Sorry to resurrect dead horses for beating, but some of the points made a few posts back weren't properly addressed (IMO).
If you want to skip this WoT, and the argument in general, refer to my
post made for that very purpose.
Another reason I'm at odds with the Auto argument is that there are plenty of techniques out there that everyone perhaps should be doing all the time, but that they don't wether out of personal preference, because theyre too lazy or whatever. Like Doop walking for some chars. As of now, it seems doop walking with marth and link is superior in every way to walking(and even dashing for link, I believe). But they still walk.
Even if its a small, and even stupid choice, I still think the player should have the choice. I don't see how it is just a random mistake variable. It is dependent on the human.
I'm not even sure what doop walking is (looked in the AT thread). I'm going to go ahead and guess that it's that turn around thingy. There are many more variables present in walking vs. other movement options, one being speed. Plenty of times I've simply walked backwards to bait an aerial and punish. Sure I could have turn-around-thingied, but the speed would effect spacing, not to mention the player's reaction based on seeing the difference in character movement. The point is, the vast majority of other AT's provide a valid reason for choice. L-canceling is not one of them. There
is no choice here, people. There is only success vs failure in execution.
Lets say they wanted to eliminate human error more? How about we add a bit of autoaim to projectiles like Pit's arrows? They should be hitting all the time, but lets add some homing properties just to make sure it hits. Or lets make it so that you have some room for error with missing your moves. Because good players shouldn't be missing anyways, but just to make sure, lets allow it so that you can hit a few instances late and still make damage.
Good point, but not quite valid. Again, the key here is variables. If arrow's homed in all the time, that would be a problem, because you could no long fire arrows based on prediction. The choice of control is there because of the obvious
benefit in firing arrows where they are going to be, not where they are. Making arrows manual adds depth to your arrow game.
This same concept applies to any other moves your try to pin the "auto" argument on. If and only if the situation is completely distillable down to A or B where A always wins, then you have an auto argument for A. This applies to L-cancel, not Pit's arrows, and not the following.
To continue my point, what about perfect shields. Should we make them automatic too? Perfect shielding isn't as essential to gameplay as L cancelling would be, but as far as I can tell there isn't a single instant where perfect shielding would be less beneficial than shielding normally. You would expect everyone to perfect shield everything, would you not?
The distinct drawback to attempting a perfect shield is failing it, and getting hit. If you choose to play it safe and shield early, you take no damage but sacrifice an opportunity. This is different from L-canceling.
The distinct drawback to attempting an L-cancel is failing it, and suffering lag. If you choose to play it safe and not L-cancel, you....guess what? Still suffer lag. The argument for autonomy applies to L-cancel for this obvious reason. Your making it more complicated by trying to extrapolate the situation into areas where it doesn't apply.
I'll even provide a more compelling counter point against my own for you: Why don't we make every move sweetspot? Obviously, we always go for the sweetspot, right? Wrong. Plenty of people use weak hits to combo, sweetspots to KO. Even if you
personally always go for the sweetspot, even if not sweetspotting is "dumb", there still exists a reason
not to sweetspot (lingering hitbox, weak hit that leads to combo).
Not sweetspotting has benefits. Powershield has risk/reward. L-cancel has neither.
Also, wouldn't L cancelling add some depth because the timing with certain characters is different than others? It's another thing you gotta learn to do well.
Another good point, and this was actually one of my arguments against ALC in the past. By this I mean the timing differences involved in L-canceling from different jumps, vs shielding, ect. But you are confusing depth with simple reaction time. Your ability to cancel is dependent on your reaction time to your position above the ground and your decent. Whether the timing varies or not, you are still trying to cancel. What you really mean to say is that L-cancel adds even more technicality based on timing in different situations. This is at the core of the technicality argument, which is one of the few arguments worth pursuing. I add my 2 cents on that below.
Meh w/e then, I personally don't like auto anything. But since everyone is in favor of the idea of having the game do something for you, who am I to argue.
The game does things for you all the time. It's all a balance of what should be focused on, and what should not. They could have made hitstun mashable for early escape, but they didn't. What they
did make mashable are grab breaks. I wonder why? Was it a random decision? Or was it more due to the fact that you could go an entire match without being grabbed due to such a campy game, whereas your
constantly using aerials? If you had to mash every single hit to minimize combos, you would do it, but would you like it? It's much more reasonable to have to mash a grab which is hard pressed to reach "chore" status.
We are taking this same concept into our hands, having the power of hacks to do so. We have the options to eliminate something many people believe is an unnecessary chore. It's an issue of gameplay balance. What do we want the metagame to focus on? We have the option to include a technicality such as L-cancel into the metagame. We must decide whether or not it needs to be there. The majority so far have decided that it brings little to the metagame, so should be made automatic.
You think auto-anything is "stupid" or "gay"? Let's go ahead and make all stun mashable. Let's make all ledges require a button press on contact. Let's make all multi-hit moves require a button press for all the hits, similar to marth's forwardB. Any number of things can be done to make the game more technical, but that doesn't mean you do them.