The_Jiggernaut
Smash Ace
- Joined
- Jul 7, 2008
- Messages
- 649
"Transitions give no indication of where the new stage will appear"
In the middle. Where they appear every single time you play this stage.
There is less degenerate play on the second transformation than on a walkoff stage because it transforms (so you can't camp bad positioning blah blah) and because the statues prevent forcing approaches with projectiles.
Of course the stage appears in the middle, but the uniformity of the transitions and the camera centering on the players with no respect to the stage, it gets really unclear where the stage is going to be in practice. In some places, the floor can be halfway to the blastzone before the stage comes clearly into view. This is a result of how the camera gets inappropriately zoomed in if the characters are anywhere close to one another. It honestly gets so bad that stage transitions can happen completely off-screen. Characters with poor vertical recoveries can't even live at this point, due to the speed at which the floor drops.
This means that player have to get skilled at being spatially aware in a white void and reading a problematic camera in order to do well on this stage. This is an otherwise useless, non-transferable skill and as such, it doesn't relate to the rest of the game in any way. People can believe that Smash would be a better game without this interaction and that's a valid opinion, just like claiming that Smash without Castle Siege would be a worse game is a valid opinion. I think debates in this thread would go a lot better if everyone realized disagreeing with popular opinion doesn't make you an idiot.
This is an attitude I'm tired of seeing all over this thread, as I go over briefly above. It assumes anyone who wants to ban one of the 13 "must-use" stages is a scrub and has no valid opinion.If you tried adapting and got annoyed by practice, you deserve to get wrecked by every single gimmick that exists.
That includes dynamic stages and obscure characters with bizarre combos that shouldn't work.
There is a reason why practice is a thing.
No one in this thread is claiming we should remove stages because they take time to learn. If a stage requires a large amount of practice of skills that don't apply to any other stage, it's possible that removing it from the game will create more satisfying and deep experience. I'm not sure putting a few hours into learning how to manipulate Nabbit's AI or memorizing visual cues in Mario Kart 8 to avoid sudden hitboxes makes for a better game. The idea that something that is possible to learn must be learned by all players is flawed. Gimmicks are not sacred.
With this logic, people in this thread should be against people replacing FD with Palutaina's Temple. There's nothing about the obscuring light that people can't learn their way around. Animations that produce the problem projectiles are still clear, and certainly distinctive sounds can be learned to make up for the obscured visuals. And not to mention the stages aren't identical so we're losing out on an entire stage. However, people don't want to learn all of that because it's not meaningful, and the game is better off without this. There are other "learnable" things in the game that similarly don't enhance competition or enjoyment of the game.
No you don't need to, and you should stop doing so. It is not valid proof that a stage should be legal to show that a stage was functional in a previous game. I feel that it should go without saying, but Smash 4 and Brawl aren't the same game. They have differences in physics and mechanics and so you have to show that the stage isn't degenerate in this game in order for an argument to be valid. Especially since the stages aren't the same at all.Do I need to appeal to Brawl again?
This is the main differences in the new Castle Siege: The transitions are much faster (due to loading times decreasing) and the camera doesn't properly telegraph where the stage pops up, due to it's tenancy to zoom close onto characters that are within grab range. By illusion due to this or by actual mechanic, the floor falls at an extreme rate and can lead to to character deaths.
You have to show that this new interaction isn't a problem in THIS game in order to have a valid argument. Also, I'm not claiming that it is or it isn't, I feel I must clarify. Only that someone doesn't have to be like the SV FD BF crowd to suggest that Smash 4 would be better off without Castle Siege.
Temporary walkoffs are different than permanent walkoffs in a fundamental way, it's not a matter of degree. The walkoff camp strategy is the reason walkoffs degenerate, and the strategy fails to function properly in a fundamental way if you can wait until a walkoff is over to start interacting with your opponent.
I happen to disagree with this. There is certainly a level of degree in certain situations.
The most notable situation is if a transformation with a walkoff is present when the timer runs out. Even if one could not abuse walkoffs the entire game, a match can still be closed out by camping a walkoff.
Another situation is when a walkoff appears close to the end of the match, but not as the timer runs out. Let's use an example where there is 1:15 on the clock and the walkoff will remain for the next minute. If I have a large percentage lead, I can opt to camp the walkoffs to force my opponent either approach me, or be forced to make up the percent difference in only 15 seconds. Although I can't use walkoffs for the last 15 seconds, I have still used degenerate play to force my opponent into a situation that isn't possible to overcome if I simply play a decent defensive game. I never have to over-commit because I am no longer required to land a kill move to win the game. This is still degenerate play. Clearly it's not as bad as ending a match beside a walkoff, but that's my point. There are degrees to degeneracy and they can occur with temporary walkoffs.
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