JCaesar
Smash Hero
We're buffing Project M.
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That's the spirit!We're buffing Project M.
I thought you were Buffering it?We're buffing Project M.
Philosophy of the PMBRBecause it is a nerf but they don't want to rile people up about nerfing Ike when they said 2.5 wouldn't nerf Ike.
Lightness is not and never will be, a weakness.Easier idea to comprehend: a buff that completely negates any problem a character should have is negative character design, because while you're making a character BETTER, it's still a bad, imbalanced design. Good example is meta knight in brawl, who had enough recovery options to work with that his lightness was rendered pointless.
Anyway: stop making sensationalist assumptions off of characters you barely know the changes to. There's something absolutely laughable about someone who knows what they're doing telling you how they're trying to rebalance it, and then just hearing you say "gee that's a funny way to say NERF, NERRRRRRRF" while kicking and screaming.
Tell that to MewtwoLightness is not and never will be, a weakness.
Well that's not entirely true. The things that we could easily say are nerfs, are the changes to QD (maybe to Eruption as well, but that's more minor imo) and Aether being a more manageable recovery move (which will also be fairer with ledge teching being fixed) It IS a tweak in the right direction, and it's a nerf to Ike. It is both. Now, did they have to do the changes for balance? Not really. The only change they "might" have felt pressure on is how far QD went without charging. The other changes make sense from a gameplay and design perspective: nobody wants to see a ton of QD walljumps from Ike and the added delay to make him feel like Shine also makes sense.Because it is a nerf but they don't want to rile people up about nerfing Ike when they said 2.5 wouldn't nerf Ike.
It's a nerf, but the direction the game goes because of the nerf is what you care about. Take the QD distance change: it's a nerf but it's better for gameplay because now the move hopefully won't be as mindless and easy to cover options with. Whether it was necessary or not misses the point that the change leads to smoother and more "ideal" gameplay. If you saw Ike in Brawl, and were told that he could endlessly walljump out of Side B in this game, you'd ask "Why?". Even if you thought maybe it's balanced or even underpowered, you'd ask "Why?" because it sounds ridiculous. It sounds like something that wouldn't have been done or shouldn't have been done regardless of the impact. It's "off tangent", and these changes bring him back on tangent. Some of the changes to Ike, are covering those aspects that feel off. Regardless of buff or nerf status. BECAUSE once you address those issues, then you can balance and retool the character to an even greater level and with more precision instead of having to worry one day down the road about the balance implications of endless Side B walljump.if a character's move(s) get slower, weaker, or smaller that is definitely a nerf of those moves. you 'tweaked' them to be worse, a la nerfed moves on character.
that doesnt mean i care to much because i still believe devs are doing their jobs to a very high degree, so im not afraid of any rediculous changes
Well for now, be cool with the nerfs because he's getting to a better place design wise with them (or will be once the kinks are figured out. Like the tipper system, if it's too Royish then it will be bad but tweaked well it's great). Once his design is settled down, the process of really hankering down and buffing or nerfing him will take place. If you just left those aspects alone and tried to buff or nerf other things, it would be much harder to keep him from being polarized in one direction or the other. Like say the nerfs to his recovery. This makes it easier for the broader cast to deal with it, not just the specific Marth Shiek etc. Because of this however, it's easier to buff his close combat abilities. Because it's hard to balance a character with tons of flexibility and power and reach and decent recovery and CG/TC game, who's offset by crappy (sorta, I think it's underrated) neutral game/close combat or bad combo breakers/OOS gameplay. It's hard to balance endless walljumps and longer range QD and xyz tangent. Screw getting buffs he would likely get outright nerfs not even tweaks like outright less damage less power no tipper system, no wall jumping no QD attack in the air etc.Philosophy of the PMBR
"no it isn't because we said so"
I can hardly care how you word it when he's still getting worse with almost every change. Something can be both a nerf and a tweak. That doesn't change the fact that it's a nerf. So sure, maybe you've convinced yourselveqs and now actually believe you're changing Ike because he was designed according to standard, or maybe you believed that from the start. Doesn't matter though, the changes are still nerfs. The general idea of something that is just tweak are changes that balance out with each others. Ike's do not. You may call them tweaks, PMBR, but they aren't just tweaks. They are also nerfs.
Copious amounts of Don't Give a ****i don't even know how they put up with y'all
Mewtwo's light weight wouldn't be so bad for him if he weren't so big in addition to being light.Tell that to Mewtwo
I'm studying to be a game designer. I gotta know these things.And Leaf has GOT IT!
It's not that I don't want to, it's just that I don't have the skill or the competitive knowledge needed.>Studying to be a game designer.
>Doesn't want to apply for PMBR.
Hmmmmm.....
Good and bad are subjective assumptions to begin with. Without extensive experience one cannot have an accurate opinion. Perhaps Ike's new Nair might make some insane new stuff possible, maybe the new eruption will combo into uair at mid %s. Maybe a ton off stuff that nobody has tried or thought of as of yet has been opened up by a minute change we aren't pointlessly argueing semantics over. Who knows, however I'm inclined to trust the people with hands on experience.Upgrade (buff): Making a character objectively better in some fashion.
Downgrade (nerf): Making a character objectively weaker in some fashion.
Sidegrade (tweak): Altering a character without making the character objectively any better or worse overall.
Just so we're clear.
MOST of what the PMBR does is tweaking. What they did to Ike is a nerf. Buffs and nerfs can both be good or bad depending on the context and how it affects the game design. The changes to Ike would be a positive nerf, for example.
I say objectively because "in a vacuum" doesn't sound right.
Couldn't we at least have waited for 2.5 mechanics to be put into effect before deciding which 'OP' chars were actually OP?
That picture is gahlikeIt sure sounds like people do when they scream "Nerf Ike!"
And I believe the correct phrase is...
utaunt and dtaunt have hitboxes. dtaunt sends lowww
taunt combos are silly i don't know if they actually work but i doubt it
Utaunt > usmash is a true combo.It wouldn't surprise me if those taunt combos (the most of them, anyway) are on WiFi.
Characters aren't single moves. (Or they shouldn't be.)
That's actually a false story. only a handful of his moves kill but they transition very well together.Fox can kill you using any single move of his repeatedly. True story.
Of all the fox things to call silly I'm not sure I consider Uthrow-Uair one of them. I actually am more angry when I get Uthrow or Dthrow-Knee'd by Falcon than I am with Uthrow U-air. I usually can DI-SDI out of it.He's probably referring to how I say "Nerf Ike!" everytime I do Fox/Falco silliness in-game, like uthrow-uair for example.