AuraMaudeGone
Smash Ace
Homogenize the right things and possibly end up with a meta where the players make characters S-Tier or not. We're seeing some of that so far. Can't complain much about recent patches.TL;DR- 3.6 gewd. 3.02 bad
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Homogenize the right things and possibly end up with a meta where the players make characters S-Tier or not. We're seeing some of that so far. Can't complain much about recent patches.TL;DR- 3.6 gewd. 3.02 bad
Melee, PM, and Smash 64 all feel stiff after playing a lot of Brawl or Smash 4. That's because you're used to the 10 frame input buffer those two games have. It's just something that takes getting used to again.I recall a recent older version (maybe 3.00) having much less stiffer controls. Nowadays the controls feel so stiff with the characters not jumping or dashing or doing some moves when I want them to, like there is quite a bit of input lag or something. Really hope the controls go back to how they were soon cus this is the main reason I'm turned off from PM mostly now, I do wanna play it as a alt to Smash 4 at times.
"In melee you only need to know how to play against like 10 characters, which isn't easy but it's not nearly as hard as the 40+ matchups in pm."Most people who switch from pm to melee do it for one of these 3 main reasons:
1) more people play melee, easier to find tourneys.
2) melee is easier to master (I know I'll get hate for this but just listen) while tech may be slightly harder in melee, in pm there are plenty more matchups that need to be learned. In melee you only need to know how to play against like 10 characters, which isn't easy but it's not nearly as hard as the 40+ matchups in pm. Every character in pm is a world of its own and you could spend months just studying one of them. Overall pm has much more to learn and the boundaries are huge, so going to melee where mastering the game is a more realistic goal seems like the right choice for melee players.
3) Project m has little tier differences. Many competitive smash players like going for the top tier characters and dominating with them in tourneys. However, pm is a pretty balanced game and what can seem like the worst character in the game can destroy what seems like the best one. Every character in pm is viable and when these top players see their "top tier" character get wrecked by a "low tier" they get pissed and say the game sucks.
I truly believe that project m is the best smash game to ever exist, there's so much to learn and so many characters to play. I love how there will always be room to improve and I love how the dev team is doing such a great job giving us updates to improve the game where needed. I guess it's not for everyone but im sure there would be so many pm players if they just gave it a chance.
No hate on melee players btw, I'm not saying it's a bad game at all, it's just different from pm. I completely respect your choice.
This is what I've seen from my experience. Im a noob tho so don't take my word for it :^)
It's simpleIf it's anythying to go by, every 3.5 tourney I played in gave me spacies in my section of the bracket, whereas in 3.02 I had a bunch of different characters.
It's actually not that simple, because there's a lot more to the problem in the form of the entire design of spacies, if anything. That's what's really causing so much "trouble" with the game right now.It's simple
Nerf the spacies
More character variety is good, but not when it's because matchups are just super polarizing.
I forgot /JKIt's actually not that simple, because there's a lot more to the problem in the form of the entire design of spacies, if anything. That's what's really causing so much "trouble" with the game right now.
It's because the Star Fox duo is brilliantly designed yet PMDev is afraid to make the other characters like that.It's actually not that simple, because there's a lot more to the problem in the form of the entire design of spacies, if anything. That's what's really causing so much "trouble" with the game right now.
No they're not. Just look at 3.02, polarizing matchups up the wazooIt's because the Star Fox duo is brilliantly designed yet PMDev is afraid to make the other characters like that.
And what makes you think that they can't unpolarize these matchups by increasing the freedom of the other fighters?No they're not. Just look at 3.02, polarizing matchups up the wazoo
You mean balancing them? Well that implies giving them limits, or removing every fighter but Fox.And what makes you think that they can't unpolarize these matchups by increasing the freedom of the other fighters?
if i'm interpreting right, this was already touched uponAnd what makes you think that they can't unpolarize these matchups by increasing the freedom of the other fighters?
Mage said:If you truly want a game where all characters are fox/falco/sheik tier in melee you would have to homogenize everyone's kit to be basically the same because how can you make something comparatively equal if they are radically different?
At that point, you don't have Marth or Squirtle anymore, you just have another fox/falco/sheik.
I don't buy it. The entire reason why clones play differently is because of small differences.If you truly want a game where all characters are fox/falco/sheik tier in melee you would have to homogenize everyone's kit to be basically the same because how can you make something comparatively equal if they are radically different?
At that point, you don't have Marth or Squirtle anymore, you just have another fox/falco/sheik.
So okay then! Characters will tend to similar design philosophies while still being enough to make them play differently. If design philosophies mattered significantly, we'd still be stuck with the original 12 with no other characters to add because they'd just be the same as another.The entire point of a roster in a fighting game is to give it diversity. To have what effectively amounts to a bunch of Smash-equivalent shotos would defeat the purpose of that. The best Smash could learn from other fighters is to have more universal attributes and options (ie. more homogenized jumpsquats, rolls, spot dodges, tech rolls, etc.), not more homogenized overall characters (design philosophies being the exception).
But the beauty of the shine is that it providesYou're the one having a difficult time grasping things here. A design philosophy sets a framework for the game, but still allows characters with unusual traits to exist as long as they don't ultimately forgo or eliminate certain barriers or limitations. The fact of the matter is that shine blatantly violates that and is additionally attached to a character with overall greatly above average traits and moves. To make a character as capable of Fox without adding the same level of versatility is what results in PM 3.02. That is, characters that achieve a lot with little effort. Or Mewtwo, who achieved a lot with very little and had a neutral-defying ability.
Not...really?It's because the Star Fox duo is brilliantly designed yet PMDev is afraid to make the other characters like that.
And I won't accept Brawl- as an "alternative", since there's a limit to how "broken" a game can get. Plus there's no awesome air dodge in that mod.
Okay, so 4.0 will change every character to be Marth but with tiny differences. So now not only do I have the option to choose between Roy and Marth, I can now choose between Marth's 39 cousins. My favorite is Marthelito. /sI don't buy it. The entire reason why clones play differently is because of small differences.
You're mixing up design philosophies and character themes. A design philosophy is how you want something in a video game to play out, something like: We are going to make a competitive game that rewards high skill and risk as well as not containing overbearing obstacles or traits that are frustrating/stupid to play against as well as containing a game with a low skill floor. A character theme is how a character is in theory supposed to play, e.g. this character hits hard but is slow or this character controls the air through teleportation/hover but is weak on the ground.So okay then! Characters will tend to similar design philosophies while still being enough to make them play differently. If design philosophies mattered significantly, we'd still be stuck with the original 12 with no other characters to add because they'd just be the same as another.
You're right. In my opinion, shine is a very high-skill cap ability, especially waveshine or multishine imo. The issue is that its too game-breaking combined with the other traits the spacies have (Wolf/Fox). In design the shine is very high risk high reward but there are so many positive traits about it. I'm fine with multishining and waveshining because that's not easy to pull off, but the shines are just overloaded in positive traits and contain very few negative ones that it's never a bad option. This in turn makes it terrible game balance because there's absolutely no counter play. I'm fine with Fox/Wolf as they are now but they need to be towned down a bit and then IMO we'd have perfect balance in this game after the lower tiers receive some buffs (rip Bowser).But the beauty of the shine is that it provides
A: a very even skill-to-reward ratio (a factor ultimately more important than balance at the top level)
B: a high skill cap
In the case of the former, traditional fighters achieve that through top-level balance, but Smash is different. Plus PM offers the high skill cap that traditionals can't aside from arbitrary one-frame links.
But PMDev just doesn't seem to have the creative chops to create something on the caliber of the shine for other characters, though. I guess that's what you get when you're an amateur (definition #1) team.
How to counter play a spacie:You're right. In my opinion, shine is a very high-skill cap ability, especially waveshine or multishine imo. The issue is that its too game-breaking combined with the other traits the spacies have (Wolf/Fox). In design the shine is very high risk high reward but there are so many positive traits about it. I'm fine with multishining and waveshining because that's not easy to pull off, but the shines are just overloaded in positive traits and contain very few negative ones that it's never a bad option. This in turn makes it terrible game balance because there's absolutely no counter play. I'm fine with Fox/Wolf as they are now but they need to be towned down a bit and then IMO we'd have perfect balance in this game after the lower tiers receive some buffs (rip Bowser).
And yes because if we gave every character something the equivalent of shine the game would totally be balanced.
So it's as easy as having the spacie use manual L-canceling? No wonder spacies are garbo tier in MeleeHow to counter play a spacie:
1: Force the spacie player to use manual L cancelling.
2: Wait for that 10% chance of him/her messing up.
And "equivalent of a shine" doesn't have to be a shine clone. What about adopting something like Dr. Mario's SJP cancel from Melee? For Mario, it could be upped to being able to jump out of the starting lag of the SJP, allowing a Wavedash out of it, and using that for combos. Would be reminiscient of the FADC Shoryuken of SF4 fame.
That right there makes your argument fall apart. I have to wait for the 1/10 times he messes to even consider gaining an advantage let alone beating him? That's not good game design. That's why we can't make everything S tier and why I think the PMDT has done a fantastic job so far, save for the few characters that could use some Pit/MK 3.6 love.How to counter play a spacie:
2: Wait for that 10% chance of him/her messing up.
No, it's actually GENIUS design.Relying on large mistakes to balance a character out is inherently bad design.
Putting it in as simple terms as possible:Again, with no explanation as to why this is the case. Just more proverbial fellating of why Melee is GENIUS with no real understanding or conveyance of as to why.
No, that's another claim. Come back when you have an explanation.Putting it in as simple terms as possible:
It's because Melee not only has a higher skill cap that traditional fighters (one on par with physical sports), but it also respects an even skill-reward ratio.