Chiroz
Tier Lists? Foolish...
Yea, but those other ways can also butcher the move just as well as SDI could. You're going on a hypothetical and hypothetically, if I were to add 20 frames on end lag, Bayo could now never combo, making the move useless as well. This is why I am trying to reiterate that you shouldn't be talking about SDI as a whole, but about specific examples where you think SDI was not properly balanced.Even if you couldn't punish in this instance, how would you ensure the hitstun is correct between hits? I'm sure they compensated for the hitstun to make sure Bayo is relatively safe if you SDI out early, but what about later? Would the hitstun still be the same then? And what about those moves that drag you to the ground with multihits? Would the hitstun be immense there too, or at least more than it should? Even without the specific problem I'm mentioning, it seems like a lot of work to make sure SDI isn't completely broken just to make sure it can make multihit moves seem broken by not linking all the hits.
And the whole reason I bring up what should be done instead of adding SDI is to balance the problematic moves like Bayo's Up-B in other ways. There are so many ways you can make it weaker besides just making people think and feel like the move isn't working as intended and making it inconsistent as a result.
Again, exactly why they have it set as a specific variable, so that they can fix those specific instances where SDI is doing more harm than good. Obviously no game is perfectly balanced. Landing lag in heavies is way too big and they mostly rely on auto cancel windows, otherwise they can't throw out aerials at all, but that doesn't mean that end lag/landing lag are bad game design concepts as a whole, just that there are some moves/characters where it isn't properly balanced.Just because the developers intend it doesn't make it good. I think that should be obvious to everyone here. Again, I'm not saying SDI should be abolished in all cases, just that it harms more than helps in a lot of the places it is used in.
If you increase DI as a whole in the game, now you have people surviving until ridiculous amounts. You also have people very easily escaping almost all combos in the game, all to balance a few handful of moves. If what you're saying is have "move specific DI" well, that's exactly what SDI is supposed to be, at least that's what I think they are trying to achieve with it (I might be wrong). If your concern is about how hard/unintuitive SDI is to actually perform, then I agree that it could be made into a simpler input. (Although it couldn't be "just hold a direction" because then everyone will SDI moves without trying and sometimes without wanting to).The problem comes when you think of why any developer would want to create unreliability as a downside in this specific way. Why not increase DI deviation for that move's launch hitbox rather than the multihit part? At least that part makes sense due to the move being over and fulfilling what it is supposed to do, and fulfills your hypothetical wish for the developers of "possibility of escape". I'm all for extra balancing variables in the code to make moves and their purposes much more varied, but other than niche cases to prevent infinites, when would any developer want a multihit move to visibly cause the player to escape the move long before the move is finished? It's such a ridiculous way to do it considering all the possibilities they already have to create effective nerfs.
You're saying what the move is supposed to do, but in the previous argument I was trying to make a point that I believe that some of those moves are supposed to be inconsistent by design. So in a way, escaping them is part of how they are supposed to work.
Yea, but you still had chars like MK, where most of his moves were multi-hits, still obliterating everyone. Tornado was one of the most used moves in the whole game.I'm pretty sure Yoshi D-Air is still a bit like that in Smash 4, especially if he lands during the escape. Other than that, weren't a lot of multihits in Brawl like this due to SDI being higher overall, especially jab combos? That honestly is a much better admission to how needless the mechanic is overall for multihits if by cutting it so much creates immediately smoother gameplay as a whole.
Yoshi's D-Air I wouldn't be sure if you can consistently punish it easily after SDIng out of it if Yoshi is moving away from you, I would have to test it (I don't play vs many Yoshi's), but that move is definitely not useless. It creates an immense amount of shield pressure (which I believe is supposed to be it's main purpose), it also serves as a really good lingering hitbox for edge guarding characters returning low. It can also be used in neutral to cover options and control space. The fact that you can't just use it as a straight up attack on top of your opponent in neutral, doesn't mean it doesn't have many other uses.
I would actually argue this is a case where SDI is strictly needed, as that move deals 32% by itself if I am not mistaken. The other argument could be "well, lower it's damage then to 16% and take away SDI" - true, but then it wouldn't be a good shield pressure tool. Although now you could say, "well, raise it's shield damage value" - I guess that's true as well. I honestly wouldn't be able to tell you exactly why the move is how it is and doesn't work in another way, but I am trying to make clear that there's a ton of other reasons why decisions are made and that there might be some reasons we aren't aware of or are not thinking of at the moment.
My consensus is that SDI is a "bandaid" (not a perfect fix, but a fix) to design problems that arise in a game that has way too many variables interacting with each other. Any small change to the overall engine can break 1000 other things, so it's easier to add in a mechanic that allows you to fix or create a new kind of interaction than it is to constantly balance all the other variables.
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