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Yet another idea.....

M

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OK, I know what you are all probably thinking right now - "Sh**, another idea, haven't they had enough yet!", but the following thought is an interesting one:

I don't think people have thought of this one yet but how about something along the lines of damage multipiers, like say, when your perform sa high enough combo, the amount of damage you can deal increases, only for the remaining hits in the combo. I think some thing like this will cause some new strategies to arise like keeping the enemy close when they are at low percentages.

Well that's pretty much all there is to it. What to you guys think?
 

LinkGadra

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Maybe, in Smash it would work better than in traditional fighting games, but it could quickly dissolve any semblance of game balance.

I'm going to venture out and say... probably not.
 

Mr.GAW

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1.5x damage and below would be fine by me, but anything more than that would make it unbalenced.
 

Banks

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thats an interesting idea but it seems like that would make matches very short of you got them in a long combos all the time.
 

Seison

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mm, I don't think that would be very balanced either. It's rewarding players for doing long combos, which SEEMS like an appropriate idea, but then the characters who are naturally adept at comboing will be able inflict even greater damage at a faster rate.

IMO, knowing that you pwn is reward enough for a good combo.
 
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OK, I know what you are all probably thinking right now - "Sh**, another idea, haven't they had enough yet!", but the following thought is an interesting one:

I don't think people have thought of this one yet but how about something along the lines of damage multipiers, like say, when your perform sa high enough combo, the amount of damage you can deal increases, only for the remaining hits in the combo. I think some thing like this will cause some new strategies to arise like keeping the enemy close when they are at low percentages.

Well that's pretty much all there is to it. What to you guys think?

It sounds like a decent idea,but characters with good combo ability such as Pit and MetaKnight for example would be completely broken.It would requier some balancing to put it into effect.

BTW,Your **** right I'm Cerealicous!!
 

Cubelarooso

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I love that idea! As long as the multiplier is a fraction. Every attack after the first in which the opponent has not recovered should only do 3/4 damage (not knockback).

Think about it: Characters with comboing abilities are higher tier, while hard single-hitters are lower. It'd be a form of nerfing, and balancing the game. Many other games do it.

It'd make it more difficult for superior players to simply keep newbs from attacking by juggling them, or at least take them longer to rack up sufficient damage. This'd fit in with Sakurai's want to regulate game speed.
 

killbeast301

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maybe not 3/4 maybe more like 4/5 or 5/6, combos should still be a good way to do damage, but the game needs to be ballanced. what if moves with set knockback (infinite potential) went down in damage as you did them more in a row?
 

Superstar

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I love that idea! As long as the multiplier is a fraction. Every attack after the first in which the opponent has not recovered should only do 3/4 damage (not knockback).

Think about it: Characters with comboing abilities are higher tier, while hard single-hitters are lower. It'd be a form of nerfing, and balancing the game. Many other games do it.

It'd make it more difficult for superior players to simply keep newbs from attacking by juggling them, or at least take them longer to rack up sufficient damage. This'd fit in with Sakurai's want to regulate game speed.
That may be true, but look at Mario. He completely relies on combos due to his difficulty to KO. Doing it would make him low/bottom tier. Also, shouldn't combos be praised?

That said, I agree that 5/6 is not bad, as it does not criple as much.

Wait, the fraction would make combos easier and harder to escape, depending on the multiplier, since combos are easier the weaker the hit.
 

Superstar

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Yes, that means you can get more hits in, but it takes more hits to get to a KO %
Actually that depends on the length of the combo and the degree of the multiplier. For a few combos it might make it possible to squeeze an extra hit so that you get +5% more than normal, but it'll mostly hinder combos. If this happens they BETTER give Mario a good kill move.
 

Dylan_Tnga

Smash Master
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Feb 19, 2007
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Yeah the damage multiplier wouldn't work too well as far as balance is concerned.
^^


Meh, leave it to health based fighters, I say. One of the beautiful aspects of smash has always been that your moves decrease in power the more you use them, your idea would ruin that. And that has been not only in melee but in smash 64 too. It forces you to use more variety in your combos, and I like it.
 

Cubelarooso

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It may make combos longer, but not necessarily stronger. Besides, having to get in more attacks to reach the same damage means the opponent has more time and chances to recover.

I like 3/4. It's large enough to be notable, but small enough to keep combos important. Since most attacks in combos are weak, this'd only add up to a a 1-2 points lost per attack, but if it was 5/6 it'd change very little, and nothing at all for attacks of ≤3 damage.

To the Mario guy: Obviously, any lower tier character this'd hurt would either have their damage-racking or killing ability buffed up to compensate. Of course, they'll have to this to some characters anyway.
 
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