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Having techniques that took time to discover and master in Melee in reality can be replicated now that they are *known*. Is the feeling that it is "cheap" that new characters can have the same things "built in" instead of having to take years of figuring out to have access to? After all, those years of figuring stuff out is what even allowed them to have such moves/techs, so where is the argument?The 11+ years of metagame development I think is a blessing and a curse. On the one hand, it grants the BR the luxury of speed due to having such a vast wealth of knowledge to look into, same with P:M players when it comes to figuring their mains out. On the flipside, this allows a developer to look at something that was discovered after years of play like SHDoubleLaser or Uthrow->Uair, and design a character to do something similar inherently. This may feel "cheap" to vets of melee that had to practice their (projectile pressure) when suddenly (ivysaur) gets to (pressure shield with a projectile) for free! It's the same result, but it has a foreign feel to it since something that they themselves discovered and worked with is just suddenly handed to other players and it feels like a cop-out to some. That said, what is really the difference between discovering how to (Uthrow -> Uair) and having a character who is shown to have (Uthrow -> Bair) as a feature?
It's aged incredibly well in certain aspects. Its replayability is second to none in my book and I wish PSO2 actually took more from it.at least PSO1 was p tite in it's prime days
in a nutshell:I don't really think there can be an argument. Not in favor of any side, anyway. I mean, come on, there's absolutely no way that any game could replicate the way that Melee's metagame developed over the years, and is continuing to expand. I'm sure P:M will, in time, have its own little 'growth spurt' in that department.
I'm not following the conversation at all.
It's called 'patching', 'updating', 'balancing'; whatever you want to call it. It's not a bad thing that the game doesn't have a 'finished' version as of yet. Well, unless you want the PM:BR to not work on it, balance it out, make sure it doesn't crash, fix the bugs, and be complete ****. Maybe that's what you want, but, I'm happy for all of the time being put into it.Heck, TROLL for feedback! Tell everyone that Everything ISN'T Subject To Change for once; heck, make a 'finished' version of the game already! Let people know that you're willing to stick to your guns regarding the game's current state unless the masses say otherwise.Challenge people to give you feedback, exactly how I'm challenging you all to find it. See how many people you can get to enjoy playing your game at the same time.
B'uuuuuuh, like we're, you know, posting here on Smash Boards? Last I checked, PM:BR actively post, watch, and garner feedback from here.Challenge people to give you feedback, exactly how I'm challenging you all to find it. See how many people you can get to enjoy playing your game at the same time.
Preeeeeeeeeeeeeeeeeeeeeeeetty sure there are many more people in the Social thread than fifteen, and I'mpreeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeetty sure that the Social thread isn't the first place PM:BR get their development feedback from. So, what bright idea did you have for locations for feedback to be gathered from? Just stick fliers all over town, hope random dopes who know nothing about the game catch wind of it?Not just from the 5 guys that spam in the social thread all the time and the 10 guys that lurk it (no offense). Not just the shallow jerks on Youtube. Get it from all kinds of people who actively play; scour not just the internet but all sources available to you for as much feedback as possible.
Last I checked, PM:BR actively post, watch, and garner feedback from here.
Kidding, I'm sure that the PMBR values our feedback so long as it's constructive or critical.
Ganon is a superior Ike because Ganon doesn't need his sword.actually ganon is an inferior ike because ganon doesn't use his sword
I'd just like to point out that that isn't really a thing, at least not in comparison to Fox's up throw up air. In 2.5, the KB growth on up throw was increased + the angle is really weird and if you DI it correctly there's little chance for a bair follow up at kill %. Back air isn't nearly as potent as a kill move and doesn't combo into itself.in a nutshell:
The case provided by the thread states that moves feel too "well designed" and "inorganic". I put out a theory that perhaps it is a combination of having played melee so long to see techniques emerge and then seeing new stuff pop up instantly (ie, had time to "accept" new techs as they slowly popped out of the woodwork). A new tech that is just suddenly designed could be jarring for this audience, but at the same time be nothing really "new" as things like Lucario's uthrow Bair (that still a thing?) emulates Uthrow-Uair by fox and the like.
If you catch my drift?
Ganon's much bigger where it counts, son.he just doesn't want to be embarrassed by the fact that ike's sword is bigger
some exceptions? I can't even think of one recovery that take great skill to perform.
- Recoveries generally require great skill to use, with the advantage usually being with the edgeguarding player, with some exceptions.
Correct me if I misunderstood your point, but I don't know about that. I mean, if the game is supposed to be balanced, then either those "hidden ATs" will mean that the characters who possess them will suck compared to the rest of the cast until these ATs are discovered, or that whenever a new AT is discovered by the players, then the character has to be immediately nerfed. The obvious solution would be to only add global ATs, the same way they left the Brawl ATs intact in example. But that doesn't help the flavor of the characters as much as those 'built in' techs that I see people complain about.Having techniques that took time to discover and master in Melee in reality can be replicated now that they are *known*.
Ah, I wasn't aware it no longer "worked" (I played a Lucario a lot in 2.1 and didn't really after that, so I wasn't aware uthrow was specifically altered). However the example still stands for other "new" combo throws such as Ivysaur's Dthrow -> Fair (or most any of her moves that hit in the area diagonally in front of her), or even ones that are just now being prominent such as DK's combos from a throw which you never saw too much of in melee, so it seems "new" in PM since DK is more popular and thus swaying public opinion more.I'd just like to point out that that isn't really a thing, at least not in comparison to Fox's up throw up air. In 2.5, the KB growth on up throw was increased + the angle is really weird and if you DI it correctly there's little chance for a bair follow up at kill %. Back air isn't nearly as potent as a kill move and doesn't combo into itself.
It's a bad comparison, Lucario only gets away with having limited follow ups on his throws because of the u/d throw DI mixup. Fox only has one combo throw but it's pretty much the best one you could ask for. Falcon has two and they're both amazing for combos even if you do DI them correctly.
I'm only going so far to correct you on this small example because I think it fits a trend of people misunderstanding the things they're comparing to old stuff and thinking it's better/more similar than it really is. Like I'm sure if you really wanted you could look at Lucas and force yourself to see nothing but an improved spacie. Not that I'm saying anyone has gone this far (though I wouldn't be surprised), but I think it's the kind of thing that goes on in a lot of minds to one degree or another.
Its more like, "hidden" AT's that were in melee such as say the Super WD are now known to the community and can be intentionally recreated instead of being the happy accidents they were in melee. They also wouldn't be hidden and more be presented as Features. For example, Ike's QD if it existed in melee and without being told about it, the Walljump and jumping from it in general would be considered hidden ATs. In P:M, the move is described in detail with those techniques listed as features of the move and don't need to be "discovered". Make sense?Correct me if I misunderstood your point, but I don't know about that. I mean, if the game is supposed to be balanced, then either those "hidden ATs" will mean that the characters who possess them will suck compared to the rest of the cast until these ATs are discovered, or that whenever a new AT is discovered by the players, then the character has to be immediately nerfed. The obvious solution would be to only add global ATs, the same way they left the Brawl ATs intact in example. But that doesn't help the flavor of the characters as much as those 'built in' techs that I see people complain about.
I know it was fun discovering ATs for your game (I have discovered about three Diddy ATs myself, it was more than three years ago and it still fills me with pride to this day, so yeah, I do know the feeling), but I don't see that being compatible with the definition I have of a balanced game.
This isn't a complaint, it's a suggestion.WTF? Just learn to edgeguard.
I really can't stress this enough. Recoveries are far more abusable than people seem to realize. Players recover against every character, you only learn how to edgeguard against that character in that matchup. It'll be a while until people are as proficient at edgeguarding as they are at recovering, and that was true in Melee for a really long time. A couple characters have recoveries better than the average Melee one, but that was also true in Melee. It's a pretty rare occurrence when Peach or Jigglypuff are KO'd at low percent by means of edgeguard, for example.WTF? Just learn to edgeguard.
DMG! Where the **** is the unsocial thread #2?Yeah, I'm not so sure that recoveries require more skill this go around. If anything, edgeguarding has gotten more complicated because characters tend to have quite a bit of variety in how they can recover (don't even get me started on tethers) or their Upb has a hitbox that covers them better than Bowser/Luigi/etc. If you're Falcon or Marth or x old school recovery, yeah you do have more to worry about, but new gen recoveries are pretty good at not getting poopied on. Hell for Ivysaur, you might have to go out far to hit them, recover back to the edge or stage, then go back out again with a spike or stronger hit, and recover back again, and MAYBE still see that SOB still recover back.
I'll let you ponder on what you just said, considering those 2 are melee veteransAnybody who says all the recoveries are better than they were in Melee need to play Bowser or Donkey Kong, who are ridiculously easy to edgeguard.
You can't call someone out for using a Melee veteran in their argument and then turn around and use a Melee veteran in yours.Stuff
I second this. A lot of brawl recoveries seem to tend to be extremely hard to edgeguard properly or consistently (or at least edgeguard in the way Melee edgeguards happen).I'll let you ponder on what you just said, considering those 2 are melee veterans
@Stong Bad
What you're saying is true. However peach and jiggs have extremely long recoveries that offer very little defense. Get what I'm sayin'?
P:M's recoveries have very high hit box priority, it's not that they're longer, it's not that the character will die because it can't reach the stage, the problem emerges when the character can reach the ledge but the opponent can't do something about it
Squirtle, Mario, Diddy, Lucario. A few of the characters that are very difficult to edge guard even thought their strategy to reach the ledge is pretty straight forward
For many the best approach to it is doing nothing about it. Waiting until they grab the ledge and hope they mess up, which is unlikely
This isn't a john, I'm not losing matches because of this... it's boring watching games (and playing them) where you know players could be more aggresive but they aren't because it's not worth it
I'm not expecting to be RIGHT about this, but I'm not crazy either
Yup, it does.Its more like, "hidden" AT's that were in melee such as say the Super WD are now known to the community and can be intentionally recreated instead of being the happy accidents they were in melee. They also wouldn't be hidden and more be presented as Features. For example, Ike's QD if it existed in melee and without being told about it, the Walljump and jumping from it in general would be considered hidden ATs. In P:M, the move is described in detail with those techniques listed as features of the move and don't need to be "discovered". Make sense?
I'm not sure I'd describe 5 jumps and pretty short duration aerials or a too-fast-to-react-to umbrella with high priority as "little defense"...@Stong Bad
What you're saying is true. However peach and jiggs have extremely long recoveries that offer very little defense. Get what I'm sayin'?
Except the only thing you've really explained is that you can't currently do anything about those recoveries. People who are good at Project M and actually learn matchups are able to edgeguard those characters with much more success than "aren't [edgeguarding] because it's not worth it" would suggest. Most of those characters have significant landlag on their recovery moves, and usually the best strategy to edgeguard them is to pressure them into using their Up-B (because you can hit them with invincible aerials if they wait too long) or well-timed hogs -> ledge stands, which is a strategy that usually isn't refined until later in a metagame. It's not intuitively obvious how one should go about edgeguarding Sheik for example, but people call her recovery relatively abusable because its 1 weakness is enough to be punished if the edgeguarder is proficient. These recoveries have also been designed with weaknesses in mind, but making them more exaggerated leads to ACTUAL "forced design" where the edgeguarding player is hand-fed an edgeguarding tactic without discovering/refining it and having to be good at it to find success.P:M's recoveries have very high hit box priority, it's not that they're longer, it's not that the character will die because it can't reach the stage, the problem emerges when the character can reach the ledge but the opponent can't do something about it
Squirtle, Mario, Diddy, Lucario. A few of the characters that are very difficult to edge guard even thought their strategy to reach the ledge is pretty straight forward
For many the best approach to it is doing nothing about it. Waiting until they grab the ledge and hope they mess up, which is unlikely
This isn't a john, I'm not losing matches because of this... it's boring watching games (and playing them) where you know players could be more aggresive but they aren't because it's not worth it
I'm not expecting to be RIGHT about this, but I'm not crazy either
I'm not complaining that they haven't; I'm suggesting that they should. And I don't demand a 100% finished game, just the use of that threat to their players, in that if they don't give them feedback the game won't go anywhere.Not that I'm sorry for anything, but, I can't stand it when somebody calls out the work of the P:M staff, complaining that the game isn't 'done' or 'complete'. They'll release what they consider the full game when they're damn well ready to; they're the ones making it. Not only that, but I hope you realize that even after the 'full' release, that there will probably be updates, patches, and balances. You do know that, right? You're barking up the wrong tree if you want a one-hundred-percent complete game (which, just as a friendly tip to you, no game ever is 'complete').
Well in my example I named lucario, squirtle and diddy. What I was referring to is that it's impossible that a melee veteran would have a worse recovery in P:M than in melee, I think that leaving out fox, falco and sheik everyone got buffs. And the ledge occupancy range is so much higher, so the invincibility frames start way earlier.You can't call someone out for using a Melee veteran in their argument and then turn around and use a Melee veteran in yours.
As for Squirtle, Lucario, and Duddy, I'm not sure I can be fair about them being hard to edgeguard. I play Charizard and DDD. Crouching and d-tilting works pretty well for the most part against many characters and Charizard can just time nairs appropriately to get a successful edgeguard on almost any character. Who is your main? Perhaps that will help legitimize your argument considering there are some characters who have a harder time edgeguarding the new cast.
stahp it dogewow
so clarity
good points
nice
dingding
There's a big difference between how easy a recovery is to perform, and what a player needs to do to master it. Yes, Jigs has an incredible amount of jumps, and can recover from far away, and the action of jumping is easy to perform. However, learning the nuances of each matchup, when you can and can't use those jumps, when you should use pound to follow a jump, allllllll of these reactions and whatnot, that's something that takes great skill.some exceptions? I can't even think of one recovery that take great skill to perform.
Oh, hey, Snake, I've got an arrow for you. And another. And another. And another. And another.there is some forced design regarding recoveries, their priority is way off the charts it's like impossible to hit an opponent once their recovery hitbox is up