Overswarm
is laughing at you
- Joined
- May 4, 2005
- Messages
- 21,181
Not to be rude, but that's possibly the dumbest thing I've ever heard. Every other character can wavedash off the stage to the ledge; Bowser cannot. His up+b edgehog allowed a slow character to be played fast in that environment and if you played Bowser in Melee you'd know that ledge play was central to the character. You have to be able to accept Bowser's weaknesses, and one of them was "when you are away from the ledge, you are slow". Bowser players fixed this by staying near the edge. This allowed Bowser to be played quickly AND to focus on his strengths (see: covering multiple options when edgeguarding), even in Melee.I see everyone is appreciating and enjoying the Bowser changes.
I'm going to be honest. Fortress hogging in Project M has been a piss-easy, fraudulent "AT" for forever, and was never a good design choice. When I actually got around to looking at how it was coded and worked, I was appalled to discover that I was trying too hard to do something that required literally no effort. I don't know how many of you guys came from Melee Bowser, but PM's fortress hogging was a joke - and I don't regret reverting it to something more reasonable for a moment. The current Fortress mechanics are still really easy, and allow fortress hogging in almost every situation. So why was it made harder? Because it never should have been that easy in the first place. There was a strong sentiment in the backroom to fix it for 2.6, and it was only put off because we didn't think we'd have enough time to assess the effects it might have on his neutral game.
Making things "harder to do" because they are "too easy" is a noob designers form of "that move is cheap". It's bland and doesn't help anyone.
This is known as a "noob destroyer". If you followed tournament play you'd find only 3 or 4 tournament level Bowsers (myself, Gimpyfish, Kirk, and one other guy whose name I can't recall) and with the exception of Kirk we all had incredibly small groups of people we played with. Gimpyfish played his locals, I played mine, etc., etc. You'd see a few good matches like Gimpy vs. Silentwolf or me vs. ChuDat or HankyPanky, but typically it was just us trouncing on noobs. Kirk being an obvious exception.That's the short and easy answer - looking at just that change without accounting for anything else. There are of course, more factors at play. While Bowser mains might like to believe they are playing a low-tier hero who wins against better odds, the reality is that Bowser is mostly disdained as an easy-to-play character that you don't have to practice to excel with. This is ignoring the mental effort that goes into Bowser's macro game, but when it comes to executing with Bowser, it's difficult to put up a defense. I've had more people rage and salt over losing to me - blaming my character, than I have when I played Jigglypuff in Melee. I've had people rant and rave in my face about what a terribly designed character Bowser is - with and without knowing I've worked on him.
You're essentially using Sakurai's logic in removing L-canceling and wavedashing; newer players don't like getting trounced by it, so remove it to try to even it up. Bowser himself is a bad character. Anyone who plays him for any period of time knows this. He's just simple. Simple to play, simple to beat. He has a few good matchups, but typically he just loses to strong players because of inherent weaknesses in the design.
See: ICsFrom a design standpoint, we've known for awhile that Bowser is a lumbering hulk that compensates for a poor neutral game with overwhelming punishes. This is part of where the salt comes from - no one likes putting in a lot of work to outplay the other guy, and then losing a stock cuz they ****ed up once.
That is not Bowser.
But if they don't want to lose a stock because they ****ed up once they probably shouldn't play a game designed around Melee. They might want to take a look at Brawl, it did pretty good in that regard.
To address this, there was a point where we were experimenting with a huge overhaul to Bowser's design, but we held off because we didn't want to alienate the Bowser playerbase like we did with 2.1 Ike and 2.6 Sonic. So we opted for smaller changes, designed to target rewarding precise and proper execution over sloppy play. 3.0 Bowser can do almost all the same things previous Bowser can, and he's still rewarded greatly for it. He even got a slight neutral buff in an improved flamebreath and even longer dash grab range. But he won't be able to get away with as much sloppy fair spacing, or live from haphazard bairs offstage or autopiloting a fortress at a ledge. And these are all positive changes that make the game better, even if you guys don't agree and hate us for implementing them.
As a closing point, remember that everything is still subject to change. If in the coming months you guys can show that these changes make Bowser #unviable, it's always more effective to go back and rebalance with targeted buffs now that some of the design fat has been skimmed off.
I think you need to focus on what Bowser is actually about at high level play. Bowser is not, in any way shape or form, a character with a poor neutral game that compensates with overwhelming punishes. I'm not quite sure how people get to that conclusion.
Bowser is a character with no approach game that compensates for this with a strong edgeguarding game and a strong OoShield game.
Bowser's neutral game is fine. He can play footsie with you all day by teasing with d-tilt and retreating fairs and spaced flame breath and f-tilts. He just can't approach a defensive opponent without any and all of his options leading to one of two conclusions: 1) Bowser gets a single hit and no immediate followup, meaning he has to run up and try again for his 2nd hit. 2) Bowser gets punished
Bowser seems scary because to players that don't understand things like zoning and spacing, but to any experienced player he is just a mid-tier character that can get wrecked off of one grab.
I like the fair change (especially the visual element of it), the nair change was a much needed buff for his combo game on-stage, the dash grab I don't care about much. The bair change was silly as it was part of his "good edgeguarding game" and wasn't replaced with anything whatsoever, so it was a huge nerf to Bowser. Bairing from the ledge is WAY more dangerous now and it has been his only option from the ledge on an off-stage opponent, save for his getup attack which was already nerfed.
The up+b change was just plain dumb. Being able to snap to the ledge was either too good or it wasn't. "Making it harder" doesn't do anything but make people mad. It still exists, so if it's to good it's still there. What do you expect it to do, convince someone to not play Bowser if they first pick him up? I just do not understand that decision.