John12346
Smash Master
PT, too.
He doesn't have to deal with Ivysaur.
He doesn't have to deal with Ivysaur.
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Thats just perception. If you want to be competitive, you should be able to handle that pressure and still play smart to even things up and win.Your pretty much stuck at a disadvantage whether its 3 or 2 stocks. Only difference is your mentality about it. "oh, I have 2 stocks left, I'm good." vs "OH **** half my life is gone and this could end really badly!!!"
Comebacks aren't going to be easy when there are more stocks. The more advantaged player will pull away further and further, which is more or less the issue that makes 3 stock matches pointless. Most of the time the better player is the one that takes the lead/first kill and widens the gap because of the nature of the game.The problem is that it's way harder to make a comeback with only 2 stocks. And regarding the 4 or 5 stock argument, that would not only make the match take forever, but also make comebacks too easy.
Less stocks = aggro play is more rewarded
Comparing Brawl to other fighters or even Melee, 3 stock matches is like having a health bar that curves around the entire screen.Obviously things like x-factor that completely flip the game around are bad and should feel bad, but the opponent should at least have a fighting chance when at a disadvantage. With 2 stocks, that's not there.
Also, they will never change the stock count. No matter how much you push it, adjusting the stock count would change the metagame too much to be casually implemented. Putting my disagreement with the idea aside, it's still something that's just not gonna happen.
Shorter matches that require adaptation make this game more of a fighter and less of a war of attrition/real time strategy game without selling its soul.The only legit change with less stocks is ZSS
Otherwise the game just takes less reads and you need to adapt faster
Honestly, if you can't take your opponent's first stock before he takes your second stock, what are your chances in a 3 stock match realistically? I had fun watching Trela vs Ally too, but every 3 stock comeback includes a 2 stock comeback and a 1 stock comeback to win it. 2 stock is far more doable.So you guys seriously believe that taking off a stock wouldn't make it harder for the disadvantaged player to come back? At all? This is really just sounding like denial at this point.
edit: Before I get called out, I'd like to point out that all of the 2 stock supporters seem to think that only good things can come from this and that there is no other solution.
First: the proper solution for what's wrong with Brawl is one-stock food (which makes stalling pointless because you'll never have a stock lead and you'll have to move away from your stalling spot to maintain a percent lead) with three minutes. Two stock will only help a little bit, but if that change can be widely accepted, the smash community will be much more accepting of change in general. So I'll get behind it, but for a very different reason than the others.So you guys seriously believe that taking off a stock wouldn't make it harder for the disadvantaged player to come back? At all? This is really just sounding like denial at this point.
edit: Before I get called out, I'd like to point out that all of the 2 stock supporters seem to think that only good things can come from this and that there is no other solution.
Lowering the amount of stocks and lowering the timer to match (5 minutes or even 6-7 for people that REALLY wanna avoid timeouts) is GUARANTEED to make sets faster. Unless you have some theory that people will spent MINUTES longer on striking/counterpicking/coaching due to 1 less stock, it can't take longer. That is alot better than M2K's theory that more time per set=faster because people won't want to spent that much time in a set therefore people won't camp.Tell me how 2 stock matches aren't a theory, but more time is. You don't use any real evidence in your arguments, and your argument for 2 stocks is pretty much just "3 stock sucks". I'm not saying that my ideas aren't based in theory, but yours seem to be based mostly in opinion.
They are both theories. Obviously the less stocks/less time thing has some mathematical basis on it, but it has some meta game concerns. Do you know the best way to dispel these concerns?Tell me how 2 stock matches aren't a theory, but more time is. You don't use any real evidence in your arguments, and your argument for 2 stocks is pretty much just "3 stock sucks". I'm not saying that my ideas aren't based in theory, but yours seem to be based mostly in opinion.
Because the person who is losing should always have a fair chance to fight back. If they can take their time and carefully pile on damage without getting hit until there's enough for a KO, they should be able to do so without being put at risk of losing the match due to a small mistake. The ability to turn the tides in your favor while in a tight spot should be encouraged (although they should be able to occur naturally without any deus ex machina's like x-factor), because it makes matches less predictable and forces the winning player to still be on his toes. If recovering from being at a disadvantage is too difficult, then the game would be over way before it actually finishes.Second: Why do you care so much about comebacks? Answer me honestly.
I've already explained to you that this issue is not time, the issue is stalling and timeouts. So, logically, shorter matches would equal more timeouts.Lowering the amount of stocks and lowering the timer to match (5 minutes or even 6-7 for people that REALLY wanna avoid timeouts) is GUARANTEED to make sets faster. Unless you have some theory that people will spent MINUTES longer on striking/counterpicking/coaching due to 1 less stock, it can't take longer. That is alot better than M2K's theory that more time per set=faster because people won't want to spent that much time in a set therefore people won't camp.
I like you. You're smart.They are both theories. Obviously the less stocks/less time thing has some mathematical basis on it, but it has some meta game concerns. Do you know the best way to dispel these concerns?
TEST. THE. FREAKING. THEORIES.
We've got so many armchair warriors here arguing about what to do. Go host an event and tell us how it goes. Post videos. Generate hype if it works so that we get bigger names in on the testing. Repeat.
I'd say both sides have videos... I mean you can look at Japan for 10 minute matches (under a very different ruleset overall) and Concentrate had 1 stock matches, which more or less supports my claim.They are both theories. Obviously the less stocks/less time thing has some mathematical basis on it, but it has some meta game concerns. Do you know the best way to dispel these concerns?
TEST. THE. FREAKING. THEORIES.
We've got so many armchair warriors here arguing about what to do. Go host an event and tell us how it goes. Post videos. Generate hype if it works so that we get bigger names in on the testing. Repeat.
I really feel like everything you are saying applies to my side of the argument. The game is so heavily swayed by who gets the lead first (especially a stock lead).I can see how having sudden death rules being the norm could be a good thing.
Because the person who is losing should always have a fair chance to fight back. If they can take their time and carefully pile on damage without getting hit until there's enough for a KO, they should be able to do so without being put at risk of losing the match due to a small mistake. The ability to turn the tides in your favor while in a tight spot should be encouraged (although they should be able to occur naturally without any deus ex machina's like x-factor), because it makes matches less predictable and forces the winning player to still be on his toes. If recovering from being at a disadvantage is too difficult, then the game would be over way before it actually finishes.
I prefer your sudden death idea to the 2 stock, because the game is actually over on the first KO, and not just a continuation with a big strain on the losing player. Although, I do still prefer the 3 stock method over your sudden death idea, because your idea would make it impossible to recover from a percent lead. With 3 stocks, you would be able to sacrifice a stock to bring yourself down to 0%, but with your idea, you'd be completely ****ed if the percent difference it too high. I'd be more open to it if they also changed the sets to best of 5 and best of 7 in finals, though.
And you think that the issue is time, when I have stated multiple times that it is not. Stop missing the point so much and maybe you'll see why you aren't an absolute genius.My point is pure math, it doesn't really need testing. Less time =Less time. M2K thinks More time=less time.
I accidentally deleted the part where you mentioned concentrate, but yeah, that was awesome. The less time=less time is true, but you should recognize the concerns of the other side. (then again... you do right underneath here!)My point is pure math, it doesn't really need testing. Less time =Less time. M2K thinks More time=less time.
I really feel like everything you are saying applies to my side of the argument. The game is so heavily swayed by who gets the lead first (especially a stock lead).
Beeeeeeeeeh, come on, was that second sentence even necessary? An intelligent discussion has no need for arbitrary comments like that.And you think that the issue is time, when I have stated multiple times that it is not. Stop missing the point so much and maybe you'll see why you aren't an absolute genius.
Addressed issue is being addressed! As I understand it, stalling and comeback potential are two of the primary issues being addressed with respect to lowering the stocks. Stalling is addressed by Tesh above.Part of the issue is time. Your point about making 3 stock comebacks being more doable than 2 stocks is nonsense.
Stalling isn't more of an issue with 2 stocks. And its LESS of an issue with 3 stocks. Shorter matches with less health doesn't = more timeouts.
The point is that a lot of people seem to prefer inter-stock comebacks. I personally don't think either one is inherently better than the other. Some may argue that one makes the game more fair than the other (more stocks = more time to adjust and such). I'd actually like to go through the match slips to analyze something about that... I may do that later today.I don't get what your point is on the last part. Are big comebacks somehow better for competition? I don't see how different types of comebacks make 3 stock better. A 3 stock comeback is hype the same way Verm beating M2K would be hype. Doesn't mean we should keep MK legal because of the hype generated by an uphill battle.
Maybe I am missing the point there anyway.
In any case, I agree with the guy who mentioned "armchair warriors". I wish my chair had armrests tbh.
Does no one see my point? Okay, let me run the scenario through.Your point about making 3 stock comebacks being more doable than 2 stocks is nonsense.
How the **** did you reach this conclusion. With less health, each stock becomes more precious, and people wouldn't take many risks for fear of losing one. With less time, there would be less time to finish the match (LESS TIME = LESS TIME, remember?). This would obviously lead to more timeouts.Stalling isn't more of an issue with 2 stocks. And its LESS of an issue with 3 stocks. Shorter matches with less health doesn't = more timeouts.
This has not bee an intelligent conversation, all he's been doing is saying "NO YOU'RE WRONG LESS TIME = LESS TIME DON'T TEST ANYTHING BECAUSE I'M RIGHT".Beeeeeeeeeh, come on, was that second sentence even necessary? An intelligent discussion has no need for arbitrary comments like that.
This happens in 3 stocks matches already.Does no one see my point? Okay, let me run the scenario through.
1. You get KO'd and your opponent doesn't take a ton of damage in the process. They're a stock up and have about medium damage.
2. You KO your opponent. You're both even with stock, but you have high damage.
3. If this was a 3 stock match, you could safely pile on damage until you meet your inevitable demise, making it less difficult to take off their next stock. With 2 stocks, you would have to KO them with high damage, which will be extremely hard for you to do. You could pile on damage, but you'd have to get them to higher damage than you have and then KO them, while all they'd have to do is hit you a couple of times. With 2 stocks, there is nothing to fall back on.
People will also feel inclined to take more risks due to getting more out of getting a stock. It goes both ways with being aggro and camping harder.How the **** did you reach this conclusion. With less health, each stock becomes more precious, and people wouldn't take many risks for fear of losing one. With less time, there would be less time to finish the match (LESS TIME = LESS TIME, remember?). This would obviously lead to more timeouts.
....wat.Because the person who is losing should always have a fair chance to fight back. If they can take their time and carefully pile on damage without getting hit until there's enough for a KO, they should be able to do so without being put at risk of losing the match due to a small mistake. The ability to turn the tides in your favor while in a tight spot should be encouraged (although they should be able to occur naturally without any deus ex machina's like x-factor), because it makes matches less predictable and forces the winning player to still be on his toes. If recovering from being at a disadvantage is too difficult, then the game would be over way before it actually finishes.
I prefer your sudden death idea to the 2 stock, because the game is actually over on the first KO, and not just a continuation with a big strain on the losing player. Although, I do still prefer the 3 stock method over your sudden death idea, because your idea would make it impossible to recover from a percent lead. With 3 stocks, you would be able to sacrifice a stock to bring yourself down to 0%, but with your idea, you'd be completely ****ed if the percent difference it too high. I'd be more open to it if they also changed the sets to best of 5 and best of 7 in finals, though.
In the case of a timeout (possibly just when stocks are tied, or possibly in general, I don't recall which but it probably varies), the character who spent longer in the air loses.Air time rule? What do you mean?
It's not fair to expect Nintendo to cater to us specifically, especially since they have a much larger casual audience. Plus, the competitive scene is self-regulating, so they can risk something being overpowered or irregular. In casual play, you can't regulate ****, and if anything is unbalanced for them, they're ****ed. I really do wish that they would gear it toward us a little, but from a business standpoint, I can see why they don't.If nintendo gave a **** about the competitive scene, we wouldn't go through this either.
Check up on your early interviews with Sakurai. Nintendo's original plan for the game was to get a team at presumably HAL to take Melee, add online compatibility, and add a few characters. When Sakurai got on board, he changed the direction to what we have now. I'd count Nintendo's main first party development staff as Nintendo and nothing else. It's like blaming Nintendo for the unbalance present in Pokemon Black and White when Gamefreak are the designers.I'd count Sakurai working for nintendo as nintendo....