Meistermayo
Smash Apprentice
- Joined
- May 23, 2015
- Messages
- 93
- 3DS FC
- 2852-7671-9198
Suppose every time a character grabbed a ledge, they took 3-5% damage.
The canon "reason" for this would be that grabbing a ledge and pulling yourself over it is incredibly draining, thus weakening the character's ability to stay onstage.
This would not eliminate ledgehogging or regrabbing the ledge, but it would certainly diminish the obscene amount of ledgestalling available by giving the player a slap on the wrist (provided if they keep grabbing the ledge it turns into cutting their hand off).
Ledgehogging would simply give you a little extra damage, so it doesnt make it less of a viable option when ledgeguarding.
The only downside to this that i can see is trying to recover from a ledge. The added damage is a disadvantage to the pressured player who gains more damage as they regrab to try and find a way in.
One could program it to only happen on the regrab, but theres always the possibility of some type of ledgehop wavelanding exploit.
It is a sound idea that normalizes the game's odd parts without subtracting from the soul of the game.
The canon "reason" for this would be that grabbing a ledge and pulling yourself over it is incredibly draining, thus weakening the character's ability to stay onstage.
This would not eliminate ledgehogging or regrabbing the ledge, but it would certainly diminish the obscene amount of ledgestalling available by giving the player a slap on the wrist (provided if they keep grabbing the ledge it turns into cutting their hand off).
Ledgehogging would simply give you a little extra damage, so it doesnt make it less of a viable option when ledgeguarding.
The only downside to this that i can see is trying to recover from a ledge. The added damage is a disadvantage to the pressured player who gains more damage as they regrab to try and find a way in.
One could program it to only happen on the regrab, but theres always the possibility of some type of ledgehop wavelanding exploit.
It is a sound idea that normalizes the game's odd parts without subtracting from the soul of the game.