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And that's why it took till 1.15 to do something about Sheik, right? Leaving the balancing to Nintendo is the exact reason why we're all here.ROB nerfs? What's next, Toon Link nerfs? Let's stick with buffing, chances are Nintendo will nerf any character that proves to be too overpowered anyway (though this could be wishful thinking on my part).
Leave the nerfing to Nintendo. If Cloud/Diddy Kong/Sheik/Zero Suit Samus/Rosalina & Luma/Fox/whichever other character is really so overpowered that we should nerf them/one of them in a fan patch, then it seems fairly likely that Nintendo will eventually nerf them. Sheik was nerfed, after all.And that's why it took till 1.15 to do something about Sheik, right? Leaving the balancing to Nintendo is the exact reason why we're all here.
Post 1.1.6 even Bayo isn't as OP as Bayo.
Though I should mention that Smash 4 is the first time in smash that every character, even Jigglypuff, is viable. Sure there are "better" characters, but that is only because they require less effort than the "worse" characters to win.
Did I say anyone needed a nerf? No. I wouldn't shed any tears if Sheik or Zero Suit Samus got shot a few more times with the Nerf Gun, though.Leave the nerfing to Nintendo. If Cloud/Diddy Kong/Sheik/Zero Suit Samus/Rosalina & Luma/Fox/whichever other character is really so overpowered that we should nerf them/one of them in a fan patch, then it seems fairly likely that Nintendo will eventually nerf them. Sheik was nerfed, after all.
Why do you want nerfs? Are your friends spamming OP characters? If so, then chances are they won't react well to nerfs anyway. If you want nerfs because it's a character you'd like to play more but you feel they're a bit cheesy at the moment, then sure, I understand why you might want nerfs (I kind of feel that way about Cloud). In any case, unless the OP says otherwise, he's not looking to nerf characters that aren't all that overpowered. The example he gave was Bayonetta. Granted, he did end up nerfing Cloud a bit (and suggesting buffs for Diddy Kong, so I suppose we can't use those initial changes as much evidence) so I suppose he might end up nerfing some of the top characters (although I hope he won't). Is there any character right now that is as OP as Bayonetta?
Did I say anyone needed a nerf? No. I wouldn't shed any tears if Sheik or Zero Suit Samus got shot a few more times with the Nerf Gun, though.
Yeah. Is anyone right now at the level of Bayonetta, old Sheik, or old Diddy Kong? Probably not (Cloud and Ryu could maybe come close, but Ryu is less of an issue since he's really hard to play, thus making him less of an issue for the majority of players, and Cloud already got some nerfs).Post 1.1.6 even Bayo isn't as OP as Bayo.
If Nintendo wants them nerfed, they'll get nerfed, I suppose. I don't think any of them are OP enough to warrant nerfs in the fan patch though, given the issues with nerfing (then again, I wouldn't implement nerfs for old Bayonetta either since it'd leave me at a disadvantage in tournaments if I were used to practising against a nerfed Bayonetta).Did I say anyone needed a nerf? No. I wouldn't shed any tears if Sheik or Zero Suit Samus got shot a few more times with the Nerf Gun, though.
People have a tendency to exaggerate nerfs, which is one of the issues with having nerfs in this patch. People might get seriously upset if something they play is nerfed, even if the nerf isn't bad. What are the practical reasons for people wanting nerfs in this patch, anyway? How would nerfs make this patch better?Didn't Diddy come full circle since everyone else got nerfed?
He literally went from second best, to best, to not even top 20 to now tied for 1st with Cloud the Clod.
Considering the character, I'd do something ridiculous like:To be serious I'd buff Falco's dair to a spike and have his reflector have a hitbox as it returns
No, Gale actually does more for Link than the old rang, by a significant margin.Anybody else feel link would be much better with his melee boomerang?
Yea, but think about all the combos toon link gets from the return boomerang. Link would benefit much more from an actual hurtbox to start combos or extend them, or interupt your opponent's combos or grabs.No, Gale actually does more for Link than the old rang, by a significant margin.
For example,
Gale Guarding, an old Brawl tech that abused Gale's tendency to us it's first hit on the sides of stag and then activate it's windbox, in the tech the idea was to throw Gale into the stage's side, and either drop or clawshot to the ledge so that an opponent in an edgeguard situation gets caught or is forced to airdodge and get punished for that.
Onstage Gale is a trapping tool as well as a walling tool and persistent spacing option.
As a trapping tool Gale tends to bait opponents into trying to use it's windbox to punish or get a kill off. Link can use that by simply charging a smash or soft dropping a bomb and setting up for a quick two hit punish such as Bomb to fiar or bomb to uair or other such setups.
As a wall Gale is directable and has a very tall hitbox which can disrupt a lot of the cast with timing and placement.
As a spacing options Gale is fast for a persistent hitbox and also has that wind which can be used to posistion foes at a distance Link can manage.
It also is hilarious for the random moments in which it kills from onstage because someone get's "Galed" by the returning hitbox.
And yet it is even useful for extending some of Link's combos.
You mean other than balance, which is kind of the whole point of this patch?Yeah. Is anyone right now at the level of Bayonetta, old Sheik, or old Diddy Kong? Probably not (Cloud and Ryu could maybe come close, but Ryu is less of an issue since he's really hard to play, thus making him less of an issue for the majority of players, and Cloud already got some nerfs).
If Nintendo wants them nerfed, they'll get nerfed, I suppose. I don't think any of them are OP enough to warrant nerfs in the fan patch though, given the issues with nerfing (then again, I wouldn't implement nerfs for old Bayonetta either since it'd leave me at a disadvantage in tournaments if I were used to practising against a nerfed Bayonetta).
People have a tendency to exaggerate nerfs, which is one of the issues with having nerfs in this patch. People might get seriously upset if something they play is nerfed, even if the nerf isn't bad. What are the practical reasons for people wanting nerfs in this patch, anyway? How would nerfs make this patch better?
The point is not to balance for balance's sake, but to make more character viable and avoid any Bayonetta-level of brokenness.You mean other than balance, which is kind of the whole point of this patch?
Gale can start combos on return. Just not by hitting, and using Gale to get close is actually a VERY bad idea. Link hurts up close and getting free position because gale pulls them in is amazingYea, but think about all the combos toon link gets from the return boomerang. Link would benefit much more from an actual hurtbox to start combos or extend them, or interupt your opponent's combos or grabs.
Also, the opponent can use your gale boomerang against you.
No, I think gale boomerang was a significant nerf to the old boomerang
So we're improving the amount of viable characters whilst avoiding anything that could be a threat to this, but we're not balancing? That is literally the exact same thing as balancing.The point is not to balance for balance's sake, but to make more character viable and avoid any Bayonetta-level of brokenness.
"Higher tier" is rather vague. There are characters considered high tier and there are characters considered top tier. Naturally, we won't want to nerf the high tiers (not all of them, anyway), but if top tiers remain a threat to the game's balance, not doing something about that would be, for lack of a better word, stupid. And no one's even talking gigantic, destructive swings with the Nerf Hammer, but little changes here and there, like less damage or knockback on true Shoryuken. Things that won't destroy the character, but still improve the integrity of the game's balance."My goal is to make every character viable in at least one way or another with no character being too bad to even bother with (Ex: Palutena, Zelda, Ganondorf, etc) or too broken to even bother with (i.e. Bayonetta) (Bayonetta's been heavily nerfed in Patch 1.1.6, so this part is redundant). Lower tier characters will be subject to various buffs, while higher tier characters will be left alone for the most part (unless an official patch overnerfed something and/or if something about them is broken)."
Higher tier characters will be left alone until an official patch overnerfs something or if something about them is broken. Nota bene: The word used is broken. Being somewhat overtuned, like Sheik or Diddy Kong, is not enough.
It's not a complete overhaul since we're only targeting the lower tiers (and maybe some mid tier and high-mid tier characters).So we're improving the amount of viable characters whilst avoiding anything that could be a threat to this, but we're not balancing? That is literally the exact same thing as balancing.
Again, to what purpose? Nerfing characters hurts the following players:"Higher tier" is rather vague. There are characters considered high tier and there are characters considered top tier. Naturally, we won't want to nerf the high tiers (not all of them, anyway), but if top tiers remain a threat to the game's balance, not doing something about that would be, for lack of a better word, stupid.
Can't touch it or else you'll be messing with tournament players too much. Could add changes to Rage in a separate file and then let people decide for themselves whether they want the changes or not, I suppose.Now, on the subject of stupid things, what are we doing with Rage?
Nobody is going to complain about having an easier time fighting a character that may have given them a problem in the past.#1: Tournament players. If they get used to playing against weaker versions of the character
If anyone is that petty, it's their fault for maining a character like Sheik and not being prepared to be nerfed. That's the risk of playing a top tier.#2: Players who like that character. They might refuse to play the mod if characters like, say, Diddy Kong and Sheik are nerfed.
Everybody who's not a Sheik main would rejoice.#3: People who think the nerfs went too far. A lot of people think that the Bayonetta nerfs were too much, for instance, and Bayonetta was more OP than any current character, and she's still high tier. How would people react if Sheik was nerfed to Bayonettas level? Or even to Mario's level?
If we nerf Sheik and Zero Suit Samus, the salty players of those characters won't play the mod, but the other players of the 50+ characters are going to play it out of joy of two of their bad matchups being fixed. And you think that's not worth it? The needs of the many outweigh the needs of the few.The benefits:
#1: Playing against that character will be more fun.
Players generally object more to nerfs than buffs. Tinkering with some characters just to make them slightly more balanced is not worth annoying players of that character. Sure, I agree that some top tier characters could use some nerfs, but let Nintendo do that. No character right now is all that OP, not even Cloud (who already got some nerfs in this patch, though I won't apply them myself).
Now, I'm not super-against nerfs to top tiers if we're given the option to select which characters we want changed. That way I can just skip the changes/nerfs to top tiers and focus on the lower tiers. I do believe that such changes should be worked on last, after all the low-tier and mid-tier characters have been buffed.
How do you know if tournament players don't like Rage and want it fixed, too?Can't touch it or else you'll be messing with tournament players too much. Could add changes to Rage in a separate file and then let people decide for themselves whether they want the changes or not, I suppose.
Seems like you didn't get what I'm saying. Let's say you spend 3 hours practicing at home against Diddy Kong, who has been nerfed. Then you go to a tournament and face a Diddy Kong that hasn't been nerfed. You're now at a disadvantage, since in your earlier practice you played vs a weaker Diddy Kong.Nobody is going to complain about having an easier time fighting a character that may have given them a problem in the past.
If the matchup is so bad, then just ask your friend to pick someone else.If we nerf Sheik and Zero Suit Samus, the salty players of those characters won't play the mod, but the other players of the 50+ characters are going to play it out of joy of two of their bad matchups being fixed.
I don't have much data to go on, but more people seem to like Rage than dislike it (based on this poll: http://smashboards.com/threads/the-honest-truth-about-the-rage-mechanic.435938/). Anyway, my point is: Tournament players are unlikely to want to practice without Rage and then play with Rage in tournaments. They would be at a noticeable disadvantage compared to people who play vanilla.How do you know if tournament players don't like Rage and want it fixed, too?
But remember, without Rage, the gap between the tiers would get exponentially wider. Plus, you're nerfing Ganondorf to being the worst in the game as a result. His game play is aided by rage, and removing that would make Ganondorf literally the worst character in the mod. So basically all I've suggested for Ganondorf would HAVE to happen in this mod, should Rage be removed.I despise it with the white-hot passion of a thousand suns. It's responsible for like, 90% of this game's jank.
Eh, Phantom Footstooling sucks. If one could have the option to short hop from a phantom foot stool, then it'll work.Rage is fine. No need to change it. I don't like it nor dislike it. I prefer it over foot stool but I'm not asking for that to be removed either.
In return for Rage's removal, the knockback of all moves would get raised. So, essentially, upping the damage ratio.But remember, without Rage, the gap between the tiers would get exponentially wider. Plus, you're nerfing Ganondorf to being the worst in the game as a result. His game play is aided by rage, and removing that would make Ganondorf literally the worst character in the mod. So basically all I've suggested for Ganondorf would HAVE to happen in this mod, should Rage be removed.
That would screw with combos extremely badly.In return for Rage's removal, the knockback of all moves would get raised. So, essentially, upping the damage ratio.
Why can't rage be touched? It would make it so that moves generally seem to kill later since rage isn't backing their knockback anymore but overall wouldn't removing rage just make it so people don't have to constantly worry about the percent windows for combo's and kill confirms changing based on their own percent? And for the universal knockback increase described by Mariometeor. Increasing the knockback of every move seems excessive and probably would throw people off; you'd probably only need to buff kill moves and you wouldn't necessarily have to do it universally.That would screw with combos extremely badly.
Rage pretty much can't be touched. Not without completely altering the game. Even minor changes throws in huge wrenches in combo windows.
It worked for three prior Smash games (more if you count mods), I don't see why it wouldn't work here.That would screw with combos extremely badly.
Rage pretty much can't be touched. Not without completely altering the game. Even minor changes throws in huge wrenches in combo windows.
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The argument that "if you are used to a nerfed character its going to throw you off in tournament" still doesn't hold water when the reverse is true for buffed characters. Character changes period will throw you off compared to the vanilla version without warm ups in between to readjust. Not exclusive to nerfs, thus a moot point for fan patches.
What's going to hurt you more: Practising against a Palutena that has less end lag, and later facing a Palutena with more end lag, or practising against a Sheik with more end lag, and later facing a Sheik with less end lag?The argument that "if you are used to a nerfed character its going to throw you off in tournament" still doesn't hold water when the reverse is true for buffed characters. Character changes period will throw you off compared to the vanilla version without warm ups in between to readjust. Not exclusive to nerfs, thus a moot point for fan patches.
For so long I have been searching for a way to use the word superfluous, and now I have finally found one.To better illustrate what I mean, let's use math. Let's say the baseline is at 5. The game currently has a value of 5. Let's say the "making you worse at tournaments" costs 2 points for nerfs, and 1 point for buffs. Let's say the cost of upsetting your friends that play characters that are nerfed is 2 points, and the benefit of people getting to play against slightly less OP characters is 1 point. So, base value 5, -2 for the tournament aspect, -2 for upsetting your friends, +1 for balancing the game/making them more fun to play against. In total, you end up with... 2 points, worse than where you started. But wait, what if you don't play in a tournament? Then you end up with 4 points, slightly worse compared where you started. But what if none of your friends play any of the OP characters? Well, then there's no need to nerf them, is there? Except they might pick them up if they're nerfed.
You the modder of the GIF? If so, can you and I talk sometime?If you increase the average move's damage by 2%, it will KO marginally earlier.
If you increase the KBG of a move by 20 units, it will KO marginally earlier (A prime example is when Zelda's Usmash KBG went from 190 to 214 in 1.0.8. This made the move KO at least 30% earlier.)
When you quite literally combine the two, you're making a move KO at utterly insane percents.
This is what happens when you buff Palutena's Uthrow by 2%, AND increase the kbg by 20.
Her Uthrow becomes a stronger, vertical version of Ness's Bthrow. Without rage it still KO'ed 3DS ZSS at under 100%.
AND THIS IS OFF OF PALUTENA'S GRAB.
I can't forget to mention how +30KBG makes her Bthrow also ~equivalent to Ness's Bthrow.
On top of that, both of those throws are DI mixups for each other, so DI'ing correctly for Uthrow, but getting Bthrow'd will just make you die even sooner, and vice versa for DI'ing correctly for Bthrow.
So with these changes Palutena would have two Ness Bthrows that work as a 50/50 DI mixup. No no no no...
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Please understand that 90% of the time you don't need both damage AND KBG increases to make a move KO better. As it is, increasing the damage of a hitbox inherently will increase its KO power. Also, increase KBG carefully, people. Some moves do not need a lot more to KO well enough.