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TheReflexWonder
I have always been a strong supporter of that idea that "jank" exists in the vanilla smash gameplay. ZSS UpB and DownB are insane moves, Shiek DownB, and prepatch Diddy throw combos are insanely good.
But the development team are clearly showing where their balance priorities are. You can argue that they have made changes to custom moves, but they are few and far between and a dollar short.
Then there are the DLC characters. Quite honestly, I'm thrown back at the comparison that picking a DLC character without customs is like picking a low-tier. That is COMPLETELY wrong-headed. A low-tier might be incompletely balanced in a competitive game, but they were developed with a complete move set. Playing a DLC character with no customs is more akin to playing a vanilla character who is missing close to a quarter of their moves. Usefulness of those moves has no bearing on the argument, they just don't exist.
You can make the argument that people choose to use those characters, but that's ludicrous for a game we are trying to make into a successful competitive mainstream event. 4 popular characters that will most likely want to be used at a very frequent level in the metagame, and they have incomplete movelists? I don't care if they get by without them, the very notion that they don't have them get is telling of the game we are trying to play.
I still love the idea of customs, and have a lot of fun playing custom ganon and samus. However I think we are all being unnecessarily self punishing when we are actively trying to force a large community to play a game that is incomplete, shows less support for balance, and has an uncertain future of when it comes to those problems.
I have always been a strong supporter of that idea that "jank" exists in the vanilla smash gameplay. ZSS UpB and DownB are insane moves, Shiek DownB, and prepatch Diddy throw combos are insanely good.
But the development team are clearly showing where their balance priorities are. You can argue that they have made changes to custom moves, but they are few and far between and a dollar short.
Then there are the DLC characters. Quite honestly, I'm thrown back at the comparison that picking a DLC character without customs is like picking a low-tier. That is COMPLETELY wrong-headed. A low-tier might be incompletely balanced in a competitive game, but they were developed with a complete move set. Playing a DLC character with no customs is more akin to playing a vanilla character who is missing close to a quarter of their moves. Usefulness of those moves has no bearing on the argument, they just don't exist.
You can make the argument that people choose to use those characters, but that's ludicrous for a game we are trying to make into a successful competitive mainstream event. 4 popular characters that will most likely want to be used at a very frequent level in the metagame, and they have incomplete movelists? I don't care if they get by without them, the very notion that they don't have them get is telling of the game we are trying to play.
I still love the idea of customs, and have a lot of fun playing custom ganon and samus. However I think we are all being unnecessarily self punishing when we are actively trying to force a large community to play a game that is incomplete, shows less support for balance, and has an uncertain future of when it comes to those problems.
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