channel_KYX
Smash Apprentice
- Joined
- Jan 29, 2019
- Messages
- 195
Does it really add to the game? Let's face it, there is no skill involved. All it does is wear down hardware.
To be honest, unless my stock is at risk, I just let it happen. No need to destroy my 70 buck joycon on it.
I wouldn't miss it a second if it got removed.
Edit for additional explanation:
My point is that it actually does not add to the gameplay experience. Let me explain:
Assuming we are at the highest level of play: Every participant will be at the maximum skill level. "Very hard to play" is not an argument anymore to excuse how good a character or technique is. We can assume that every player is capable of performing any action with the highest possible precision. There are no misinputs, no slipping off the controller, etc.
We are at the peak of skill: Any player will break out of a grab/bury/stun as fast as the game allows.
At this point, why have button mashing? There is no difference between mashing to get out as fast as possible and simply having a game mechanic that pops you out automatically asap. How does button mashing add in any way to the game experience?
As I see it, it's more an additional barrier for newbies to learn. They might not be as experienced in button mashing (as odd as that sounds) and as such are stuck in any incapability situation longer.
I do not want to have the button mashing removed without adjusting anything else. I just do not see the difference between (numbers here are placeholders):
KRool's dthrow burrow duration:
Without button mashing: 50 frames
With button mashing: 20 frames
Automatic release by game: 20 frames
Would that be a problem? I would like it that way. Instead of focusing on mashing, I could plan out my next step after release (inb4 "If you were good, you could plan while mashing").
To be honest, unless my stock is at risk, I just let it happen. No need to destroy my 70 buck joycon on it.
I wouldn't miss it a second if it got removed.
Edit for additional explanation:
My point is that it actually does not add to the gameplay experience. Let me explain:
Assuming we are at the highest level of play: Every participant will be at the maximum skill level. "Very hard to play" is not an argument anymore to excuse how good a character or technique is. We can assume that every player is capable of performing any action with the highest possible precision. There are no misinputs, no slipping off the controller, etc.
We are at the peak of skill: Any player will break out of a grab/bury/stun as fast as the game allows.
At this point, why have button mashing? There is no difference between mashing to get out as fast as possible and simply having a game mechanic that pops you out automatically asap. How does button mashing add in any way to the game experience?
As I see it, it's more an additional barrier for newbies to learn. They might not be as experienced in button mashing (as odd as that sounds) and as such are stuck in any incapability situation longer.
I do not want to have the button mashing removed without adjusting anything else. I just do not see the difference between (numbers here are placeholders):
KRool's dthrow burrow duration:
Without button mashing: 50 frames
With button mashing: 20 frames
Automatic release by game: 20 frames
Would that be a problem? I would like it that way. Instead of focusing on mashing, I could plan out my next step after release (inb4 "If you were good, you could plan while mashing").
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