King of Hoboz
Smash Journeyman
Before I saw anything, I'm going to need to explain my perspective. I am an Ex-Brawl player who was jaded by it before I even jumped onto Project M. I only play Smash 4 due to the intense amount of pressure to play it within the community.
I went to a tournament for Smash 4 yesterday to visit my friends out of town. They had Custom Moves allowed, which is a position I was already against, though I truthfully didn't know anything about Custom Moves or any experience against them. I tried to let myself be open to Custom Moves being fair and/or reasonable. . . but after playing against DK, God of Thunder and -Super- Mario, along with a wide variety of other customs, I want to safely say that I despite it all. None of the custom moves seem clearly balanced for competitive play and have wacky elements about them that seem to show how little 'balance' went into them. Example? I play Charizard, Charizard's Flare Blitz is a move designed to armor through projectiles to hit said person using projectiles. While he can charge right through a normal Fireball, when Mario was using the fast Fireball, not only was it near impossible to do anything other than to respond with jump, if I could use Flare Blitz then it would 'crash' into the Fireball instead of Mario like it's suppose to. HOW DOES THAT MAKE ANY SENSE!? After that, I actually decided against joining the tournament for Singles. I just outright refused to play in that kind of environment so riddled with customs.
Now that you know what my general perspective is, I now have a proposition. Just last night, I have a thought, a thought on how to at least have custom moves a more manageable option in competitive play. What if we only allowed 1 Custom Move on a character?
This seems to be a fair compromise for those hesitant to try customs. A huge problem with customs is when they drastically change a character's play style to the point it could operate as a new character essentially. In a 50 character game, this kind of work could get overwhelming if you have to learn a character and each and all variants of that character. In contrast, a single custom move shouldn't (probably) alter a character's dynamics so roughly that extensive research on the custom moves would be necessary, a strong bonus for those trying to enter the competitive scene.
As well, it still grants character balancing as pro-Custom Move advocates most optimally want (I'm assuming).
Again, not a real Smash 4 player. I didn't think too hard on this thought, only thought that this was interesting. I hope you all at least consider.
I went to a tournament for Smash 4 yesterday to visit my friends out of town. They had Custom Moves allowed, which is a position I was already against, though I truthfully didn't know anything about Custom Moves or any experience against them. I tried to let myself be open to Custom Moves being fair and/or reasonable. . . but after playing against DK, God of Thunder and -Super- Mario, along with a wide variety of other customs, I want to safely say that I despite it all. None of the custom moves seem clearly balanced for competitive play and have wacky elements about them that seem to show how little 'balance' went into them. Example? I play Charizard, Charizard's Flare Blitz is a move designed to armor through projectiles to hit said person using projectiles. While he can charge right through a normal Fireball, when Mario was using the fast Fireball, not only was it near impossible to do anything other than to respond with jump, if I could use Flare Blitz then it would 'crash' into the Fireball instead of Mario like it's suppose to. HOW DOES THAT MAKE ANY SENSE!? After that, I actually decided against joining the tournament for Singles. I just outright refused to play in that kind of environment so riddled with customs.
Now that you know what my general perspective is, I now have a proposition. Just last night, I have a thought, a thought on how to at least have custom moves a more manageable option in competitive play. What if we only allowed 1 Custom Move on a character?
This seems to be a fair compromise for those hesitant to try customs. A huge problem with customs is when they drastically change a character's play style to the point it could operate as a new character essentially. In a 50 character game, this kind of work could get overwhelming if you have to learn a character and each and all variants of that character. In contrast, a single custom move shouldn't (probably) alter a character's dynamics so roughly that extensive research on the custom moves would be necessary, a strong bonus for those trying to enter the competitive scene.
As well, it still grants character balancing as pro-Custom Move advocates most optimally want (I'm assuming).
Again, not a real Smash 4 player. I didn't think too hard on this thought, only thought that this was interesting. I hope you all at least consider.