The rage is also benefitting the player at 100% allowing him to KO his opponent like he was at 164%. You can't ignore one fact while showing the other.
If the first player dies first then the mechanic keeps rewarding the player who was able to survive the longest at high % which IS a skill and it IS rewarding the player on the lead. Once first player kills the second player the second player will also go through the state of "0 rage". Controlling when this 0 rage stage happens is ALSO part of being skilled enough to deal damage to your opponent while being 1 hit away from dying.
You say you understand the mechanic yet you describe it as something it's clearly not.
Again, if I were to give 200 bucks to a person with 1 million dollars and another with 1 thousand dollars and the one with 1 thousand dollars suddenly makes those 200 bucks into a billion dollars (while the other wasn't able to invest it) that was his own merit and skill. They both got the 200 dollars only one of them was able to use it more effectively.
I understand your second argument though that this mechanic rewards a player for something he hasn't earned. This is a valid argument, although I feel it's not a big deal considering it makes KOing at lower percents. I would say it's the same as buffing both characters by the same amount, players don't "earn" their characters getting buffed/nerfed (unless the character is OP or bad), they are buffed to keep a certain match pace.
But the mechanic is rewarding both players exactly the same as long as they achieve the same goals and as such it isn't a comeback mechanic and it isn't "anticompetitive".
You keep trying to act like I don't understand the mechanic. Please knock this off. I've repeatedly explained the mechanic back to you and you don't seem to have any issue as a whole.
The bit about equal access is a little deceptive. The player who survived at high percent and kills first doesn't get a buff- having high knockback at low stock is a negative and reduces combos. It doesn't help you. It only gives you a buff if you survive long enough to beat the opponent to high percent again.
The way this mechanic will actually work is help people reset the situation easier. It makes the person who is losing have an easier opportunity to kill the person who is winning. In practice, they will probably die not too long after if the players are at a similar skill level. All it does is make the winning and losing players on the same stock play as if they were closer together (the gap between knockback of the players is smaller).
That's all.
It's a mechanic that reduces the knockback gap between the players' given percentages.
Yeah, if the players take turns winning and losing, the mechanic benefits both equally. But what I'm saying is that this hurts normal gameplay. This helps a person who is losing hit harder than he's earned.
Our entire discussion is irrelevant because it is only a minor effect on gameplay.
I think I'm done with the thread from this point.
My conclusions:
Comeback mechanics are bad.
This is a comeback mechanic. However-
It is an
extremely tame comeback mechanic, and it probably won't affect the competitive play of the game noticeably.
It is absolutely embarrassing for Meleeitonme that
Praxis was given a soapbox there after demonstrating in this thread that he has very little knowledge of competitive fighting games as a whole. That entire article is passive aggressive and comes off as pure sour grapes for being exposed on Smashboards.
Praxis, no one had an issue with you for being pessimistic. They had an issue with you because you did not know what you were talking about. An entire article dedicated to how upset you are over this thread? Again, embarrassing.
I regret my initial civility when pointing out that everything you alleged about comeback mechanics in fighting games was wrong.
Oy.
Two things.
First, knock off this "Praxis doesn't know anything about fighting games". I forgot about several examples from recent fighters, yes. I PLAY Marvel vs Capcom 3, dude. And I spend a lot of time with other competitive fighters. Forgive me for the oversight, but I stand by the statement that comeback mechanics are not good game design. It's a recent phenomenon of recent games, but none of them have it very strong (except for X-Factor), and they are usually complained about by their communities too.
When I was thinking of competitive games, my mind went to the games which I have either played competitively or played very closely
with competitive players. Those games are, in this order: Poker, Chess, Starcraft, MvC3, and Street Fighter II. Of those, only one game has a comeback mechanic, and that game is generally mocked by it's own fanbase as broken (MvC3).
When I was challenging someone on finding comeback mechanics in fighting games, I was thinking of things on the line of Mario Kart. The examples of, for example, Revenge Meter were things that actually did fit the definition of comeback mechanic but I had completely overlooked.
I apologize for the error, but please stop making an oversight in to a huge deal or exaggerating it to say that I know nothing of fighting games. Studying game design is a huge hobby of mine.
Second, the article is about community interactions, not about the mechanics or about complaining. Please don't get all hyper-focused on that because of our discussion in the thread.
I think Smash 4 is going to evolve to be very Brawl like, without the stupid parts of Brawl (Metaknight, infinites, planking). I plan on playing it.
Please don't detract from the discussion that I am trying to make in that article, regarding player interaction.