I just can't comprehend why they would waste time doing this.
They make the one play style and build off this.
You throw in this much customization catered to such a small market, then the issues of balancing are through the roof.
It still baffles me how many people have great ideas for Smash 4 to change up the formula to make it play like Melee.
If you want Melee, play Melee.
No use hoping that a game series that has moved forward with each installment is going to stop changing and go back to a formula that so few people have exploited.
You all complain about the Call of Duty being the same thing over and over with new maps, weapons and game modes
Yet that's exactly what you want from Smash. To be a Melee sequel over and over
You are clearly in no informed position to tell us what we want. I've played Melee enough, I don't want go back and play Melee again, and I don't want another Melee. I don't want the same game over and over, that's a completely ignorant generalization and you know it.
The series has not "moved forward" for us in terms of gameplay, it has moved backward, become simpler and slower and less intuitive, more shallow. It has become casual. To people who really enjoyed Melee for everything it was, Brawl was a major and needless step backwards. As far as I'm concerned, the only advancements it made gameplay-wise was having more characters, which is just expected for every installment anyway.
This is because Melee had no problem appealing to both casuals AND more involved fans, it was successful both ways, and that was one of the major appeals of the SSB franchise: easy to learn, hard to master, good fun for everybody. Brawl fell behind in that aspect greatly, it wasn't for everybody, it focused on only the more casual and core fans and alienated its most dedicated demographic. We just want the series to return to the level of depth and integrity it once had, even if some people don't care.
We don't want a step back, we want a step forward. A compromise, so everyone has something to look forward to. Why is this so hard to understand?
Because everyone complained when Brawl wasn't Melee. So much that they modded a whole new game based off the Melee playstyle.
People (on this forum at least) have become way too comfortable with the Melee style/gamecube controller that that's all they want going forward.
More than half of these people didn't even play 64.
You're making a lot of generalizations. You don't know "everyone" and you certainly don't speak for "everyone".
There is an entire sub-culture of gamers dedicated to the professional & non-professional competitive fighting game scene, has been since the Street Fighter II and Mortal Kombat days, and SSB has been part of that scene for over 15 years now, and is still going strong. These people, while technically a minority compared to the ridiculous amount of casual players Nintendo brought in with the Wii, are still a very large and very active portion of the SSB fanbase, and easily the game's most diehard fans.
SSB was originally a series that catered to Nintendo's most diehard fans, a museum of their accomplishments and history, and the people who put the ridiculous time and effort into these games are the exact type of person SSB was originally meant to appeal to...... and you're saying these people aren't important in the slightest now?
I'd also like to know where you got a lot of these statistics. I'd like to think most competitive players have played SSB64, which had plenty competitive exploits as well, some even worse than Melee/Brawl..... not that it is a requirement to be considered a fan or even relevant to this discussion.
And I never got why L-cancelling was such a big deal... I mean it was helpful with Link's down A in 64 and all, but can't you just use a different move when you're that close to the ground?
If you're going to have a bad time if you use Bowser's back A close to the ground, then use it sooner. Turn around and use his forward A. Use his neutral A for christs sake.
I will admit L-cancelling was a good feature, I just don't really care that it's not here anymore. I can find ways around, which I do.
Isn't the whole point of Smash Bros. to find new ways to overcome obstacles and get the K.O. no matter what?
Wow..... okay.... yeah L-cancelling was kind of one of the most important features the games have ever had. It (along with hitstun) is basically what allows combos - a staple and expected feature in fighting games. The purpose isn't just to speed up your recovery from an aerial, but rather you ability to immediately follow up an aerial with another move, and strike again before your opponent can recover - hence a combo. It is a MAJOR factor of what made the game fast paced, strategic, and... well.... a competitive fighting game.
I'm kind of shocked you have the gal to criticize us on all this when you don't even understand the most basic functions or the extent in which they deepen the game, or how extensive the fanbase goes for all this. From this I'd gather that most of the refinements we're asking for are things you probably wouldn't even notice, so I don't see why you're complaining.