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Slight balance worries for 2.6

ItalianStallion

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Before I start, let me say that all of this is just speculation on my part based on what I have seen so far.

When it comes to the 2.6 footage I have seen, I am a little confused as to the changes.

For example, it seems certain characters got some buffs who I thought weren't "suffering"-AKA Ike and Lucario.

And then you have other characters who many people thought were suffering like Ness and G&W who seem to be left in the cold.

For example, it seems like Ness is still put into special fall after his PKT hits something. I kind of assumed that was the "No-Brainer Buff" that was obviously going to be implemented in 2.6.

Along with that, 2.6 seems to be giving G&W a nerf. And by that I mean the dots over the hammer. When I heard about that, it seemed like a fun and cool idea and certainly within the realm of things to help G&W. However, when I thought about it more, I realized that it is actually a nerf.

Knowing if the next hammer is going to be odd or even doesn't help the G&W player at all really. Once the move is pressed and the dots show up, there is no going back, so it doesn't really matter to the G&W player whether or not he knows if the move will be odd or even. He can't react to that information until after the move is complete anyways, and by that point, he would have already figured out exactly which number the hammer was.

So we have established why the dots isn't a buff, but why am I calling it a nerf? Well, because the opponent gets a hint into if the next hammer is going to be odd or even. Before the hammer comes out, the opponent can still react to the dots. This becomes really important if we start talking about number 2 and number 3. Number 2 stuns people who aren't in shield, number 3 breaks an opponent's shield. So, as long as the opponent knows if the hammer will be odd or even, he has a small window to react accordingly. If it's even, shield it. If it's odd, roll away, or something like that.

I know we haven't received any concrete details yet, and I will probably change my opinion when I do. I just didn't want to say nothing only to have 2.6 roll around and all the changes I feared happening were set in stone until the next update.

Oh, and I love Project M!!!!

EDIT: I misunderstood the hammer changes. However, the bigger discussion about balance issues is still a go if enough people are interested.
 

Paradoxium

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G&W is amazing, you just need to know how to use him. They could give him the most ridiculous buffs in the world and people will still try and claim he is underpowered, which is just an assumption based on their lack of knowledge about game n watch. I mean, his moves basically all have sword range and possess much stronger power, and the hammer is kinda worthless so it doesn't really matter what happens to that move. Same goes for ness, his Ariel's are strong and pretty darn fast if you ask me, only problem I see is that it is pretty difficult to combo with him.
If you wanna buff someone buff dedede, his whole brawl playstyle doesn't really work very well in pm.
Ike was op but he may have been nerfed a bit too badly, and I've never seen anyone play as lucario so I can't really touch on that subject.


Take this from a dedicated G&W player
#motivation
#dedication
#commitment
 

trash?

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The idea you're making here is something worth discussing.

The examples, uh, on the other hand
 

NightShadow6

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G@W is just kind of underdeveloped. People gotta figure the **** out of that character.

Everyone is viable honestly.
 

SpiderMad

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The dots determine odd/even for the NEXT use of it lol, wait hold on a sec you know this let me read here

I think both players knowing the next hammer odd/even is still better for the GnW, but idk

it would be cool if rumble would give u 1 or 2 shakes for odd/even to make only the GnW know lol but not everyone uses rumble.
 

_Liquid_

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Knowing if the next hammer is going to be odd or even doesn't help the G&W player at all really. Once the move is pressed and the dots show up, there is no going back, so it doesn't really matter to the G&W player whether or not he knows if the move will be odd or even. He can't react to that information until after the move is complete anyways, and by that point, he would have already figured out exactly which number the hammer was.
The dots indicate what your hammer will be the next time you execute the attack, not what what your hammer will be a fraction of a second before it actually comes out. So let's say your first hammer you use in a match is a 1 with two dots, that means the next time you use the hammer it will be either a 2 4 6 8. The useful thing about this is if your hammer is an odd number that's not 9 with 1 dot, you have effectively a 25% your next hammer will be a 9, because GW's hammers never have the same number twice in a row and you know the next one will be odd.
 

ItalianStallion

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Ahhh...I misunderstood the hammer. Thank you for the clarification. That makes me feel better about that. :)

Also, I never claimed G&W was unviable or needed any buffs, I just didn't think he needed to be nerfed, which isn't the case here, my mistake.

But yes, the subject is worth discussing. For example, why didn't Ness get no special fall when PKT hits something? I thought everyone agreed that was kind of a no brainer.
 

Mithost

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In 2.5, Ness got a few new tools to bring him up to standard. However, these tools seemed needlessly difficult or situational to pull off, so in 2.6 they are becoming easier to do.

Squirtle is my main interest in balance issues. We all know Sonic is going to get some type of change to make him less braindead, but squirtle was on the other side of things. He took a lot of skill to work with, lots of risky moves, but the reward for putting yourself in so much risk was sub-par. I think they could either making him less risky to use, or make it worth the risk to use him.
 

geno

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I think I'm with ItallianStallion on the fact that G&W's new hammer seems just as helpful for your opponent as it does for the player. I kinda like the suspense of throwing a random hammer anyways. I think G&W needed a little buff, but I felt the hammer was perfect as it is in its 2.5 glory.

As for ness, I haven't seen what changes he got in 2.6. I'm still messing around with that magnet and definitely starting to love it now. Can't wait to try out these "easier" techniques!
 

Mithost

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G&W's hammer gives the player the ability to know when using the hammer will be beneficial.

It is a known fact that the hammer cannot call on the number that was used either the last or second last time he used it. Essentially, you have a 1/7 chance of getting every number possible, because the two numbers you just got are not possible to get. If you roll a 1 and a 3, your chances look like this.

[1][2][3][4][5][6][7][8][9]

Let's just say you roll a 1 and a 3 on the hammer and the hammer is calling for an odd number. Let's look at what numbers are left.

[1][2][3][4][5][6][7][8][9]

In most cases, you would have a 1/7 chance of getting a 9 on your next hammer swing. In this situation, you have a total of 1/3 chance of getting a 9, because the only available numbers are 5, 7, and 9.

1/3 chance to instant KO past 20%? Doesn't sound like a nerf to me. Obviously, anyone who is paying attention will realize when the 1/3 chance comes and play more defensive, but this chance doesn't have a time limit, and it emits enormous pressure just being physically probable. I think it increases the fear in the opponents, not the confidence.
 

Juushichi

sugoi ~ sugoi ~
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This is my worst nightmare come true.

I-I just can't escape.

Why is it Judgement every ****ing time? Not a better roll, tech roll. Not a better weight, not better startup on some moves. But ****ing Judgement. Oh also, match GnW's ****ing hitbox with his move animation, please.

I feel like I lose part of my soul every time I read GnW discussion. I'm stuck in an infinite loop.
 

CORY

wut
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This is my worst nightmare come true.

I-I just can't escape.

Why is it Judgement every ****ing time? Not a better roll, tech roll. Not a better weight, not better startup on some moves. But ****ing Judgement. Oh also, match GnW's ****ing hitbox with his move animation, please.

I feel like I lose part of my soul every time I read GnW discussion. I'm stuck in an infinite loop.
unless someone on stream oulined the better tech roll, better roll, higher weight, etc... most people aren't going to see that, as they tend to be subtle changes. really, it'll probably just be the two gnw mains who exist that don't have access to pmbr builds.

the hammer, though, is notably different, so it's easy to see. thus, more people are going to notice it, and talk about it.
 

Minor Pandemic

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You guys are thinking about this the wrong way.

Knowing that your next hammer will be a 5, 7, or 9 because you had a 3 then a one-dot 1 does NOT mean your chances of getting a 9 have gone up. You will still only get a 9 one seventh of the time following a 1 and 3. The only difference now is that you are told in advance of you've rolled the 3/7 chance of getting an odd number or the 4/7 chance of getting an even number. Your odds of a 9 have NOT gone up.

I'm not saying this isn't a buff, I think it's a genius way to make the move more reliable without removing it's randomness, but I don't want people thinking their odds have actually gotten any better. You just have a better idea of how lucky you are.
 

Wrestlemania

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So I briefly saw that Ganon got a new uptilt, did that look like it had any good applications? I mean almost any move is going to be better than Vicky(My loving name for Volcanoe Kick) though so that is good. I also heard that some of DDDs moves may be getting slightly faster?
 

himemiya

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I'm hyped for tourney legit lylat cruise (it doesn't tilt anymore)

I hope they just leave diddy at the shorten his side-b a bit and leave it at that

I prefer they use 2.1 sonic again or do something that makes him harder to use.
 

trash?

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I'm hyped for tourney legit lylat cruise (it doesn't tilt anymore)
!!!!!!!!!!!!!!!!
hooooooly balls that was always in my mind a stage that could have been a flawless neutral stage

AND IT'S GOING TO BE. yessssss
 

Mithost

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You guys are thinking about this the wrong way.

Knowing that your next hammer will be a 5, 7, or 9 because you had a 3 then a one-dot 1 does NOT mean your chances of getting a 9 have gone up. You will still only get a 9 one seventh of the time following a 1 and 3. The only difference now is that you are told in advance of you've rolled the 3/7 chance of getting an odd number or the 4/7 chance of getting an even number. Your odds of a 9 have NOT gone up.

I'm not saying this isn't a buff, I think it's a genius way to make the move more reliable without removing it's randomness, but I don't want people thinking their odds have actually gotten any better. You just have a better idea of how lucky you are.

The 9 will still appear at the same frequency as before. We all know that. However, every time a 9 is in the cards, there is at least double the chance the next swing will be a 9, and that can escalate to 3x the possibility of a 9. This means G&W players will be much more willing to go for the 1HKO, and more of them will end up landing. On top of that, the frequency WILL increase because players might choose to swing the hammer more often in an attempt to get this situation to appear.

It's still luck based. The 9 still has the same chance of coming out as before on every swing. However, players are now MUCH more aware of their possibility of a 9, and that is a buff.
 

Minor Pandemic

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I agree with you and that's why I recognized the increase in information as an elegant buff without the removal of randomness. The only part of your post I disagree with is when you state that we all know the chance hasn't gone up. Some comments have made me feel some people actually feel their chances have improved.

Otherwise though, I'm with you completely here.

An edit to try to be perfectly clear: When I say "some comments" I am not specifically referring to yours or even this thread, but rather scattered reaction both on Smashboards, as well as Reddit and Twitch during the preview streams.
 

UltiMario

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Being able to predict luck better isn't a buff. Random is random. It's like relying on a critical hit to win with a high crit ratio move in Pokemon or something like that (1/8 vs 1/7, about the same).

Doing important things like Juushichi mentioned really prioritize. Melee UThrow/Dthrow wouldn't be that bad either, Techchase Throws on characters with bad techchase options are worthless, it's not giving G&W and viable set-ups and just needs to go to get some extra cases current U-Throw doesn't cover.
 

ItalianStallion

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What about having some sort of input to give G&W the option of using a tech chase down throw (Because it honestly is quite useful sometimes), and the Melee down throw (Which is more useful in general)?
 

Mithost

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I believe that it is a buff, because players will know when to 'cycle out' numbers to make sure they have the best chances of a 9 when they need it. If I have two odd numbers loaded and the hammer says another odd is coming, my hammer currently has a 1/3 chance of being a 9, instead of a 1/7. This temporary increase in your chances is a buff, because you know exactly when swinging for a 9 is best.
 

Juushichi

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It seems like on Dthrow + jab1, it's really easy to tech out for like every character in comparison to other characters. Is there some way you can at least guarantee the forced getup?
 

Mr.Pickle

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[COLLAPSE="Fart hitboxes"]
Uncharged


Hitbox 0: 0% damage, angle of *, 0/1 knockback, attached to nothing, Typeless/Slip, 100% trip chance, cannot clang, no freeze frames

If you're going to give this the Slip effect, what's the point of having a trip chance of 100%?

Partly charged


Hitbox 0: 10% damage, angle of 45, 60/70 knockback, attached to nothing, Typeless/Normal, cannot clang
Hitbox 1: 8% damage, angle of 45, 20/30 knockback, attached to nothing, Typeless/Normal, cannot clang
Hitbox 2: 8% damage, angle of 45, 20/30 knockback, attached to nothing, Typeless/Normal, cannot clang

I don't think it's possible to hit with the weaker hitboxes, but go ahead and try. Note that the damage varies; see below for details.

Mostly charged


Hitbox 0: 21% damage, angle of 45, 50/66 knockback, attached to nothing, Typeless/Normal, cannot clang

Again, the damage is not going to be a straight 21%. See below.

Fully charged


Hitbox 0: 40% damage, angle of 35, 50/30 knockback, attached to nothing, Typeless/Normal, cannot clang


Hitbox 0: 20% damage, angle of 80, 0/100 knockback, attached to nothing, Typeless/Normal, cannot clang

30 is low for knockback growth; that's probably why the half waft kills better.

Damage graph


0-15: 0%
15-55: 10%-13% (8%-10.4%, if you somehow get the weak part)
55-110: 21%-31.5%
110+: 40%/20%

Ignore the pink line, that's for Wario-Man (I'm sure you don't care about him). Also multiply by 1.05x, assuming your fart is fresh.
[/COLLAPSE]

Honestly I hope they do something with this, because this move, bar none, is wario's most ridiculous and unbalanced move. Its the biggest problem I have with him, but I may be the only one that has an issue with this move, which is unfortunate.
 

Vashimus

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Can we get an explanation for why you think the move is ridiculous for idiots like me who don't understand Smash frame data at all? Because I don't get it.
 

ItalianStallion

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I believe that it is a buff, because players will know when to 'cycle out' numbers to make sure they have the best chances of a 9 when they need it. If I have two odd numbers loaded and the hammer says another odd is coming, my hammer currently has a 1/3 chance of being a 9, instead of a 1/7. This temporary increase in your chances is a buff, because you know exactly when swinging for a 9 is best.
I mean, how often is a specific situation like that really going to come up. Cycling out two odd numbers in a row that aren't nine to find out your next one is odd. Sure you are more confident that the next one will be a nine, but how often will a situation like that come up? Seeing how ridiculously specific that is, can it really be called a buff? It's more of just an add-on.
 

Mr.Pickle

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Can we get an explanation for why you think the move is ridiculous for idiots like me who don't understand Smash frame data at all? Because I don't get it.

I apologize, I should have explained myself better. You don't have to understand smash frame data that well to get my point though. Just ignore the first two versions, because they're garbage, and take a look at half charged and full charged fart. These moves are heavily disjointed, and do insane knockback and damage for a move that has so little commitment. Its like jiggly's rest...only if the hitbox was twice the size of her and extended quite a bit below her. To put in perspective, I can literally stand on the ledge, and fart on someone through the stage, for free...its really unsettling to me. Oh forgot to mention that fully charged fart does 40%...thats a 12% difference to rest, which is usually held as one, if not "the", strongest usable move in the game. I have more on the subject, but I'm already running pretty late for a smash fest.
 

ItalianStallion

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I apologize, I should have explained myself better. You don't have to understand smash frame data that well to get my point though. Just ignore the first two versions, because they're garbage, and take a look at half charged and full charged fart. These moves are heavily disjointed, and do insane knockback and damage for a move that has so little commitment. Its like jiggly's rest...only if the hitbox was twice the size of her and extended quite a bit below her. To put in perspective, I can literally stand on the ledge, and fart on someone through the stage, for free...its really unsettling to me. Oh forgot to mention that fully charged fart does 40%...thats a 12% difference to rest, which is usually held as one, if not "the", strongest usable move in the game. I have more on the subject, but I'm already running pretty late for a smash fest.
But does it make Wario so much better than the rest of the cast? If it doesn't imbalance the character, then I don't see the problem.
 

TheDevicer

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Seriously PMBR, if people come here and they aren't aware of the existence of BR streams, something may be a bit off.

Also, on the subject of G&W, if you tweak too much with his weight, rolls, etc. you risk infringing on the core engagements and fantasy brought out by the character. The reason people like G&W is that he's a bit quirky. And I refuse to believe the BR is incapable of making him viable even if he has a flawed kit. Shifting some power into really polarizing areas may not be something we want to see, but if we want to preserve the essence and appeal of G&W, we may be forced to shove some excessive power into certain elements.

Oh, and look who came out just to say hi!
 
D

Deleted member

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I don't foresee the dots having any type of significant impact on G&W at all. The chances of getting each number are the same, and even when you do have an idea of what the next number could be, you still only have a 33% chance of getting what you want. Only in very specific circumstances would this come into play, and you'd still have to get lucky.
 

Vashimus

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DEVICER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

@Mr. Pickle, ah, I was looking too much into it. Wario's one of those characters I practically never touch on the CSS, I tend to forget how powerful the fart is.
 

Kink-Link5

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I don't foresee the dots having any type of significant impact on G&W at all. The chances of getting each number are the same, and even when you do have an idea of what the next number could be, you still only have a 33% chance of getting what you want. Only in very specific circumstances would this come into play, and you'd still have to get lucky.
Isn't every one of Game and Watch's even numbers a gimp attack?
 
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