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The balance of defensive options.

RODO

Smash Ace
Joined
Apr 27, 2013
Messages
667
Location
Knoxville, Tennessee
Sometimes it feels like the game was balanced around 8 player smash, making shields and rolls really good to counter the chaos of having 8 players on screen. So why didn't they have different shield and rolling mechanics between 8 player smash and normal smash instead of the same mechanics across the board? Shields and rolls don't need to be as strong in 4 player or 1v1 so it seems like an oversight to me.
 

jdubYOU

Smash Cadet
Joined
May 21, 2015
Messages
27
Location
Tennessee, USA
It doesn't seem to be an issue to me. If shields are stronger it just buffs defense a little bit. Which can be a good thing. And rolls don't really matter. They are still punishable.
 

Dream Cancel

It's just good business
Joined
May 10, 2015
Messages
247
Location
Texas
NNID
DreamXX
3DS FC
4571-1273-3502
Switch FC
SW-4309-2808-7588
So you see a problem with shielding and rolling because they happen to be strong in 8-player smash...?

Try this: Why do they have the same mechanics for shielding and rolling in Smash and 8-player smash?

This isn't a matter or balance, it's a matter of consistency.
 

GhostUrsa

Smash Ace
Joined
Jan 8, 2015
Messages
523
Location
Minnesota
NNID
GhostUrsa
3DS FC
1220-6542-6727
Having different modes with completely different gameplay designs is bad gameplay 101. Consistency in an application is how you have a user feel comfortable using your product. In this case, they balanced the gameplay as much as they could to complement both 1v1 up to 8 player FFA so that a player could jump between all the modes and feel like they have agency.
 
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