Why don't you list what you think the pros and cons of L-canceling are? It'd be alot easier to tackle things point by point.
Oh, and Blue Shells are a necessary evil. Just look at what happened to Sonic All-Stars Racing 1, one guy would get out front and not be able to get knocked back down. I don't even see the big deal about them either. Either you're so far ahead it's the only thing that's giving others a chance, or you're neck-and-neck with somebody else and you should just hit the breaks when one is coming.
It's because they are a major competitive design flaw.
If you look at most of the items in Mario Kart, they're specifically designed to help you as the player either take a lead off a player who's further ahead, or to keep a lead from a player that's further behind. If I'm in 2nd place, items I obtain will help me to get in to first, while also helping to prevent my opponents from taking my 2nd place from me and dropping me in 3rd, 4th, et cetera.
Blue Shell does none of this. It's specifically designed to **** over one player, the person in first. That means that you're actually at a disadvantage of being in first for the majority of the game, leading up until the finish line, unless you're so far ahead that it won't matter if you get hit (which from a competitive stand point isn't good balance because you assume players will be relatively even in skill and thus will show similar performances.) More over, the person who fires off the blue shell gets basically no benefit from this. Since the player typically getting one is in something like 8th - 12th place, taking out only one player in 1st place is not going to improve your odds of finishing any better. It doesn't help you to go from 8th to 7th, as an example.
It feels like a very spiteful mechanic. "Oh, I'm in last place, and I can't win, but I might as well have some fun while I'm here and distort the results." Probably the worst part of this is there is no counterplay to the item either. Even with the warning, you can't stop the blue shell (not reliably) and there's no incentive to stop unless you're going to get hit while air borne. And it doesn't feel like a good time for the casual player either except for the one who uses it because they hold all the power.
Blue Shell (as of MKW) is bull**** and needs to be tweaked.
And I'm not going to list the pros and cons of L-Cancelling because I've already stated my position. Clearly my post just now identified that.
Honestly, what I tend to notice is melee players often playing victim in these arguments. Any problem one could have with Melee, it automatically must mean they are a noob, they have to suck it up, they can't learn how to play, and you're only using the mechanics to your advantage like a good little MLG/competitive/tourney player should.
We aren't hating on the player, we're hatin' the game, just as the old creed suggests.
And that's fine, but legitimate reasons for hatin' on the game would be nice. And as I've shown, I'll admit. You have a case with L-Cancelling, despite preferences varying. You don't have a case for much else though, honestly.
Smash is an amazing franchise, and for that I'm happy that Melee is seeing so much publicity lately, because I love Smash as a series, but beneath all of the excuses there is a Melee VS Brawl undertone, in that you are presenting Melee as an ultimately superior game "cuz wave-dashing and l-cancel" and that is something that many of us are sick to death of on either side.
No,
you are being presumptuous and taking our criticisms in that narrow view. Again, this is the problem. Any time a conversation about mechanics and intricacies of Melee come up, you tout all day about L-Cancelling, Wavedashing, and then your arguments taper off. Why? Because you got nothing else. You're either not informed enough on Melee to make an opinion about it from a knowledge perspective, understanding all the mechanics of the characters and the stage layouts and the interactions, or you're parroting the opinions of other people who probably fall under the former description.
When was the last time I saw someone talk about how crouch cancelling is a faulty mechanic that needs to be redesigned in a debate with Brawl versus Melee undertone? Probably never. Does anyone bring up the differences of ledge mechanics, and the risk versus reward benefits of auto cling in Brawl versus having to
choose your recovery in Melee. Yeah, don't see that either. What about the shields, and thoughts about them? I don't see anyone talking about how shields in Melee needed to be changed. What about the tech system, did it need to be revamped? Should ledge techning be allowed, for example? What are the benefits? There's so much more that could be covered.
I'm not saying Melee's system is perfect, and I'm not providing you with strawmans. I'm saying that I don't see any of this **** in your arguments. You (not just you specifically, just this general position) predictably go back to the same old whine session about L-Cancelling and Wavedashing because that's all you know, make your claim and position, and the conversation leads to nowhere.
Why does it matter if it's "lazy" to not want to l-cancel? The mechanic has already proven to be useless fun-wise, and given that it's useless, it presents itself as a pain in the butt to do, so some would rather avoid doing it if they had the option to.
I'm not arguing about L-Cancelling anymore for reasons I've repeatedly stated in the last two pages or so.
Nobody thinks melee is too hard. Of course anybody can recognize how inherently difficult it is to be a professional player, but playing Melee in and of itself is not difficult.
Um, no, I'm pretty sure that's not what other people are saying. Is that the truth, well that might be a different story.
People are trying to make the game better, it has nothing to do with making it easier. To you, what they would suggest makes it easier, which I guess in correlation makes it worse in your eyes. That's your perspective and you're free to have it. Essentially, both issues you've brought up above are legitimate. Neither one is less justified than the other for existing.
If you want to have a panel discussion about improving the game and making it better, than I suggest you start talking about topics that haven't been beaten to death to make your case so you can be taken seriously. The game isn't called Super Smash Bros. L-Cancelling & Wavedashing.
...
I come from the perspective that specifically for Smash, it needs to be inviting to new players, it needs to give total, reckless newbies a feeling like they can one day stand among the champs. It needs to create a feeling that all of their failures can easily be over come with practice.
I hate to break it to you, but some players literally throw in the towel when they see what it takes to be a professional melee player. Those players are GOOD, and they are SO damn good and have been the best for so long that we've been seeing the same damn names floating around the scene as the top players since the game released, with an occasional new force to be reckoned with every now and then. At the Olympics we see fresh, new a-grade athletes compete for the gold medal at a similar professional level every single year, because the activities they love are simple and trainable, and just because for example track running isn't exactly mechanically difficult at its core to understand, doesn't make it any less both exciting to watch, or competitive to experience.
You're comparing competitive athletics to gaming. Your body has a time stamp. Me at 25 is not going to be the same as me at 35. It has nothing to do with the rules of the game, so long as physical prowess and exertion are what is being tested and competed. Gaming, outside of maybe reaction time, doesn't have that limitation. That should be viewed as a blessing, and not made as a comparison point as to how we should be more like sports. If you're smart, and you practice, you will succeed.
The irony of you bringing this up is that me, as a white, male, 5'10 and 185 lbs individual (along with most people reading this) have clear limitations on what I can and cannot do in the realm of sports. In gaming there are no such limitations. If you're passionate, hard working, studious, and willing to put in the practice (the same practice an athlete needs to put in to be proficient), you can succeed. Sports have more limitations than a game like Melee will for the casual Joe Blow any day of the week.
Smash needs to be like that, a simple core experience, with an in-depth and progressive, and most important : rewarding experience for practicing that simple core experience.
So, what it is now?
I'm not saying practicing and learning advanced techniques is not rewarding, but you have to get it through your head, casual players just don't like that stuff. It adds depth of strategy and depth of core mechanics in high level play, for sure, but they are absolutely unnatural-feeling techniques that the developers themselves have admitted they had no idea would be the core part of the game play.
So, again. L-Cancelling and Wavedashing. You got anything else? Because I'm not seeing it.
First of all, while it's okay and definitely preferable to cater to a casual audience for the sake of exposure, recruiting people, and making the game a more relatable experience to all audience, you don't completely talor fit that game experience to the casual demographic because then you come up with an competitive atrocities. Riot Games knows this. Other companies know this too. And Sakurai and Nintendo are starting to see this perspective as well.
For anyone familiar with League of Legends, a recent patch hit the PBE where one of the champions, LeBlanc, was nerfed in to the ground. A champion hasn't see a round of nerfs that heavy in quite a long time. The interesting thing about LeBlanc is that her win rate in solo que is very low, one of the lowest in the game. However, in high stakes competitive matches, LeBlanc dominates, and is often ban or pick priority. And a lot of casual players are crying about how this doesn't make sense, because LeBlanc's win rate is down the tubes in solo que, so clearly she's not a problem champion, which isn't the reality. Riot Games is making the active decision to tune a champion for competitive play (they'll be reworking her at some point) at the cost of causing a portion of the playerbase who play the champion casually some grief, but it's because they know this is the correct decision in the long run for the games success, and that they can talor the champion to be an appropriate champion in solo que and lower level play.
You need to recognize that
in the competitive sphere, casuals are not #1 priority. They're not. They're a priority, but they're don't trump everything else. Smash is a casual competitive game, and it caters to both. When we're talking about the competitive aspects that, honestly, don't affect the casual demographic very much, you don't talor fit them to the casual play because then you have a lesser experience, and you keep the casual crowd just as happy as they were with or without the changes, and the competitive crowd pretty unhappy. This leads to less competition, and the game fails to reach more exposure as a result.
This can be hit and miss, but I find more often than not, hardcore gamers want the tough tech stuff, and more casual gamers really don't. Unfortunately I think Smash, both as a scene competitively and its general presence as a game, stands to succeed more catering to the casual gamers.
And I think that's wrong. If it were left up to Brawl to carry the torch, we wouldn't have gone anywhere. Like, I don't even need to argue with you on this, because the test was already made. Telling me Brawl sold better does nothing to describe Brawls success as a competitive game, and competitive Melee has and is doing better.
You hinge this whole idea on the fact that Smash needs to be accessible enough to allow players to feel like they can do what the pros do, and again I have no idea why this even comes up. You talk about how it's accessible, then turn around and say it's not. The only reason it's as successful as it is now is because it's accessible.
This doesn't mean competitive are out of luck. Melee was aimed at casual gamers as well and look where we are today. Melee is precisely why there's literally zero reason to question the intention of wanting Smash 4 to be more casual-friendly, because if Melee is any indication it certainly doesn't rule out the games potential competitive value.
Melee was aimed more to harcore gamers. Sakurai specifically stated this this. And on a scale of Melee to Brawl from a competitive to casual comparison, he's tuning it more in the other direction this time around. So yeah, I'd say that invalidates this point.
Brawl has faltered competitively for reasons we all already know but just in case you missed the boat, Brawl was the best selling fighting game of all time. Not Melee. It was even reviewed better than Melee as a game overall.
Yeah, because reviews at IGN really speak for a games competitive value. * Facepalm *
Not to mention that saying it's the best selling fighting game is basically misleading and wrong. If you want to talk about sales, which I
hope you are, you can't really make that comparison because of the amount of people that buy the game for reasons outside of...playing it as a genuine fighting game. If you're going to talk about it as being simply better as a fighting game than other fighters then you have me totally lost.
If you gave me just 30 minutes in the IGN office, I would make everyone in that office
hate that game just by abusing everything that's wrong with it.