Icelement
Smash Cadet
Alternative tiers outlook
Now, I'm not going to be respected here, and I knew that before I hit the quote button, but at least try and swallow your urge to be an elitist and read a few lines before ignorantly dismissing my argument as you did with many of the posts before me. At the very least, the summary (underlined) at the end of my post.
Tiers are prevalent in any fighting game, and pretty much every game that has any kind of PVP or competitive play. This is obvious to even the most inexperienced of players, especially ones with common sense (take note, I am not in any way taking a cheap shot at anyone in the thread.) The way these tiers are setup is very linear to most people, choosing to group them from highest to lowest (bottom, low, middle, high, top) rather than the way you have described brawl may be shooting for.
Don't get me wrong, as I am all for balance of play in games, but the way you accept these tiers is so cold, so firm, so narrow minded, that it makes everything you say seem dry and dismissive. Tiers in melee show an obvious trend, again as you had mentioned, that speed is the most valuable statistic for a character to have. In my opinion, this holds true somewhat, as the faster characters do seem to win more often than the ones with 'gimped' speed, WDing, and other factors. The tiers as I imagine you know, are suppost to be a 'scale' of sorts, defining the real value of each character in the game and giving them a ranking out of 26. This is where I tend to sway on the subject however.
In tournament play, it is a safe bet to say that a top/high tier character will win because of the trend in using said characters. Even so, the mid-bottom tiered characters are still used (rarely albeit) in regular tourneys, or in mid-bottom tourneys. These characters again seem to hold true to their ranking, and more often than not will show a trend of tiers existing. Along with speed, power and control, skill is a variable that greatly affects outcomes of matches. When tiers are examined and reexamined, skill is considered to be "equal" as to remove the largest most complicated variable to simplify the tier equation. This is where my thinking comes in.
Tiers list the characters in order by value and tournament winning percentages. Obviously professional players have a lot of practice, and the skills they have learnt over the years oftentimes sway the tides of battle. If skill is implemented in the tier equation, the tiers could be entirely different. The argument at hand is that tiers exist and are concrete in competitive play. In this case, is every professional level player the same in terms of skill? This is impossible obviously. Doesn't this mean that tiers could never be truly concrete then? They are based on rate of winning for the most part after all.
Thats about it. Tiers are existent, and there is never any way to deny that truthfully, but are they nearly as static as you think? Is the topic really so fragile and dear to you that you would need to scold others for "ignorance" instead of actually debating the theories? It seems that way when I read your posts, and I personally dislike that way of thinking.
Forgive me for repeating myself as much as I did, but I'll try and be kind enough to give a brief overview.
Summary:
Thanks for anyone that read this far. I know I have a bad habit of repeating myself, but I can't much help it. I would also like to mention that 5150, despite your hostility and extreme elitism during the rest of the thread, I respect you as a person and I do not in any way intend to insult you. I respect your effort and opinions on the topic, and you make clean and precise points about many issues, despite me being on the other end of the debate.
Note: Negative comments are welcome, but everyone likes productive and well thought out arguments much more.
-Icelement
thats why you are a scrub.
FACT = you should qq more about internet posting style
this is why i said i didnt want to hear from people like this. ignorance doesnt help discussion it destroys it.
plz do not post in here again. your ignorance fouls this thread.
Being a bit hostile, aren't we?that's why i said i dont have time for people like that. now plz move on this is not a DO TIRES EXITS thread.
Now, I'm not going to be respected here, and I knew that before I hit the quote button, but at least try and swallow your urge to be an elitist and read a few lines before ignorantly dismissing my argument as you did with many of the posts before me. At the very least, the summary (underlined) at the end of my post.
Tiers are prevalent in any fighting game, and pretty much every game that has any kind of PVP or competitive play. This is obvious to even the most inexperienced of players, especially ones with common sense (take note, I am not in any way taking a cheap shot at anyone in the thread.) The way these tiers are setup is very linear to most people, choosing to group them from highest to lowest (bottom, low, middle, high, top) rather than the way you have described brawl may be shooting for.
Don't get me wrong, as I am all for balance of play in games, but the way you accept these tiers is so cold, so firm, so narrow minded, that it makes everything you say seem dry and dismissive. Tiers in melee show an obvious trend, again as you had mentioned, that speed is the most valuable statistic for a character to have. In my opinion, this holds true somewhat, as the faster characters do seem to win more often than the ones with 'gimped' speed, WDing, and other factors. The tiers as I imagine you know, are suppost to be a 'scale' of sorts, defining the real value of each character in the game and giving them a ranking out of 26. This is where I tend to sway on the subject however.
In tournament play, it is a safe bet to say that a top/high tier character will win because of the trend in using said characters. Even so, the mid-bottom tiered characters are still used (rarely albeit) in regular tourneys, or in mid-bottom tourneys. These characters again seem to hold true to their ranking, and more often than not will show a trend of tiers existing. Along with speed, power and control, skill is a variable that greatly affects outcomes of matches. When tiers are examined and reexamined, skill is considered to be "equal" as to remove the largest most complicated variable to simplify the tier equation. This is where my thinking comes in.
Tiers list the characters in order by value and tournament winning percentages. Obviously professional players have a lot of practice, and the skills they have learnt over the years oftentimes sway the tides of battle. If skill is implemented in the tier equation, the tiers could be entirely different. The argument at hand is that tiers exist and are concrete in competitive play. In this case, is every professional level player the same in terms of skill? This is impossible obviously. Doesn't this mean that tiers could never be truly concrete then? They are based on rate of winning for the most part after all.
Thats about it. Tiers are existent, and there is never any way to deny that truthfully, but are they nearly as static as you think? Is the topic really so fragile and dear to you that you would need to scold others for "ignorance" instead of actually debating the theories? It seems that way when I read your posts, and I personally dislike that way of thinking.
Forgive me for repeating myself as much as I did, but I'll try and be kind enough to give a brief overview.
Summary:
Tiers are an obvious part of the game, but are they really as strict and unforgiving as they are demanded to be?
Without any addition of skill into formulas of tiers, the list changes rapidly per person and per experience.
How can it be that tiers are so linear and set in stone, but good players can lose to other good players using lower level characters?
Imbuing skill into the lifeless formula for tier structure could drastically change the way tiers are viewed, and thought of.
Without any addition of skill into formulas of tiers, the list changes rapidly per person and per experience.
How can it be that tiers are so linear and set in stone, but good players can lose to other good players using lower level characters?
Imbuing skill into the lifeless formula for tier structure could drastically change the way tiers are viewed, and thought of.
Thanks for anyone that read this far. I know I have a bad habit of repeating myself, but I can't much help it. I would also like to mention that 5150, despite your hostility and extreme elitism during the rest of the thread, I respect you as a person and I do not in any way intend to insult you. I respect your effort and opinions on the topic, and you make clean and precise points about many issues, despite me being on the other end of the debate.
Note: Negative comments are welcome, but everyone likes productive and well thought out arguments much more.
-Icelement