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Disagree, Zelda's ability to transform is/should be a huge part of her playstyle. Example, Shiek should be good at racking up damage with combos, then Zelda should be good at finishing people off with Din's Fire to edgeguard, or otherwise big powerful magic enhanced smashes. Or, if one has a better match up against a particular opponent, use that transformation more.
Don't really agree with that. Example: (this is hugely dramatized, but you'll get the idea):
There are 2 characters in a fighting game. They have the exact same moveset, stats, everything. Except one character does twice as much damage per attack. That character is obviously a better character, no matter how you look at it.
If you dont' like that reasoning, check out this article about balance/tiers.
Or just read this excerpt, it basically sums it up pretty well.
t is statistically highly improbable (rather, nigh impossible) that a game as complex in variable (meaning, in this case, the myriad of variable abilities including air speed, priority, weight etc.), medium (meaning, in this case and hereby referring to, a character), and construct (meaning, in this case, the metagame, strategies, mindgames, and techs) could possibly be balanced under almost any set of assumptions.
A corollary to this argument involves the unpredictability of the constructs. Since it is impossible for the game creators to predict the ultimate utility of the various constructs, it is impossible to balance them.
PS obviously balance and variety are both very important. But if Smash were to lean on one side, I would far prefer it to be more varied and less balanced than vice verca.
Don't really agree with that. Example: (this is hugely dramatized, but you'll get the idea):
There are 2 characters in a fighting game. They have the exact same moveset, stats, everything. Except one character does twice as much damage per attack. That character is obviously a better character, no matter how you look at it.
If you dont' like that reasoning, check out this article about balance/tiers.
Or just read this excerpt, it basically sums it up pretty well.
t is statistically highly improbable (rather, nigh impossible) that a game as complex in variable (meaning, in this case, the myriad of variable abilities including air speed, priority, weight etc.), medium (meaning, in this case and hereby referring to, a character), and construct (meaning, in this case, the metagame, strategies, mindgames, and techs) could possibly be balanced under almost any set of assumptions.
A corollary to this argument involves the unpredictability of the constructs. Since it is impossible for the game creators to predict the ultimate utility of the various constructs, it is impossible to balance them.
PS obviously balance and variety are both very important. But if Smash were to lean on one side, I would far prefer it to be more varied and less balanced than vice verca.
That's why he said "Stuff like Mewtwo and Meta Knight. He's saying while the uber strong and weak characters are obviously stronger or weaker, the ones more in the middle blend closer together and often have non linear strengths and weaknesses against eachother
Don't be ashamed, this is complicated stuff to talk about, I myself don't completely get the whole picture and should have probably used better wording in that post.
That is why I will support characters that have unique gimmicks/mechanics/playstyle whatever you may call it. Dixie&Kiddy could potentially be a cool mix between Zelda/Shiek and Ice Climbers.
Like the ICs in a sense that some of their moves would rely on the pressence of the other Kong, and like Zelda/Shiek in the sense that you could switch/tag in&out between the two Kongsto access different moves. I am always happy to see variety and mixtures of different characters added into a game like smash
I know we need balance but on the other hand, it'll be impossible to make everyone absolutely even anyway. At times it just seems to depend on the engine and direction more than the character. I mean, Jiggs and Falcon became quite nerfed if stepping to Brawl's territory. And I think balance can come in after the characters have been established and finished (and also differ from others considerably)
I still say keep the characters unique and incharacter, but keep them still easy to learn and access to so you dig deeper on learning to use 'em better. I found Marth very hard to learn to use properly in Melee because how he seemed to really differ from other players in his KO-ing ability out of the competitive mechanics, so some of the Brawl's changes to make him KO easier were welcome to me.
Well I would talk about Impa, but I'm not exactly the type of guy that spews crap just for the sake of spewing crap. I may be a miserable little prick, but even I have standards to follow.
I would rather talk about Takamaru, but of course nothing interesting comes out of that.
That depends on what you're looking for in a game. I am a reasonably competitive person, meaning I don't get mad if I lost fair and square or I'll be irritated with myself at worst. I like it when I win or lose due to simply being outplayed with their character's skills and/or stage elements if applicable (i.e. Tekken walls or stage or corners). What I don't like is if I win or lose because someone happened to grab the random item that popped out of nowhere.
To me, that takes away the fair and square aspect of playing my opponent. Don't get me wrong, I think items CAN be fun, but if I'm trying to outdo someone or simply trying to get better, I want as few outside interferences as possible.
That depends on what you're looking for in a game. I am a reasonably competitive person, meaning I don't get mad if I lost fair and square or I'll be irritated with myself at worst. I like it when I win or lose due to simply being outplayed with their character's skills and/or stage elements if applicable (i.e. Tekken walls or stage or corners). What I don't like is if I win or lose because someone happened to grab the random item that popped out of nowhere.
To me, that takes away the fair and square aspect of playing my opponent. Don't get me wrong, I think items CAN be fun, but if I'm trying to outdo someone or simply trying to get better, I want as few outside interferences as possible.
*Two Foxes are playing in a match closing up, no time limit and is a 1 stock match at 300% damage*
*Green Shell appears between them*
*Fox uses Reflector and reflects the Green Shell*
*Other Fox use Reflector and reflects the Green Shell*
*Match goes on till one Fox is hit by shell*
Yeah sure if it was just friendlies and your playing for $h!ts and gigs then yeah who cares.
But on the flip side if your playing competitively there needs to be that balance.
As for the "don't get too nerdy" comment. That is bound to happen. Especially on SmashBoards, which is a site gear more towards the competitive spectrum of the game.
My view on items is that they shouldn't net you a win instantly as you grab them, but they rather aid you on your combat. (All of Melee's Items > Dragoon and what else OHKO Items)
Though I hate how much my brother spams the use of items because he keeps throwing them all the damn time. It gets annoying after a while because he kinda camps while doing so.
Oh, way to go to bring up a completely out of date and inaccurate stereotype for Melee. That's like me saying all 3rd Strike matches are Chun-Li mirrors, all Tag 2 matches are Mishima team mirrors, all MvC2 matches are MSS mirrors, etc.
Especially when it gives casuals a reason to throw a Bob Omb in my face and think of themselves as superiour.
If I wanna play an item cluster**** game I'm playing Mario Kart.
My opinion: on equal skill, Fox only, Final Destination (Melee) is more fun than item cluster**** matches between equally skilled players in Brawl. Item matches are fun when playing with scrub friends and their cousin / younger brother / girlfriend / grandma / the neighbour / the dog, but it stops as soon as they actually get into the game. Which is more fun with a more balanced roster. And NO items.