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What does that even mean?I main the character who suffers the most hitstun out of the cast, and is also the most vulnerable to (non-CG) throw combos.
Your bias is horrifically obvious.Multi-hit moves like Pit's uair should require an input for each hit, it's too easy the way it is now.
Once it starts actually getting worse, people will say something. The sets have (For the most part) gotten consistently better. You greatly underestimate how much people like to complain.Exactly.
When we get the option, we disregard previous barriers and just do more ****.
We've gotta stop somewhere.
As I've said before, "Too much of anything is always a bad thing"
This applies to changes and ****.
Standards plz.
this is funny coming from the guy who wanted the marth fsmash size increaseExactly.
When we get the option, we disregard previous barriers and just do more ****.
We've gotta stop somewhere.
As I've said before, "Too much of anything is always a bad thing"
This applies to changes and ****.
Standards plz.
Once it starts actually getting worse, people will say something. The sets have (For the most part) gotten consistently better. You greatly underestimate how much people like to complain.
And if you WBRoomers don't listen to the complaining.. Well then, that's your fault.
Actually cleaned up the issue there with the assistance of Shanus and Magus. Holding A to first jab no longer works, but the timing on the jabs or holding A to complete them should be more or less unchanged.For auto jabs, jabs in any game were never about exact precision. So long as the auto jab removal doesn't make jabs hard to do, I'm fine.
The end should be able to. If its not, I will fix it. I made a lot of these changes without physically being able to test them.Looks like there's no horizontal auto snap any more.
The only problem I have with it is Falcon can't do his Raptor Ledge Grab or grab the ledge with Raptor Boost at all now. I'm sure similar things have happened to other characters, however.
If they shouldn't be on, why is the option there?Yeah, I got the same thing, but why is this important? Smash Balls shouldn't be on in Vs. mode! >=[
I get the feeling that you just don't fully know the goals of B+. B+ is first and foremost a competitive game built by and for competitive players. To ensure the highest level of competition certain things must be stressed. To give the better player the best field to demonstrate this things that eliminate control of your character or that limit precision should be limited.I have a bit of a problem with the Brawl+ development mentality emphasizing speed and technical ability to the point where you will remove mechanics that work well and serve a purpose because they are just too easy to perform. This seems backwards to me, because while skill should be an important part of Smash, a huge part of the game's initial appeal and a huge design feature is the relative simplicity of the game. The removal of some features (autojabbing, and footstool jumping which I'm sure will go away again) seems bizarre and arbitrary, as though you were all just looking for things to change in order to flex your trigger finger.
You can have a balanced competitive fighting game by doing what Balanced Brawl has done; removing tripping, buffing up characters and trying your best to even up bad match-ups. Brawl+ has obviously gone above and beyond merely trying to create a "competitive" (arbitrary nature of this term notwithstanding) game by changing core game mechanics. In short, you cannot claim your goals are that simple, it is simply disingenuous. And really, Brawl+'s goals are fine. Have your melee-esque fighting game. I'm not trying to take that away from you. I'm simply trying to say that you don't need to make a mountain out of every mole hill to accomplish it. And really "better players" don't show through via "technical ability" solely in many competitive fighting games. In SF4, a smart player will beat a technical player every time.I get the feeling that you just don't fully know the goals of B+. B+ is first and foremost a competitive game built by and for competitive players. To ensure the highest level of competition certain things must be stressed. To give the better player the best field to demonstrate this things that eliminate control of your character or that limit precision should be limited.
Does a ZSS player who can only beat Falco's Side B with machine gun jabs or does the player who can properly time their jab to beat Side B deserve to win? The removal of autojabs gives another window for the better player to show that they are. When everything is done for you the competitive environment is lessened.
Melee gave an environment where the better player can clearly show it through technical ability and B+ should emulate that to a degree. The removal of something like autojabs helps towards that goal.
“It’s always been stupid, and we just need to fix it!”
A few months back, the powers that be decided that Hunter ammunition didn’t work right. Hunters have to carry an arrow for every single shot they take, and in order to get the full benefits from them, they have to carry them in a special quiver — which doesn’t let you store other items in it, only ammo. All that ammo costs money, too. Plus, it leaves the designers unable to give out awesome “raid arrows” because you’d just shoot them all and then where would you be? Even though ammo had been a fine and fun distinguishing quirk of Hunters for years, it was time to Fix It.
The first plan was announced: WoW would no longer have consumable ammo. Instead, you would just need a single “infinite arrow” that you stuck in your ammo slot, and this would let you shoot your bow forever. Problem solved! No more quivers, no more pack space wasted, no more costs. And now raids could drop “loot arrows” that wouldn’t get used up! Perfect!
Whoops, turns out that plan would be hard. So they announced their backup plan: now ammo just stacks to very high numbers. Instead of having stacks of 200, now you can have stacks of 1000. This at least addresses the “pack space” issue. Call it a win! And they removed the magical benefits from quivers, so you no longer needed to use them. So they fixed the immediate emergency, and they’ll get to the “correct fix” later.
The thing is, there was no emergency. Sure, Hunters were happy to have a few extra pack slots. But the change threw all sorts of other things out of whack: magic quivers are still given out as quest rewards… they just aren’t magical anymore. And leathercrafters can still make them! They just can’t sell them to any sane Hunter. And so on… the game wasn’t really cleaned up after this change.
But I’m sure it felt so pressing, so urgent. So they had to address the issue, side-effects be ****ed.
Without somebody experienced at the helm, the voice of the myopic designer tends to be the loudest. “WE HAVE TO FIX THE HUNTER” they said. Maybe they said, “Hunters have to spend 65% more on bare essentials than any other class. I will never be able to balance class expenditures like this!” Or maybe they said, “Hunters have to waste more inventory slots than any other class. It damages quest completion rates!” Or maybe they just said, “It’s SO STUPID. It’s always been stupid, and we just need to fix it! Do it now!” Obviously, nobody thought very hard about the ramifications, and nobody spent any time easing players into the idea. And nobody stopped to make sure they did a good job.
So some tiny little mistakes crept into the game. Nothing huge. Nothing that will sink the Titanic. But mistakes nonetheless… “magical” crafted quivers that aren’t magical and can’t be sold are clearly a mistake. These little bugs accumulate, like lint on a hardwood floor.
Nice stealth troll, except for the not so stealth part.Have your melee-esque fighting game. I'm not trying to take that away from you.
Thanks for trying to explain the autojab thing, but really that's not my only point. I was responding to a post earlier about where the line should be drawn, and autojabs were a good example (in my opinion) of where the line of appropriate changes was crossed.sfp, i would understand what youre saying if we only had one reason to kill autojabs, but the fact of the matter is that our disdain for machine gun jabs is not the only one. It also goes the other way: getting rid of the autojabs will also make jab mixups and cancels more feasable and less technically ******** to do.
not to mention autojabs are most definitely not a character-specific change, even if there are character-specific variations. it has very little to do with balance, but rather is simply an output change - its clearly the wbr's intent to keep the input for a jab combo to stay normal, and, when done right, no autojabs definitely should not affect you regular gamepley outside of...removing automatic jab1's on miss.
...unless im missing the point, in which case i will be