D-idara
Banned via Administration
Tech skill should only be added when it's absolutely necessary to grant more options to the player, but tech skill for the sake of 'separating the pros' is just an etilist way of thinking, you don't want anyone getting into the game if they don't go through the struggle of doing glitchy, jagged techs? I agree with wavedash although the input for wavedash should be much more easier to execute and not jarring, but that's because wavedash grants movement options that can be used on the game strategically, there's nothing strategical about L-Cancel, you always want to have less ending lag on your air attacks so you always have to L-Cancel, just lower the landing lag altogether, automatic L-Cancel, now YOU CAN FOCUS ON THE GAME.Wow, ok wait a second.
1. You did not provide a counter argument for L canceling. you just said "It's still stupid/ redundant... Tech barrier just for the sake of tech barrier" is not a counterargument when I gave a reason for tech barrier. Redundancy is not a counter argument because playing the same character multiple rounds and inputting the same motion regardless of difficulty is redundant by definition. There is a reason why more of this "redundancy" is needed because it is a balance mechanism, which I'll explain in a bit.
2. Getting an advantage "just because of how you do commands" is not called bad design, it's called playing a video game. You and I will continuously press commands that will net us advantages and disadvantages. My ability to press commands that would require you to train and you can not do them to net yourself an advantage, which if ultimately leads you to losing, MAKES ME BETTER THAN YOU AT THIS VIDEO GAME.
3."Your good because you are good and not because of muscle memory"... O.K Ima go ahead and flat out say you must have only played Brawl and not Melee competitively, yes? Not saying one is better than the other. Im saying that statement showed a lack of understanding for a game like Melee OR Streetighter. Everything is, in some form, muscle memory! Not only that, it is a combination of your decisions and your superb muscle memory that make you a good player, hence, why people "go to the lab" to get better at a game.
Also, people enjoy watching others "perform" these feats. People go crazy when you are able to do a difficult/flashy combo because everyone can make the decision to do it BUT NOT EVERYONE CAN EXECUTE IT. Which is what makes it impressive and entertaining. Imagine if execution was easy. Then WTF is the point of playing the game if all I have to do is read online what decisions I have to make given X situation and I win?
You know what really absolutely destroys all this "remove tech" arguments? Is the fact that without tech skill, certain characters would be insanely broken in all fighting games. Imagine having melee falco/fox in melee without tech needed to execute what they do... You know what you get???? A brawl Metaknight! We damn sure prefer someone possibly faulting on tech on an amazing character because their LEARNING CURVE should be a part of their BALANCING MECHANISM. This way, even if people conquer the tech skills and all decision making, their is still high possibility of them faulting on either tech or decision, which takes the character down a couple notches compared to ONLY faulting on decision making.
4. Wow really? Street fighter is a badly designed game???? I don't even have to comment on this one.... I really want to here how SF is a badly designed game and then want to here your argument for why "game X" is a good design and is nothing like streetfighter.
So you're better than me, want an e-Cookie or something? I'm practicing and putting up with the bull**** that's wavedash (Although I still don't get how to L-Cancel out of a shorthop attack, because I clearly press L and nothing happens). And you want to know about a fighting game with good design? Skullgirls, Mortal Kombat 9 and Super Smash Bros. as a whole, Skullgirls because the forgiving inputs open room for much more fluid and creative combos, and let the player jump straight to the action after 5 minutes, as opposed to jumping 'straight' to the action after practicing something that should be much simpler for a year. Mortal Kombat 9 because the inputs are also much more forgiving than Street Fighter's and the 'Build your own combo' system lets you do combos that don't need to be frame-perfect for the game to actually recognize them. And Smash because it's a fighting game that takes pride in the simplicity and streamlining of the game mechanics, while achieving a much better form of depth. Street Fighter II was only tailored to the people who played SF, SFIII to the people that played either II or I, and the same with IV, Street Fighter's a game made by etilists, for etilists, it refuses to evolve, and don't come at me with the 'inputs are easier on IV' **** because they're still much less forgiving than other games who have actually evolved.
Yes, Brawl Metaknight depended only on your decision-making skills to win, and that's how it should be. Also, good game design has a learning curve that the game provides for you, it starts easing you and teaching you the techniques and once you're at the top, the tech skill has developed naturally, without the jarring concept of having to learn and research the techniques and getting your fingers used to the input. That's the difference between a difficulty curve and a tech barrier, difficulty curves don't punish new players, they aim to make the new players better gradually, and not through repeated practice, but through having a good time. Tech barriers aim to keep the competitive community to an extremely-reduced little elite full of stuck-up etilists that get their jimmies rustled when a game evolves and makes the inputs easier because their self-inflated egos won't tolerate people not having to go through the same bull**** as them to get "good" at the game.
You shouldn't have to go online and look up how do things, they should come naturally through the game's progression.
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