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Limiting the number of equipment from the available pool will make it harder to achieve the desired stat adjustments. The whole point about the equipment is that there are Brawler badges with different stats. So, you have to farm until you get the exact brawler badge that you want and until you do so, you are at a disadvantage. (Assuming an optimum build exists.)I have been messing round with equipment for the past few days and I think there are some ways we can implement it with out breaking the game.
1.) Only use Items with flat stats/ No equipment items with effects- Things such as your basic brawler badge that can be used on any character and they are not hard to grind for.
The game already has built in limitations to the stat adjustments. There is a +200 hard cap on stats and, I believe but still have been unable to verify, a -100 cap on stats. (I have an equipment math thread where I was investigating some stuff, but other real life stuff has come up and I've had to table it for now.)2.) Capping stats - I noticed if you keep you attack/ speed / defense within about +30 or less, it's just enough to speed up game play and make it more dynamic with out killing the pace of the game/characters.
The problem with equipment isn't the balance. The balance could be an issue, but I think it will turn out fine. The real problem is the amount of equipment.From what I have tested with the stats adjust just slightly per character can make for some fun combos with out breaking the game. Thinks like smooth lander and hard breaker don't aren't really necessary from what I have seen. Plus If those things were added it would encourage smash run/ trophy rush grinding to an annoying amount. Things like advanced brawler badge are really easy to get.
Try it out and see what you think.
No evidence of equipment causing balance issues. (yet)I'm really shocked anyone is even considering this. Not only does it throw limitless variables into the game that are guaranteed to cause balance issues, but it's incredibly impractical, especially on the Wii U version where there's no guarantee that the console being used will even have good equipment for the character you want to use. I'd wager that the vast majority of Smash players would not take a tournament involving equipment seriously. You might as well hold a tournament with items on, or do stamina smash or play on Flatworld.
Remember that Amiibos and 3DS can transfer all of a person's settings into the wii U with just a click of a button. I'm also not saying we should have these at Apex or EVO at First, but just to see if thee meta is worth playing.What would be the problem with at least a "beta" tourney where no stat an be above 50?I'm really shocked anyone is even considering this. Not only does it throw limitless variables into the game that are guaranteed to cause balance issues, but it's incredibly impractical, especially on the Wii U version where there's no guarantee that the console being used will even have good equipment for the character you want to use. I'd wager that the vast majority of Smash players would not take a tournament involving equipment seriously. You might as well hold a tournament with items on, or do stamina smash or play on Flatworld.
The 3ds helps in that you can use it to carry your builds to any Wii u station. The same way they will be used for custom move sets that a Wii u console don't have unlocked.how does the 3DS transfer help at all?
Amiibos deconfirmed for transferring builds, that can only be used for figure players.Remember that Amiibos and 3DS can transfer all of a person's settings into the wii U with just a click of a button. I'm also not saying we should have these at Apex or EVO at First, but just to see if thee meta is worth playing.What would be the problem with at least a "beta" tourney where no stat an be above 50?
it would honestly be easier to just mod the game.I think the devs were too lazy to perfectly balance the roster (if that is even possible) so things like this are actually awesome. Just image if brawl ganondorf had had something you could equip to increase his speed or ike too thus making their fsmash suddenly not a suicide move. Nah maybe not but the point is that with custom moves and equipment TOs can decide to allow low tiers (whomever they end up being) to utilize these things to give them a chance at competing against the high tiers. It may not make the matchup 50-50 but it could be the difference between 30-70 and 40-60.
They get a negative reaction because they're constant, passive, and give new abilities as well. ALL THINGS MONDO ARTS DON'T DO.EDIT: Providing a quick to the Equipment Catalouge thread for easy tracking of known equipment, as well as the Equipment Math Thread For understanding of Equipment mathematics on increases, decreases, etc.
Alrighty then. It seems that the community all around is becoming more and more open to the acceptance of character movesets. Many have said that these moves changes can add variety to matches and can even offer a whole new meta. But I've noticed that nobody has been talking about that other feature that came with this game much.
Yep. That's right. Equipment.
Now, before we get to the insta-bans and #Kappas, lets keep an open mind and actually review over what these items are and what can they bring to the competitive scene.
1. What is equipment?
Equipment, from what I have gathered, are power-ups that are divided into 3 sections: Attack, Defense, and Speed. They can be equipped to increase a certain stat while decreasing another. For Example, You can have equipment that makes you hit harder, but at the same time, you may move a bit slower overall. You may have up to 3 equipment per character.
EDIT: Thanks to SmashRiver64 for this piece of information:
2. What does it offer to the scene?
Equipment offers a very simillar deal that customizable movesets do: it adds a breathe of fresh air to characters and adds a whole new meta to the game. As stated earlier, every buff to a stat decreases another. This means while you can defenitly equip 3 Attack items or 3 speed, You'll be leaving yourself full of holes the opponent can take advantage of. Every piece of equipment suddenly becomes a vital decision that could significantly change how the character plays and what your next match will play like.
Picture this: You have an Ike and just lost to Palutena. She has some speed boosts equipped that decrease her defense and attack, but she still outranges you have a bit of trouble catching up to her. However, you do have a moveset saved that increase your defense and speed, but at the cost of your attack power. Since Ike already hits like a truck full of trucks and Palutena is already weakened from her own enchancements, You can easily take her on during the second round. At which point the Palutena has to plan out her next round and equipment, and so on. Hoever, this is simply one way equipment can turn out.
3. There's no way to see what equipment my opponent has! They could counterpick me and I would have no way to tell!
FALSE.
(go to 1:28:23 if the video doesn't work)
As soon as customizations are turned on, icons will be shown over all the selected players, showing exactly what boosts they have with them at that time. There is even a profile selection screen that shows the players custom movesets as well, which is unavoidable. This way, people can can confirm with one another their movesets and equipment before the stage select.
4. Buffs? IN MY SMASH BROS.?! This will never work out in competitive play!
Oh? But it already has. If you have the game, you probably fought a character who works almost exactly as the equipment does. Heck, you might even be maining him!
It's time to talk about my good man Shulk
All this talk about Buffs and de-buffs should have sounded familliar to you already, but yeah, Shulk is a living character that runs a very similar formula the Equipment system does. If you use his Monando arts, you get a buff in one stat, and a debuff to another, only in his case, they are on a time limit and he must wait to recharge that specfic buff before using it again. Regardless, Shulk is using his arts all the time, and you know what? This didn't cause a massive outcry. In fact, people loved it! It was unique! Fresh! New!
So, if Shulk gets positive reception and is not considered broken, and Custom Movesets are getting positive receptions, why are Equipment getting all the negativity? Because most people stopped reading at buff and said #banned, most likely.
So, there. Thats my thoughts on the matter. There are some difficulties to overcome concerning this as well, but they shall be adressed when they arrise. For now, now that we had some extra time to think we need to ask a question:
Should the gloves come off to promote more calculated matches? Or should they be here to stay, for even more variety and creativity for both the competitive and casual community?