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What you're saying is true, but you aren't addressing my second point, the main one.I'm not sure if they're good, but they're just a natural part of the game. Different characters have different abilities so logically they won't all be good at doing the exact the same thing. The only way to create a game with 0 skewed matchups is to create a game with no variables other than player input. To remove the thing that creates skewed matchups would require everyone to play the same character. Essentially, if you don't like variation go play Chess.
1. I did a chart on this, it supports overall character balance to remove all infinites unless the average effect of removing them is around +3 (so it goes from 50/50 to 80/20) on matchups where it is removed.Well, if one character's infinite was removed, logically, we'd have to remove other similar ones. This would just end up skewing other matchups that may have otherwise been relatively even. It would have a rather drastic effect on the metagame as a whole, without actually solving anything. When you consider how often this particular "infinite" actually presents a problem, it's not really worth trying to "fix". Good players know what their character's weaknesses are, and they either accept them or avoid them.
Not sure what you're trying to say here. You saying that we should only remove infinites from MUs where the infinite in question causes an imbalance in the overall MU? Cuz that sounds like a complete nightmare to regulate, since different people tend to have varying opinions on MUs. It would also literally be the most complicated rule ever made. Good chars would get arbitrary nerfs just cuz they happen to be facing a low tier, and bad chars get arbitrary buffs just because they are bad. All just to make more MUs closer to 50/50.1. I did a chart on this, it supports overall character balance to remove all infinites unless the average effect of removing them is around +3 (so it goes from 50/50 to 80/20) on matchups where it is removed.
Yeah, you are.Not sure what you're trying to say here. You saying that we should only remove infinites from MUs where the infinite in question causes an imbalance in the overall MU? Cuz that sounds like a complete nightmare to regulate, since different people tend to have varying opinions on MUs. It would also literally be the most complicated rule ever made. Good chars would get arbitrary nerfs just cuz they happen to be facing a low tier, and bad chars get arbitrary buffs just because they are bad. All just to make more MUs closer to 50/50.
I hope I'm misunderstanding you.
So what you're saying is, 'we could improve games, but it might make smash have a problem it already does'. Seems like there's no drawback.Point number 2 is almost point number 1 restated. The things that make the match ups skewed are the things that make up the game. The game elements skew what actions can be taken when and how, within a set of perimeters. What you're asking is if we should limit what things do in the perimeters further than the programmer has already limited them and if that would yield better results. The best answer I can give to that is maybe but probably not. I think there is a level of deliberate flashiness that wouldn't be possible with a more balanced roster and ultimately what gives a game lasting power is community growth. Perhaps you could create a game a few tournament goers would largely prefer but has so little appeal to newcomers that it doesn't matter. Though that seems to be one of the issues the Smash community struggles with the most.
It's not arbitrary, it's in the ideals of a balanced game for everyone, no matter which character they choose.But at that point you're also making a rule to fix specific match ups on purpose. You're making a rule out of nothing more than character bias. It seems wrong to arbitrarily decide some characters should have better match ups with others.
Everything does X, except when it doesn't. So yes.So... removing all infinites balances the game, except for when it doesn't?
..... I'm confused.
Combined with this...It's not arbitrary, it's in the ideals of a balanced game for everyone, no matter which character they choose.
Is this a bad thing?
in the same post. What? You're saying making a game altering change that shifts the balance radically is good because it rebalances the game except for when it doesn't. On the plus side it rebalances it more than it doesn't. You still haven't explained why match ups have to be close.Everything does X, except when it doesn't. So yes.
1. The only plausibility (looking at the game as a whole) of it not balancing our game is in an alternate reality. -_-Combined with this...
in the same post. What? You're saying making a game altering change that shifts the balance radically is good because it rebalances the game except for when it doesn't. On the plus side it rebalances it more than it doesn't. You still haven't explained why match ups have to be close.
I wasn't aware that Rock beats Paper 10% of the time O_o2. Because a game of all 90-10 matchups is called Rock Paper Scissors.
Cheating is pretty easy in RPS.I wasn't aware that Rock beats Paper 10% of the time O_o
Before you choose your character. The matchups are essentially 100-0, if you disregard cheating.No? Rock Paper Scissors is 33/33/33 all the time.
Before you choose your character its 33/33/33.What? Before you choose your character you're 100% sure to win?
This explanation of match-ups is gold.Before you choose your character its 33/33/33.
After you choose your char and the opponent has chosen theirs, then you can look at the matchup.
You're going to have to explain your analogy further for it to make any sense for anyone that doesn't understand competitive Yu-Gi-Oh.And the Yugioh reference is a perfect analogy for why you shouldn't ban "infinites" in match-ups. Regarding recent Yugioh metagame, following a matchups rule, Wind-ups can't use their send-loop against Dark Worlds because they don't get to activate their effects, and Dragons can't activate certain grave effects because it would allow a Wind-up deck to be OTKd. This is dumb, as is banning edgefinites, infinites, and other such truly finite "infinites" while the legal arena roster and LGL is as it is.
Which, unlike Smash, we can ban the cards CAUSING the infinites. You can't ban an actual tactic there either.I know nothing about Yu-Gi-Oh and I understood the analogy. Banning infinites is bad because it's like banning how some cards function some of the time.
Everything from that to this post, agreed. We, as humans, exploit our strengths in the decisions that we make. Every decision has a downfall, it's just a matter of reducing the consequences by mere passiveness or taking action and reducing those consequences ourselves. Every supposed infinite in the game CAN be dealt with, and they will be dealt with as an experienced player. Making a bunch of rules to limit what your character can do is not only against the build of every individual character's moveset and matchup, but it deters the player from playing at his/her(joke) best ability by trying to remember what moves they aren't allowed to use against what characters. It is more of a hurdle than a successful leap forward. Even for someone who loves watching tourneys and participating, I would never abide by such rules. I am the 99%...I know nothing about Yu-Gi-Oh and I understood the analogy. Banning infinites is bad because it's like banning how some cards function some of the time.
Right. And cards are designed the way they are to prevent one from, as your analogy states, to draw more than 1 card without a lot of other cards being played. Frankly put, they found some way to balance it by making actual balanced cards. If there isn't, it should be banned outright.I don't think you understand. Banning a card is fine (I think?). However if a card said something like "draw 2 cards" but for some reason in some match up it only drew 1 card because it'd be too good in that matchup otherwise there would be an issue.
1. Noone is saying this. They are just saying that it would be quite a lot fairer for them to not have to deal with the infinite.Everything from that to this post, agreed. We, as humans, exploit our strengths in the decisions that we make. Every decision has a downfall, it's just a matter of reducing the consequences by mere passiveness or taking action and reducing those consequences ourselves. Every supposed infinite in the game CAN be dealt with, and they will be dealt with as an experienced player. Making a bunch of rules to limit what your character can do is not only against the build of every individual character's moveset and matchup, but it deters the player from playing at his/her(joke) best ability by trying to remember what moves they aren't allowed to use against what characters. It is more of a hurdle than a successful leap forward. Even for someone who loves watching tourneys and participating, I would never abide by such rules. I am the 99%...
Kind of like the infinites we're talking about here. We can't balance them so we ban themRight. And cards are designed the way they are to prevent one from, as your analogy states, to draw more than 1 card without a lot of other cards being played. Frankly put, they found some way to balance it by making actual balanced cards. If there isn't, it should be banned outright.
It's never due to the meta it's due to power creep always.Some cards are old and aren't banworthy anymore do the meta.
Except both picking metaknight and IDC.But overall, no tactics have been banned, but at best have been nerfed.
If we were to ever make a rule we would also be hitting a number of actual infinites, such as Yoshi on Wario and the like.What bothers me about this topic is that the character that's being a so-called problem isn't even one according to the supposed scenario. A.K.A. Marth cannot actually infinite or infinite grab Lucas or Ness. Making the purpose of this topic, to be frank, kind of useless. Atleast unless we want to hit actual characters using actual infinites, then we have something to go on.
In what way are you talking about noting such a thing?I don't think people care whether it's actually infinite or not, they just don't know what else to call it. Essentially it's a chaingrab-release. But yes, the fact that IT'S NOT INFINITE, needs to be noted by the people trying to come up with rules to ban it.
You can't flip the analogy like that because it doesn't make sense the way you're using it. Someone being stuck in an infinite doesn't limit what player input can be made. Playing against a character that has an infinite on your character doesn't effect what your character can do. However, being told you can't do a thing that is inherent to your character is the same as saying you can't use card x in your specific deck in this matchup because it's an infinite but you can use that card same card in a different match because it doesn't result in an infinite. The analogy was dumb to begin with, but it isn't as confusing and awkward as you're making it.1. Noone is saying this. They are just saying that it would be quite a lot fairer for them to not have to deal with the infinite.
It's kinda like if a certain deck could only have 3 copies of any card in it, while other decks could have 4 copies of any card in it.
It's a weird and bad limitation that makes X deck worse in a way that can be easily fixed.
You're correct about something for once, however nobody made this argument.3. Argumentum ad Populum is the assumption that because the people who like one point outnumber the people who don't, it is correct.
It is also a logical fallacy and therefore false.
The edge is not the only place who Marth can grabA lot of people in this thread (mostly Lucas mains) keep trying to say that banning standing infinites would remove Marth's chaingrab-release on pk kids from the game, but it wouldn't. It's not infinite, it eventually ends when they get to an edge, and they keep forgetting that.
Oh my gosh, this has been said to be false a million times already. When Marth regrabs either Ness or Lucas, even if he doesn't move prior to the grab, Marth is forced to move forward. So yes, Ness and Lucas WILL reach the ledge. Assuming that you are competent at mashing, at 0%, going the entire length of FD, Ness and Lucas would only take something like 20%.Marth do not need to walk when he is Chain grabbing Ness/Lucas,if he grab in the middle of the stage,the Ness/Lucas player will NEVER reach the edge.
And this doesn't apply to Marth's on Ness and Lucas since it takes them to the ledge without fail.I don´t want ALL chain grabs banned,only the ones who the character will die before getting out.
1) Double standard with no objective reason why it's a bad thing to "ruin" a character.With the exception of the ICs,because I know they only have this and banning it will end their gameplay...
http://www.youtube.com/watch?v=LQ-AKKso_PoOh my gosh, this has been said to be false a million times already. When Marth regrabs either Ness or Lucas, even if he doesn't move prior to the grab, Marth is forced to move forward. So yes, Ness and Lucas WILL reach the ledge. Assuming that you are competent at mashing, at 0%, going the entire length of FD, Ness and Lucas would only take something like 20%.
this is intriguing; can anyone confirm?Additionally, you'll see that Ness has two different grab break distances. I don't play the character so I can't say for sure, but I believe there is a way to guarantee, as a Ness player, that you get the longer distance. I cite my many games vs Shaky and Galeon as reference.