QuickLava
Smash Journeyman
I don't care if the recoveries get nerfed, as long as they don't touch D3's waddledash. Also Roy's recovery should be buffed. It's complete ass.
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HA! Squirtle's recovery is not lackluster, neither is fox's. Wombat plzSo what? Nerf everyone? What about the characters with lackluster recoveries like Falco and Squirtle? What about Fox? Will his recovery get nerfed?
To be fair, Squirtle has one of the most balanced recoveries of the Brawl cast. The only reason I brought up possible nerfs for him is because I play the little guy so often I know what options could use some tweaking.HA! Squirtle's recovery is not lackluster, neither is fox's. Wombat plz
Squirtle's recovery can be downright guaranteed if he is recovering high. You're over reacting to this.
I am going to have to respectfully disagree about Link's recovery options. While they are good and goes miles to help him back on stage, it takes practice to use the AGT with Bomb Jump effectively and his Clawshot isn't that far in comparison to somebody like Samus. You could mistime your AGT and not be able to get the high point of the push to hit the bomb with your Up B or your Up B will be too stale to set the bomb off. Link's recovery options seem plentiful, but they aren't easy to pull off. Frankly, Link players should continue to be rewarded for being able to pull off timings like that. Link's already a solid character that doesn't need any drastic changes. Even with that, Link is still at a disadvantage against the edgeguarder.While I'm glad recoveries are being nerfed so the general speed of the game will be drastically sped up, I'm also a bit sad. It's almost guaranteed that my main Link is going to be hit with a recovery nerf since he has crazy recovery options.
They're nerfing recoveries because a the big amount of complaints from the Melee players that the game is too slow compared to Melee, also coining the term "Project Recovery". If you look at the top tier Melee cast, they all have very simple and easily edge-guarded recoveries so they get killed off much faster then a PM character, therefore extending the length of the average game.
I seriously doubt they're going to hit any characters with already bad recoveries as it makes no sense and are instead are going to hit the best recovery characters with a load of options like Mario, Link and maybe Ivysaur. Those are just a few I know with really good recoveries on the top of my head.
Mario? Nononono. Mario's an offender too. The character never ****ing dies and his up B is God.About time they realized recoveries are too good.
It's not like they think the entire cast's recovery is too good. Mario, Roy, Marth, etc will probably remain unchanged.
It's hard to make recovery unpredictable without it being stupid good.
Besides it's not like you should get an equal chance to get back onto the stage as your opponent has to edge-guard you. Edge-guarding situations are rewards for getting your opponent off-stage after all.
try adjusting not nerfing.I do play Yoshi and it would be great if the characters such as Link and Pit got a recovery nerf. My character takes a great deal of skill to get back on the stage with and my options all have a risk and reward factor.
I won't go in depth with everything Yoshi can do but I'll list two examples.
1. Know Yoshi's up b doesn't give him any height or distance increase, so I have to be smart with my double jump. If I'm not careful I can easily be gimped.
2. If I'm lucky enough to grab the edge I have few tricks. The idea is I do not have as many ledge options as other characters but I have a higher double jump than any character.
Plus, it just feels more like Melee with less options too, which I think is a good thing. Too many options can be a really bad thing for a metagame, and P:M was giving a lot of characters a lot more options than they ought to have in order to lay the foundation for a healthier, more robust metagame to be built naturally. Restrictions breed creativity. The creative space in these characters' kits is what makes this game so interesting. It's why we've been playing Melee for going on 13 years now. This is why nerfing all this ridiculous crap is a good thing. I always like to say that design is a subtractive process, much like carving a statue out of stone. When you begin with a stone, the statue is technically already in there, you just need to find all that is extraneous and subtract it from the rock, leaving a work of art and science behind. Because design is a craft. Previous versions of P:M had a lot of extraneous crap thrown at the wall, and I'm glad to see that not all of it is sticking.
Great job on these changes, I applaud you, balance team. Taking this game in the right direction. I say this in all seriousness: ON WITH THE NERFS!
That old post, eh? You flatter me. Embarrass It represents the day my faith in Project: M was solidified. I knew that this game would absolutely be done truly right, that it would just take time.Since nobody visits the Wario boards, I just felt like one of our greatest posts belongs here.
Mario's recovery definitely will be affected, Link, even though he has a lot of edge options, does struggle when flung straight sideways, I know because I main him as well. Ivysaur's is debatable though. I think it will be more aimed to characters who have great recovery like Diddy, Mewtwo, maybe Kirby, Pit and Meta Knight.While I'm glad recoveries are being nerfed so the general speed of the game will be drastically sped up, I'm also a bit sad. It's almost guaranteed that my main Link is going to be hit with a recovery nerf since he has crazy recovery options.
They're nerfing recoveries because a the big amount of complaints from the Melee players that the game is too slow compared to Melee, also coining the term "Project Recovery". If you look at the top tier Melee cast, they all have very simple and easily edge-guarded recoveries so they get killed off much faster then a PM character, therefore extending the length of the average game.
I seriously doubt they're going to hit any characters with already bad recoveries as it makes no sense and are instead are going to hit the best recovery characters with a load of options like Mario, Link and maybe Ivysaur. Those are just a few I know with really good recoveries on the top of my head.
edit: okay apparently Link and Ivysaur don't have good recoveries that should be considered nerfable, they were just examples anyways. I don't actually think they're OP.
This would be terrible. That's essential to his ability to move around on stage.Rob - no air dodge after side b and up b
oh my god he'll be amazing with nerfed recoveriesWARIO TIIIIIIME
people always take things too seriously whenever you throw in words like buff and nerf. just do your best and keep up the good work.Okay, let's do this *cracks knuckles*
I would invite everyone who interprets this in terms of buffs and nerfs to look at this change for what it is: a design choice. None of this was made with the intent to make characters inherently worse, and as we go forward with developement, those changes will be taken into account into the game's overall balance.
Furthermore, not every recoveries will be affected, only those that don't fall into the Project M design philosophy. You can easily assume that a character with an under-average recovery will for the most part be virtually unchanged by this.
This is not to say that all recoveries will automatically become "bad". Our goal is not to make recoveries inneficient overall, but to make sure that recoveries aren't necessarily too safe either. There needs to be a little bit of struggle when coming back on stage, but not to the point were the player feels entierly helpless.
Anyways, I must get to work, I can post a bit later.
Imagine. Press B during Jigglypuff's UpB to extend its range and propel yourself in the air hahaSince I'm about 99% sure Jigglypuff won't be getting a recovery nerf, I am all for this!![]()
I think its because Samus's recovery is like her thing you know? It, along with amazing projectiles are her niche.Woah... what? Ivysaur only option is a tether we all know how force jumps can be punished. Yeah, it's long reaching but it's predictable. I also believe dair only slows momentum after two uses. See her on the average to weaker side of recoveries only because her up b is so long.
I don't see Link getting touched either. A lot of his tricks are needed for him to not be low tier. Meta Knight doesn't have to glide to recover, but he can. Link nearly has to AGT to come back from horizontal trajectories.
I agree that Mario is going to get looked at for a nerf but not as much as people who can glide like Meta Knight, Pit, and Charizard or characters like Mewtwo and Diddy Kong. Samus has amazing recovery, too, and between bomb jump stalls, a solid up b, floatyness and great air control and one of the longest tethers in the game I amaze no one complains about her. Hell charge shot not only pushes you in the opposite direction but stalls your drop speed.