KingofPhantoms
The Spook Factor
Well, it's been bugging me for quite some time now, but a lot of people (at least on the forum) seem to want the way FSs are activated to be changed: Many wanting a combo/damage meter of sorts, that builds as a player deals damage and/or performs combos successfully. I personally don't like this concept at all, mostly because it seems unoriginal, something that sounds like it could be placed in any fighting game. I haven't seen any games with such things, but I highly doubt something like it hasn't been done before.
The Smash Bros. series has never been like any other fighting game I've played.
It's not like Mortal Kombat or games like Marvel VS Capcom, in any way. The stages aren't just a bunch of perfectly flat ground with different backrounds, the strongest attacks aren't triggered by pressing a bunch a buttons in a specific order or severely hurting an enemy, and they battle results rely on sending people flying and keeping them off the stage, not just beating the heck out of them until they drop dead. (save for stamina battles)
I don't however necessarily want the floating ball and random spawning concept to return, the randomness of the Smash ball can make the results of battle vary to a great extent. Not to mention how, while who breaks the ball relies on the amount of damage dealt to it, it also relies on who hits it when it has been weakend, meaning one person, regardless of their score in battle, could deal a heavy amount of damage to it, only for someone else to deliever the shattering blow. Furthermore, the item can be turned on or off like any other item in the game. If someone doing good in a battle breaks it, it can give them an overly large advantage in term of score, and someone doing bad can steal first place in the battle, (if a timed battle that is) to me, in timed battles A Smash Ball is like the Blue Shell in the Mario Kart series: It comes at random, it's very difficult to avoid, it can seriously mess up the player with the highest score/place, the only difference to me is that Blue Shells can't be turned off, at least in the case where you can have other items, all items in the MK series can't be turned off individually, you either have all items on or none at all.
That aside, I think there should be another way for Final Smashes to be activated. A list of a few concepts I came up with is below. I don't necessarily mean for only one of them to be used, but I mean multiple of these could be used for the game.
High Damage: For every 200% dealt to a player (as in someone's damage meter reaches 200%, or somehow reaches 400% etc ) A Smash Ball will appear, it can still be broken by anyone, but how much damage a player can deal to it depends on their damage meter. For example, a player with 200% will deal heavy damage to it, while a player with lower damage will hardly do anything to it.
K.O: If the total amount of K.Os any player has done can be added together to equal 10, then a Smash Ball will spawn.It can be broken by anyone. The amount of damage players can deal to it works the same way as in the above concept.
Helping the Match itself: If no one is K.O'd by another player for 1 Minute and 20 seconds, a Smash Ball will spawn at the center of the stage. The amount of damage a player deals to it has the same rules applying to it as in the above ideas.
Finally, I think the Smash Balls should not be listed among the items, and instead be in the lsit of rules. You can choose from the above methods, all methods, the original random spawning, or lastly turn it off altogether. In Wifi mode With Anyone, the choices are limited to all spawning methods or no spawning at all. For all other Multiplayer battle modes, all choices are available.
I think this would fix many issues, as it would make Smash Balls spawning more predictable, and so players may be able to purposly activate it, or try to avoid it. There are some problems I can think of with them as well, but I don't really feel like listing them.
Please share your opinion and thoughts of these ideas!
Grimer does not approve of hate comments
The Smash Bros. series has never been like any other fighting game I've played.
It's not like Mortal Kombat or games like Marvel VS Capcom, in any way. The stages aren't just a bunch of perfectly flat ground with different backrounds, the strongest attacks aren't triggered by pressing a bunch a buttons in a specific order or severely hurting an enemy, and they battle results rely on sending people flying and keeping them off the stage, not just beating the heck out of them until they drop dead. (save for stamina battles)
I don't however necessarily want the floating ball and random spawning concept to return, the randomness of the Smash ball can make the results of battle vary to a great extent. Not to mention how, while who breaks the ball relies on the amount of damage dealt to it, it also relies on who hits it when it has been weakend, meaning one person, regardless of their score in battle, could deal a heavy amount of damage to it, only for someone else to deliever the shattering blow. Furthermore, the item can be turned on or off like any other item in the game. If someone doing good in a battle breaks it, it can give them an overly large advantage in term of score, and someone doing bad can steal first place in the battle, (if a timed battle that is) to me, in timed battles A Smash Ball is like the Blue Shell in the Mario Kart series: It comes at random, it's very difficult to avoid, it can seriously mess up the player with the highest score/place, the only difference to me is that Blue Shells can't be turned off, at least in the case where you can have other items, all items in the MK series can't be turned off individually, you either have all items on or none at all.
That aside, I think there should be another way for Final Smashes to be activated. A list of a few concepts I came up with is below. I don't necessarily mean for only one of them to be used, but I mean multiple of these could be used for the game.
High Damage: For every 200% dealt to a player (as in someone's damage meter reaches 200%, or somehow reaches 400% etc ) A Smash Ball will appear, it can still be broken by anyone, but how much damage a player can deal to it depends on their damage meter. For example, a player with 200% will deal heavy damage to it, while a player with lower damage will hardly do anything to it.
K.O: If the total amount of K.Os any player has done can be added together to equal 10, then a Smash Ball will spawn.It can be broken by anyone. The amount of damage players can deal to it works the same way as in the above concept.
Helping the Match itself: If no one is K.O'd by another player for 1 Minute and 20 seconds, a Smash Ball will spawn at the center of the stage. The amount of damage a player deals to it has the same rules applying to it as in the above ideas.
Finally, I think the Smash Balls should not be listed among the items, and instead be in the lsit of rules. You can choose from the above methods, all methods, the original random spawning, or lastly turn it off altogether. In Wifi mode With Anyone, the choices are limited to all spawning methods or no spawning at all. For all other Multiplayer battle modes, all choices are available.
I think this would fix many issues, as it would make Smash Balls spawning more predictable, and so players may be able to purposly activate it, or try to avoid it. There are some problems I can think of with them as well, but I don't really feel like listing them.
Please share your opinion and thoughts of these ideas!
Grimer does not approve of hate comments