Recent content by Necro'lic

  1. Necro'lic

    Critique Super Smash Bros.

    Well then slow down Acceleratle or speed up Sonic? I think Sonic is fast enough for this game, and any faster would end up being uncomfortable for both sides, so I pick the former.
  2. Necro'lic

    Projectiles.... balanced, not fun

    The next step would then be to yourself: "Is my criticism actually constructive? Does it mesh with what a fighting game usually has? Does a fighting game need this or is it there for a reason?" I think the problem the first poster had (and most people have with the type of people who seem to...
  3. Necro'lic

    Should button mapping be banned and why?

    So wait, are we banning mapping specifically because it makes pro controller better than gc controller? If so, hell no.
  4. Necro'lic

    What will it take to make the heavy characters more viable all around?

    Like @SMAASH! Puppy said, your criticism doesn't really handle scrutiny even in a casual environment, since agile characters, by their nature, will be able to get to items much easier and use them more often than less agile ones. On top of this, the bad recovery of most heavyweights works worse...
  5. Necro'lic

    What will it take to make the heavy characters more viable all around?

    Their oppressive advantage states are only an illusion though. Well not quite. What I mean is that they seem to be more oppressive than agile characters because the skill level to reach that oppression is easier. However, when an agile character can combo and pressure, they have just as...
  6. Necro'lic

    What will it take to make the heavy characters more viable all around?

    Doesn't really say how they should be fixed per se. The closest to that is noting Rivals of Aethers' heavyweight design being far more varied, which I, at least, have consistently advocated for for years. Honestly, I still see Rivals of Aether as more of an evolution of what the platform fighter...
  7. Necro'lic

    What will it take to make the heavy characters more viable all around?

    Why are we trying to? Some characters should have more combos than others. This is one of the differences between fighters that should be highlighted. What I think would be a similar effect without removing uniqueness is giving more defensive tools for heavies to use (including making weight...
  8. Necro'lic

    What will it take to make the heavy characters more viable all around?

    Glad you got with the times finally, considering everyone, including me, was basically saying that to you in the first 2 or so pages of this entire thread lol.
  9. Necro'lic

    What will it take to make the heavy characters more viable all around?

    They might have been constrained by the engine, which is what I meant in that reply to you. But really, that last part about sticking with what they were familiar with is exactly what I've been going against in this thread and the main critique I have of those types of mods. Even if they...
  10. Necro'lic

    What will it take to make the heavy characters more viable all around?

    Firstly, I simply said heavies get more DI, not that lighter characters get less, per se. The formula should simply be used to make weightier characters have more than base DI, not the inverse. Secondly, lighter characters should die faster anyway. Obviously not by removing DI from their...
  11. Necro'lic

    What will it take to make the heavy characters more viable all around?

    Well, from my perspective, if I were given the goal, "make X smash game as perfectly balanced as possible without completely neutering the unique aspects of each fighter", I would sort of be obligated to be impartial. For example, even though Dedede, Zelda, and Link are my current Ultimate...
  12. Necro'lic

    What will it take to make the heavy characters more viable all around?

    Not sure why you bring that up? Project M isn't as well designed or balanced as it could be because they try to emulate Melee, which itself isn't a competitively designed game.
  13. Necro'lic

    What will it take to make the heavy characters more viable all around?

    While I like that they are making progress, it's 20 years too late. This slow trundle towards only sort of viable heavies is maddening when it can be done with a simple paradigm shift in what Smash is supposed to be.
  14. Necro'lic

    What will it take to make the heavy characters more viable all around?

    And I've said it before. This idea that the dev team seems to go for with designing and balancing around casual play is the main issue of this discrepancy, and I would posit is the main reason why no Smash game has been closely balanced, with the most "casual" smash, Brawl, being the absolute...
  15. Necro'lic

    Critique Super Smash Bros.

    I think people are starting to understand that the absolute best way to create a game is having a strong core experience that is easy to get into. That framework appeals to both casual and competitive players. Personally, I got bored of Ultimate for the same reason I get bored of every smash...
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