「 Derk 」
4th times the charm...
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- Jun 4, 2014
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- 648
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- Ellijay, Georgia
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- D3RK-SSB4
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- SW-6389-5985-3965
I came here expecting a broken 3ds due to someone getting mad. I was disappointed.
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Do you realize one or two hits in high percentage are VERY important in a competitive match ?Does no one else realize that the gap between "kill" and "not killed" for all of these new mechanics, whether it is rage or vectoring, is the equivalent of like one or two hits?
Yeah OS, maybe you should play in some tourneys before you talk like you understand competitive play.Do you realize one or two hits in high percentage are VERY important in a competitive match ?
Dude. This mechanic literally has the least effect on kill potential in the entire series. Having fresh moves has far more of an impact on your ability to kill than losing the amount of knockback you gain from being at a high percent. A fresh move after losing your stock is always going to send someone a lot farther than the same move you used two seconds ago at a high percent. You act like being at a high percent vs 0% is the difference between uncharged DK punch and fully charged.That's , in my opnion, is the worst add in Super Smash Bros 4...
First of all, I always think the revenge-kill was fair and balanced. You return with your fresh's attacks, ready to try a comeback.
Now, you return with all your moves fresh... but don't has more kill potential than you had before.
In other hand your opponent ,in previous games , always had the chance you being a glass-canon (high atack but takes low knockback taken) to combo you and increase his advantage.
Other thing, this is just too good for heavy characters. Heavy ones are used to be stronger by default (not everyone, but it's normal) but now because they survive more, has more time with max knockback. Lighter characters really suffer with this.
Look at the new Meta knight. MK probably still fun because you still can combo very-well and build some damage in almost every situation. But now when you has the lead, you can't combo so well, and even being in this state is hard because your lack of killpower combo with your lack of weight , resulting normal early deaths.
I don't like it at all. I'm very glad with the game, and just don't like some minor things in the roster, but was TOO happy with every single thing until now.
But still ... that's just not good.
This implies that you're losing in this situation because not only are you desperately trying to end his stock, 50% is valuable to you. This mechanic turns that 50% into less % because they're knocking you back slightly further than normal, possibly invalidating this 50% combo that's hard to do in the first place regardless of %, and is probably VI dependent. On the other hand, going to take a quote from the quote in the OP which i assume you read but, "getting hit will directly make getting the kill easier". Taking 50% a stock behind isn't such a bad thing anymore because of this.Do you realize one or two hits in high percentage are VERY important in a competitive match ?
"If I ended his stock with this move, I wouldn't take more 50%" situation.
Well that seems pretty simple.Aerodrome and I already pretty well worked it out. It starts taking effect at around 40% and caps at around 150%. The total gain is around 15% extra knockback and it's linearly distributed (so about 1.4% more knockback per 10% damage you take in that range). We don't have the finer details of the math exactly worked out, but the general behavior and ballpark numbers are already known.
Obviously because they felt it was a change good enough to be worth not keeping things the same. Adding this mechanic, a good idea, but keeping the blast zones the same, would make it not a good idea.why not just keep it the same as it has always been and just not add this mechanic in the first place?
Please name other fighting games that implement comeback mechanics on a wide scale. Explain their use.God forbid your opponent has a realistic chance of turning the tide against you! Other fighting games have a similar comeback mechanic and now Super Smash Bros does as well. DEAL WITH IT!
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Listen, I'm going to try my best to write this nicely because I genuinely want to teach you. I feel sorry for you if you genuinely think this is how Melee and Brawl worked, because it sounds like you are genuinely ignorant of it and letting positive feelings on Smash 4 blind you on this.l;dr someone doesn't want to *gasp* mix up their moves/use an element of strategy for once! In any other fighting game, repeating the same moves/kill moves causes some of your opponents to catch on rather fast and use it against you. I'm glad Smash 4 is actually encouraging us to mix it up rather than use/abuse the same ol combos we practice in training mode like robots. Judging from what others have to say about this new mechanic, you appear (and i say this respectfully) to be in the wrong when you say anti competive regarding this comeback mechanic. Other fighting games have it and you don't really hear their fan bases complain about it now do you?
I HAVE A GREAT IDEA! LET'S REWARD PEOPLE FOR PLAYING BADLY!Clash Tournaments with the video explanation.
Basically all characters now deal higher knockback when they themselves are at higher %. A similar feature is found in Tekken games so Harada is probably responsible.
Important to note that this does not affect damage.
Edit: People like ChillySundance can't read so I'm making it bigger. This does not affect damage. It's knockback. Not damage. Damage is a different thing. Plz.
One interpretation from Reddit:
I don't play any other console games. Back in the day I remember when you had a lead in smash, the opponent had to make changes, play smarter, play better. Skill and adaptation is what turned the tide. What the **** happened? Somehow now comebacks weren't possible before? I smack around a player and give him a lot of percent, and I'm punished for it? Not to mention I play a fat character like King DeDeDe and because I am heavy I live till 150%. I get stronger because of that? Why are we rewarding taking damage?God forbid your opponent has a realistic chance of turning the tide against you! Other fighting games have a similar comeback mechanic and now Super Smash Bros does as well. DEAL WITH IT!
Tekken Series: Rage. This straight up gives you bonus damage at lower health. If I had to guess, I would say that the Tekken team was responsible for Rage in Smash.Please name other fighting games that implement comeback mechanics on a wide scale. Explain their use.
http://strategywiki.org/wiki/Capcom_vs._SNK_2/Walkthrough#K_GroovePlease name other fighting games that implement comeback mechanics on a wide scale. Explain their use.
The only game that has this is Tekken, but it only takes effect at the very, very end of the game (last 5% of health). Tekken doesn't have multiple stocks. The impact is low. Often, you will be in a combo when you get to that last 5%, so don't even get the chance.
"Comeback mechanics" are detrimental to competitive games. Real competitive games either don't have them or they are very limited.
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I don't think Rage is bad enough to make the game noncompetitive, but it certainly contributes negatively.
Surviving longer = playing badly?I HAVE A GREAT IDEA! LET'S REWARD PEOPLE FOR PLAYING BADLY!
Yeah that's a great idea!!
And Brawl had Lucario.Tekken Series: Rage. This straight up gives you bonus damage at lower health. If I had to guess, I would say that the Tekken team was responsible for Rage in Smash.
Marvel vs Capcom 3: X-Factor. Probably the most notorious since it basically exists outside the game and the winning player cannot do anything to deny or punish it. The losing player will acquire Level 3 X Factor when their characters die, no matter what.
Injustice Gods Among Us: Clash. A comeback mechanic that you gain after losing your first health bar.
Street Fighter 4: Revenge Meter. Yes you get a whole meter for this.
Need I go on?
The effect comes into play before a typical character is at kill percents. No matter how you look at it, you are being rewarded for taking damage.Surviving longer = playing badly?
Ok
Brawl Lucario is not the same thing. He gets weaker if he's ahead or at low percents as well. You could survive vs a low percent full stock Lucario at ridiculous percents while barely taking damage.And Brawl had Lucario.
Each of these are extremely tame and have strategic play. X-Factor is equally given to both players, Clash actually forces a lot of unusual character interaction and isn't that much of a comeback mechanic, Rage from Tekken affects only the tiniest portion of the game and often will never come in to play, etc.
Further, I'm fairly certain each of these mechanics are viewed negatively by the community. They just aren't prevalent enough to cause a problem.
The Rage in Smash makes a pretty big difference at all times, actually. It means that the first person to die will have a really hard time killing. It also means that the player losing will be more likely to net the kill. I think it's a mechanic that is going to result in slower game speeds and camping, because it makes it very, very valuable to hold your high percentage stock (why would you take risks?).
We saw the results of this in Brawl Lucario already.
You forgot the fact that offstage game is now more encouraged then ever. As people get used to how things work in 4 (this mechanic in particular), we will be seeing lots of crazy offstage game which in the past always generated lots of hype in competitive smash. Something you seemingly ignored which shame on you!And Brawl had Lucario.
Each of these are extremely tame and have strategic play. X-Factor is equally given to both players, Clash actually forces a lot of unusual character interaction and isn't that much of a comeback mechanic, Rage from Tekken affects only the tiniest portion of the game and often will never come in to play, etc.
Further, I'm fairly certain each of these mechanics are viewed negatively by the community. They just aren't prevalent enough to cause a problem.
The Rage in Smash makes a pretty big difference at all times, actually. It means that the first person to die will have a really hard time killing. It also means that the player losing will be more likely to net the kill. I think it's a mechanic that is going to result in slower game speeds and camping, because it makes it very, very valuable to hold your high percentage stock (why would you take risks?).
We saw the results of this in Brawl Lucario already.
If it were that much of a problem then people wouldn't bother playing/watching which is not true since UMVC 3 had higher viewers than Melee at EVO. Clearly it's not a big deal. This mechanic has been implemented in games since the 90's and has never been anything dominant.Further, I'm fairly certain each of these mechanics are viewed negatively by the community. They just aren't prevalent enough to cause a problem.
no, the game is ruined FOREVERDoes no one else realize that the gap between "kill" and "not killed" for all of these new mechanics, whether it is rage or vectoring, is the equivalent of like one or two hits?
Taking damage isn't the same as playing badly either. You are right, but the rage effect does not benefit bad players, and if it does, the data proves it is MINISCULE.The effect comes into play before a typical character is at kill percents. No matter how you look at it, you are being rewarded for taking damage.
I said:If someone is at a high percent because they are legitimately losing/messing up, there's a high chance they're going to keep losing/messing up, so rewarding them with more knockback is pretty meaningless.
You're not getting it- the Smash rage mechanic effects the entire game at all points, whereas the X factor mechanic is very distinct- it only works for a short period during which you can camp, and both players have equal access to it. It barely qualifies as a comeback mechanic- both players have it!If it were that much of a problem then people wouldn't bother playing/watching which is not true since UMVC 3 had higher viewers than Melee at EVO. Clearly it's not a big deal. This mechanic has been implemented in games since the 90's and has never been anything dominant.
http://www.reddit.com/r/Kappa/comments/2an94q/evo_2014_finals_twitchtv_peak_viewer_counts/
Both players have this too?both players have it!
Good thing this isn't a heavy comeback mechanic then? Mac's KO punch is more of a heavy comeback mechanic than this...Marvel 3 being popular on stream does not mean heavy comeback mechanics are good game design.
Hate the player not the game.As much praise as Melee gets I'm 100% certain if it came out for the first time tomorrow, it would be almost universally hated for being too hard, too technical and too unforgiving.
Marvel's always been a broken game that's what its known for (especially in the mvc 2 days)Marvel 3 being popular on stream does not mean heavy comeback mechanics are good game design. Top Marvel players even call the game broken and stupid. I know for a fact one of them (who usually places top 8 at majors, sometimes even wins) constantly says the game is trash. Is that the kind of game that is ideal? One that people watch because of all of the flash but at it's core is horribly balanced to favour lesser players?
Don't forget that MVC3 X-Factor can be activated at all times and heals red health.Smash's rage effect is nowhere near as stupid as level 3 x-factor
level 3 xfactor was basically the "win nao and combo your opponent's last three characters to death and watch them be unable to do anything about it because they didn't activate xfactor first" button
Smash 4 Rage has you weaker at low percentages too. Just knockback, not damage.The effect comes into play before a typical character is at kill percents. No matter how you look at it, you are being rewarded for taking damage.
Brawl Lucario is not the same thing. He gets weaker if he's ahead or at low percents as well. You could survive vs a low percent full stock Lucario at ridiculous percents while barely taking damage.
You totally skipped my other post. It sounds like you're trying to win an argument, not have an honest discussion.You forgot the fact that offstage game is now more encouraged then ever. As people get used to how things work in 4 (this mechanic in particular), we will be seeing lots of crazy offstage game which in the past always generated lots of hype in competitive smash. Something you seemingly ignored which shame on you!
This ^Good thing this isn't a heavy comeback mechanic then?
I'm sorry but there is no way that anyone with any serious knowledge of the genre can suggest that X-Factor is "tame." You clearly like to project an aura of authority, telling other posters here that you're going to "teach" them, asserting that "real" competitive games do not have comeback mechanics when in fact they are now ubiquitous in the genre. You demanded that people provide examples of comeback mechanics in other games, and after this was done, you backtracked and claimed (incorrectly) that these mechanics are not significant.Each of these are extremely tame and have strategic play. X-Factor is equally given to both players
I'm saying it won't be a dominant mechanic based upon the way its been implemented throughout other fighting game in the past (and it wasn't dominant then)You're not getting it- the Smash rage mechanic effects the entire game at all points, whereas the X factor mechanic is very distinct- it only works for a short period during which you can camp, and both players have equal access to it. It barely qualifies as a comeback mechanic- both players have it!
Smash's rage will have a much bigger effect, and regardless, saying "it's not that bad" doesn't mean it's not a bad mechanic.
I heard it only affected at KO percents, my bad. (On that point, at low %s it will not likely matter as much, eh?)@Big: You don't only get it at KO percents. It's universally affecting all characters at all percents.
However, I agree that it's not a huge bonus.
People like Praxis may dislike it, but I'd like to think that pessimism aside, he'd agree that the better player will still be winning most of the time. This mechanic is nice, but it's not going to consecutively reward the worse player with a win.