Pyr
Smash Lord
Irrelevant. Chu could of done that with either system.
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Irrelevant. Chu could of done that with either system.
Its irrelevance is relevant.Irrelevant. Chu could of done that with either system.
There is no such rule.Is there no rule saying players can't take too long to do their bans/counterpicks/etc.? I mean, by all means let them think about it a bit but I can't imagine needing more than a minute or so.
What delicious cherries you've picked for us all!
Imagine how long it would take if he could take 5 minutes to choose every strike!
AFAIK BO5 in W/L/GF only is the standard, I have no clue why Apex decided to do it for the entire top 8.I am suggesting reconsideration of the current ruleset after Top 8. Bo5sin every set has taken way too long to finish, and I would rather go for Bo5s in WFs, LFs, and GFs alone or something better. It was really displeasing for me and the viewers. Plus, the amount of time it took for Warm-Ups/Button Checks? That took almost 3 minutes.
Multiple people have suspected and have been complaining about coaching too.
TCU did the same thing since it was 2-stock and not 3-stock.AFAIK BO5 in W/L/GF only is the standard, I have no clue why Apex decided to do it for the entire top 8.
Agreed rules on coaching and handwarmers would not go amiss either.
Exactly, they should be treated differently. However, the current rule sets in place for tournaments are effectively "Melee rules, but less stocks".Smash 4 has never tried to be the "new melee" lol.
They are two entirely different games and should be treated as such. I personally am fine with how things are right now and I think that goes for most of the community as well.
It's a distinct possibility that some characters drastically gain advantages on walk-off stages, but, if all of these changes were to come out simultaneously, you could easily strike them (less than half of the stages are walk-offs), try to outplay him with items when he counter-picks, then counter-pick another non-walk-off stage to take the set.This is actually a very interesting idea. I think people need to start playing around with different things. I'm not completely sold on items yet because I haven't been playing with items since 06. But having custom moves and new stages will definitely change the game up. Though without walk off stages I feel Mac may just become invincible.
Different characters, different stages, different amount of time/stocks depending on which you prefer, different mechanics, and different overall game. But oh, we use stage striking (WHICH ORIGINATED FROM BRAWL) and suddenly we're using "Melee rules"?Exactly, they should be treated differently. However, the current rule sets in place for tournaments are effectively "Melee rules, but less stocks".
I said "Melee Rules" not "Melee characters, mechanics and techniques." The stock match + time limit format, the items set to off, the deciding of games that go to time based off of percentage, the general rules for which stages are allowed and which ones aren't, all from Melee. Brawl introduced stage striking, yes, but that doesn't mean we have to continue it.Different characters, different stages, different amount of time/stocks depending on which you prefer, different mechanics, and different overall game. But oh, we use stage striking (WHICH ORIGINATED FROM BRAWL) and suddenly we're using "Melee rules"?
There's a finite set of equipment without random stats easily attainable from the challenge rewards.
- Custom Equipment
- This is not an issue of balance. This is an issue of availability. While there is a finite, easily collectible list of custom moves, equipment is effectively infinite. Until some way of transferring saves or unlocking a core stock via modding or some other simple method is available, this particular variant should be deferred for the time being.
Equipment is listed under things that will not be competitively viable, and I think I made a fairly good case for Sudden Death. It's something to be considered. Do you have any arguments against Sudden Death other than "no one does it"? That's the sort of thinking that I'm trying to get us to break away from. Arguments like that stifle discussion rather than encourage it. If it's been fully explored and discussed and decided against in the long run, then that's fine, but shutting down that discussion preemptively means we're missing a potential solution to the stalling problem.Some of your suggestions are still not objectively viable for competition still... sudden death and equipment will never ever be used and weaken your overall suggestions.
I hadn't thought about that, that's a good point. Is there a list of equipment that's available from challenges? If it's varied enough, that's something to be considered, but if it's a small set, it might not be worth the extra setup time.There's a finite set of equipment without random stats easily attainable from the challenge rewards.
here's all I know of. There's likely more you can get as reward for events, but since it's character dependent (from what I've seen) I didn't bother to collect the stats etc.I hadn't thought about that, that's a good point. Is there a list of equipment that's available from challenges? If it's varied enough, that's something to be considered, but if it's a small set, it might not be worth the extra setup time.
Code:Challenge Name Stats Description A1 Double Final Smasher Protection Badge 0a/-42s/+43d After using a Final Smash, you have a 20% chance of being able to use it again A2 Vampire Brawn Badge +25a/0s/-38d recover damage relative to damage dealt B2 Moon Launcher Protection Badge 0a/-30s/+37 1.3 attack power when launching enemies upward B6 Item Hitter Agility Badge -40a/+33s/0d 1.5 attack power to battering items D7 Caloric Immortal Protection Badge 0a/-38s/+26d 5 second invincibility after eating E1 Desperate Specialist Agility Badge -33a/+25s/0d gradually increases attack defense and speed for 20 seconds when damage reaches 100% E4 Perfect-Shield Helper Brawn Badge +20a/0s/-35d makes it easier to perfect shield E5 Unharmed Attacker Agility Badge -27a/+32s/0d 1.5x attack while at 0% G1 Trade-Off Attacker Protection Badge 0a/-25s/+28d start with 30% and have 1.15x attack. I5 Unharmed Swift Striker Agility Badge -27a/+23s/0d gradually increases attack and speed while at 0% J3 Speed Crasher Agility Badge -25a/+20s/0d dash deals damage K7 No-Flinch Smasher Protection Badge 0a/-29s/+15d super armor while charging smash attacks K9 Hyper Smasher Brawn Badge +16a/0s/-28d charge smash attacks for longer, smash attacks get 1.3x power L6 Nimble Dodger Agility Badge -23a/+23s/0d gives a little extra time to dodge an enemy attack M2 Air Attacker Brawn Badge +20a/0s/-19d 1.15 attack when in mid-air N6 Shield Regenerator Protection Badge 0a/-16s+/10d shield regenerates faster
These parts of the rules have been created over the course of 15 years. I think they are very trustworthy when it comes to being objective and competitively fair. They shouldn't be compared because they use a similar ruleset. The game has the same rule mechanics, so it makes sense to use the same or similar rulesets.I said "Melee Rules" not "Melee characters, mechanics and techniques." The stock match + time limit format, the items set to off, the deciding of games that go to time based off of percentage, the general rules for which stages are allowed and which ones aren't, all from Melee. Brawl introduced stage striking, yes, but that doesn't mean we have to continue it.
Again, if we're using the argument of "It's always been that way, why change it" then we're not discussing any potential improvements. If the end result of this thread is that everything stays exactly the same, that's fine, but I think that we should at least be discussing the potential for change. It's been 15 years of unquestioning support. I think it's fine to question authority. If the rules are truly the best and most fair rule set, then it'll stay, but if they're not the best, we won't find out by just sitting on them and not being open to criticism.These parts of the rules have been created over the course of 15 years. I think they are very trustworthy when it comes to being objective and competitively fair. They shouldn't be compared because they use a similar ruleset. The game has the same rule mechanics, so it makes sense to use the same or similar rulesets.
That's a decent list, but I think for equipment to really take off, we'd need some generic non-effect moves that just tweak stats. It's certainly worth discussing at least. Some of those might be too strong, but that's up for debate. I'll add it to the OP.here's all I know of. There's likely more you can get as reward for events, but since it's character dependent (from what I've seen) I didn't bother to collect the stats etc.
Ah, you see, that's not my point at all. I for one am the kind of person who hates the "it's always been this way" argument because it's stupidly biased and all around our society.Again, if we're using the argument of "It's always been that way, why change it" then we're not discussing any potential improvements. If the end result of this thread is that everything stays exactly the same, that's fine, but I think that we should at least be discussing the potential for change. It's been 15 years of unquestioning support. I think it's fine to question authority. If the rules are truly the best and most fair rule set, then it'll stay, but if they're not the best, we won't find out by just sitting on them and not being open to criticism.
That's fair. I still think that laying out the options and re-evaluating everything from scratch is something that should be done from time to time, if only just so we can double down on our conviction to keep things the same.Ah, you see, that's not my point at all. I for one am the kind of person who hates the "it's always been this way" argument because it's stupidly biased and all around our society.
What I'm saying is that it IS balanced and it IS competitive. It is most likely the best we'll get out of rulesets because of the game's limitations itself. 15 years of unquestioning? I would use this thread and many others as evidence that it has NOT been unquestioned. If you knew anything about the Melee and Smash 4 community, you'd know that the Melee rules went under SEVERE changes multiple times and eventually settled for it's current ruleset due to Brawl's stage striking method and many other factors. People have tried to give possible changes, such as Character draft banning, Full stage striking, Dave's Stupid Rule, All Starter Striking, and things similar. Not to mention Customs, Equipment, and using 5+ Player Smash as a Hazards Off option.
Trust me, there have been LOTS of changes and possible ways to change it. The reason why it doesn't change NOW is not because "it's always been this way", it's because in most people's minds we have found the optimal ruleset. I am VERY open to new ideas and considerations, but if something isn't competitively balanced, then it shouldn't be considered
Well, the big changes I think should be in place are custom moves, full-list stage strike, and Sudden Death. Walk-offs, items, and potentially equipment I don't think will be used in the long run, but I'm not ready to assume that without data.However, I am interested, as said, what ideas do you have in particular to change the current ruleset?
So, you're looking to get all three of those effects with a net stat of +0? Godspeed my friend. I have yet to even find all of those. If it works, and there's a way to transfer it to tournaments everywhere, that could certainly be a thing.Equipment is a must have for me.
I'm currently trying to nail down 3 great effects with little to no stat changes, and while that seems tedious, it only has be done once.Current focus includes (but not limited to): Dodgy dodger, Smooth landing, Anchor Jump. I have 2/3, and they work really well together - just need that third piece...and hey, just gotta get it once! Then I can share it with local players and see if anyone wants to pursue something like this.
Plus, we are vastly underrating all the creative possibilities given with smash 4.
I think everybody should with the equipment available should be testing out how certain effects work with certain stat boosts/custom moves.
We might not make a melee-esque game, but we might end up with more than one.
Thank you for that. Sorry for cluttering the board.
Now, that's something. I do think that Smash Balls aren't quite as powerful as they were before, and easily avoidable if you're quick enough. (Ledge snap invincibility plus getup plus shield means you can avoid a good majority of the tough ones)I believe Smashballs are competitively viable. They spawn in a specific area, cannot be accidentally picked up, and must be strategically broken open to gain the Final Smash.
The Final Smashes look to have been balanced from Brawl and then further balanced from the testing (like the Nintendo Invite where ZSS's was OP and appears to be nerfed).
I'd be fine with a one-stock rematch even if people are really opposed to Sudden Death. The point is that instead of instantly deciding the game, it resets it to neutral, meaning a player who was losing has a shot to get back into the game, but it's not a guarantee. The problem with a one-stock rematch is time, really. Sudden Death has the benefit of being over and done with in a few seconds at most.And Sudden Death being played out is far more competitively viable than %-based wins. The reason behind using it is that it "rewards" the player who is "winning" - but it cannot work in all cases or even most cases in a game designed the way Smash is!
Think about a character in free-fall getting KO'd at the bottom of the screen at 0% and the opponent on-stage at 1% when time runs out. Who is "winning"? The person who is literally going to lose one second later or the guy with his feet on the stage at 1% when the time runs out?
Same goes with a star KO. It takes a couple seconds to score a KO in the background so if time runs out the moment before the KO is scored who is "winning"? The guy who is at high damage on the stage or the one with a few less percent literally in a death animatino?
Open and shut case. It's up to the Smash Community to grow a pair and give a competitively viable alternative or play out Sudden Death the way the game was designed.
It would favor characters with better air games, and just because the final smashes are better balanced then in Brawl doesn't mean they're balanced. Compare Jigglypuff's to Lucario's, for instance.HOWEVER!
I believe Smashballs are competitively viable. They spawn in a specific area, cannot be accidentally picked up, and must be strategically broken open to gain the Final Smash.
The Final Smashes look to have been balanced from Brawl and then further balanced from the testing (like the Nintendo Invite where ZSS's was OP and appears to be nerfed).