487
Axl Low
1.0781
1
481
Bridget
1.0625
0
477
Jack-O'
1.1172
2
477
Zato=1
1.0781
0
470
Nagoriyuki (Blood Level 3)
1.2110
4
468
Millia Rage
1.1875
2
449
Chipp Zanuff
1.2656
4
447
Asuka R# (No Mana)
1.5000
0
338
Character
Defense Multiplier
Guts
Effective Health
Asuka R# (Mana)
0.7700
0
689
Bedman? (call 13c)
0.8584
0
618
Potemkin
0.9375
3
612
Nagoriyuki (Blood Level 1)
0.9788
4
606
Goldlewis Dickinson
0.9609
3
598
A.B.A.
0.9531
2
586
Giovanna (100% Tension)
0.92817
1
559
Anji Mito
1.0725
5
573
Leo Whitefang
1.0069
3
570
Bedman?
0.9301
0
569
Sol Badguy
0.9844
2
567
Johnny
1.0144
3
566
Ky Kiske
1.0000
2
558
Slayer
1.0040
2
556
Giovanna (50% Tension)
1.9797
1
555
May
1.0625
4
553
Nagoriyuki (Blood Level 2)
1.0865
4
546
Baiken
1.1000
4
539
Giovanna
1.0313
1
527
Sin Kiske
1.0647
2
524
Faust
1.0156
0
523
I-No
1.0625
1
512
Testament
1.0469
1
519
Ramlethal Valentine
1.0520
1
517
Elphelt Valentine
1.0890
2
513
Happy Chaos
1.0621
1
512
Bridget
1.0510
0
505
Axl Low
1.0781
1
504
Jack-O'
1.1172
2
500
Zato=1
1.0781
0
492
Nagoriyuki (Blood Level 3)
1.2235
4
485
Millia Rage
1.1561
1
470
Chipp Zanuff
1.2656
4
469
Asuka R# (No Mana)
1.4500
0
366
Just about every character has gotten around 20-30 health, with the only real outlier being Slayer who actually lost health. This is all a tiny change but should make it feel just a bit better.
- R.I.S.C. -
I've seen some complaints about the R.I.S.C. system. I actually think it is an interesting idea, but do think it could be changed just a bit.
I plan to make two changes here: air R.I.S.C. gain and R.I.S.C. depletion.
Currently, R.I.S.C. gain is increased by 50% for blocking air mids and 100% for air highs and lows. I think that is WAY too high. I would say just making it a flat 25% increase for air blocking would be fairer. I do agree with the concept of increasing R.I.S.C. in the air since there are no mixups for air blocking. It is just too high right now.
R.I.S.C. depletion is something I think needs a more major change. Currently, there is a 1 second delay before R.I.S.C starts depleting, and a 3 second delay when it is full. This makes R.I.S.C. pretty easy to raise. To change this, R.I.S.C. could instead start depleting immedietly, and depletes after a 1.5 second delay when R.I.S.C. is full.
- Example: Bedman? -
Unfortunately, I wasn't able to get a mod working to truly test this, but I can at least do complex math to figure it out. Bedman is not a particularly high damage character, but he is the one I am most familiar with so I will use him.
This combo is specifically CH c.S > jc > j.D > jc > j.k > 33 > j.S > land > 5K > 6H > 236H.
In the current game, this does 190 damage to a full health Ky, leaving him with roughly 54% health remaining. Using the various calculations for R.I.S.C scaling and Guts, we can see that with the new system, it would do... 192? Yeah, now that Guts scaling kicks in a bit later, this actually ends up doing MORE damage. However, Ky does have more health left, as he has 56%. Why don't we try it at a lower health value, so guts can kick in faster?
This time, with Ky starting at 30% health, the combo only does 116 damage in the base game, leaving Ky at 2% health. And in my version, it does... 118. 2 more damage. Again. Leaving Ky at about 3% health. So it seems Bedman isn't the best character to show for this. While Ky typically ends up with a bit more health, it isn't super major. But it could mean the difference between winning or losing.
There is another thing to check though, and that is the combo at max R.I.S.C.
It now does a massive 289 damage. In the edited version, its 291. At least the change is consistent. Ky goes from having 31% health left to having 33%. I think a character change is in order...
- Example: Slayer -
Mr. High Damage himself. Slayer is the one to have kickstarted much of this discussion, so I figured I should certainly make use of him. I am not a Slayer main, but I know a single combo. So I will use that..
This combo is specifically CH c.S > 5[D] > c.S > 214P~P > c.S > 2S > 2H > 214P~P.
A simple Pilebunker loop, doing 245 damage to Ky and leaving him at 42% health. The new version would deal... 244. Ok then. Meaning that Ky is left with 44% remaining. It seems this may not work out...
At 40% health, this combo manages to do 169 damage, which is actually enough to kill Ky! It is VERY close though. Ky had 168 health, so even the tiniest change could let him survive. The combo itself does the exact same amount, surprisingly, leaving Ky just barely hanging on with 1% health. At least SOMETHING changes.
Doing a unreasonable 369 health, the full R.I.S.C. version is enough to bring Ky down to 12% health (an is also much harder to do than the normal counterhit version, for some reason...). With the new values, it does 375. Ky still has more health with 15%, but it isn't really the improvement I was looking for.
- Final Thoughts -
It seems this is a much more complex issue than I thought. I don't think it can be solved by just raising health, other things like looking into damage scaling or actual attack damage may be needed. But still, this was a pretty interesting experiment for me. I enjoyed it.