Actually, its extremely relevant and a point people try to ignore because its very valid and hurts there argument. Melee was a great competitive game with lots of depth but, mostly it came from mistakes. Brawl could turn out the exact same way, especially considering the the game at its core has many of the same features and concepts. Way to many people try to just ignore Brawl supporters with "Brawl wasn't meant to be competitive" and they just totally ignore that Melee was the same exact way. Its just plain unfair.
No they obviously weren't, we're just mad they screwed over the competitive players in the process.
We don't really know if they did that yet, I'm really leaning towards them not doing that from my experience.
Addressed a million times before; we didn't have the community we do now who are looking for things to make this game deeper. We have not found anything close to game-breaking yet.
We have been constantly finding little things that will impact the game, no one is even close to putting them all together and applying them, once that happens--you can be sure the game will change quite a bit.
This doesn't make any sense. He's arguing Up+B's require spacing to sweetspot and not incur landing lag; now any character can just Up+B at any time to protect himself. Auto ledge grabbing does help against ledge hogging due to lag time on the ledge induced and ledge hogging in general being nerfed.
I know this, but my point was Melee had its own version of "noob friendly" recovery to argue against his point of Brawl "just being for kids". In Brawl, if you try to Up's into the side of the stage, it punishes you with a death. Why do we ignore the loss of certain Melee things that were noob friendly and only focus on the things that Brawl has that are noob friendly. Simply because its different?
Also, many characters have to be very careful about when they choose to use Up B, or different recovery methods depending on the situation. People that require tethers get ***** by edge hogging now. And now, Brawl is more about edge guarding before you even get to use an Up B, Brawl's edge guarding game is so much different.
Do not agree with whatsoever; skill between players can be greatly differentiated by more complex controls, but I guess this is a matter of opinion, so whatever you think.
I didn't say it didn't, I just said complex controls don't just make a game better, and easier to use controls don't make the game worse. A game can still be amazingly complex and competitive with simple controls.
Nope, Melee is a VERY noob friendly game, doesn't mean it can't be great for the hardcore though. Brawl might turn out the same way.
Everything we know so far points to it being random. Even if it isn't, pointless "tech" to implement to just cater to randomness.
Unless the tripping is there to punish certain types of movement, thus the game would require more complex controls.
Hopefully, but we haven't seen any progress yet and have tons of experienced people working on it.
Experienced people don't really matter at this point to be frank, the games new and besides mental battles, everyone is essentially at the same level. Its simply up to the masses to play the game, and its still way to soon to expect major results.
Again, this better be a joke.
Nope.
Most pros are playing Brawl just because they've been playing Melee for years and are looking for something fresh; it just isn't going to last because there is no depth to the game. We're mad Brawl came out because it's going to split the competitive Melee community and make Smash out to be a simple game.
We don't know it doesn't have depth yet, many competitive players from traditional fighters said the same thing about Melee. It took some of them 5 years to be convinced, some never were convinced. Why are some people so adamant on "proving" that Brawl has no competitive game play? Do you want the game to fail in a competitive scene? Why?
Again, addressed this point already; we know way more about Smash than before, and have a way larger community working on fixing strategies. Nothing game-breaking has come up yet.
Brawl is vastly different that Melee in the game play department, some Melee habits may even work against you when playing the game. SSB may be a different story but, I'll be the first to admit that I don't have much experience with that game. My point is, as much as we may think we know what to look for, we really don't. And secondly, we shouldn't even be looking for "game breaking techniques" yet. We should just focus on applying basic game play functions and currently know AT's to a higher level.
I hope you're right, but there is no indication of this being the case. Melee was a "beautiful mistake", and it appears the developers have done everything in their power to cater to the casual crowd this time around. And sadly, the metagame just points to camping being the dominant strategy.
I really just have to disagree, the game has quite a few things put in a purpose for people looking for a competitive edge. The game has way to much diversity and characters for there not to be anything in the ways of depth. Maybe it won't have as much depth as Melee? But whats the point in theorizing? Why don't we just find out for ourselves?