hahahahaha no get back to it - that's hilarious though. XD
Screw the 1.1 thing, this is now about Gimpyfish and why he's been gone for months and out of every thread he posts in this one.
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hahahahaha no get back to it - that's hilarious though. XD
Screw the 1.1 thing, this is now about Gimpyfish and why he's been gone for months and out of every thread he posts in this one.
Except I said it earlier, faster, and with less words.kinda what i was trying to express lol
Why does everyone want to try and balance everything? The only way for true balance is to give all characters the same moveset of for everyone to play the same character. Even then it won't be balano. ce because of player skill level. I don't see why everyone wants balance it's a fighting game the best fighting game of all time it's the most broken unbalanced non sense ever. MvC2 for those who don't know what I'm talking about. Hell melee isn't even balanced.
With that said we do we go from here? Well for one we can stop wanting balance and actually understand that things will not be balanced. We things through off the level playing field we that is when we decide to get rid of or ban things. So one we need to accept the fact that this game isn't balanced and it will never be balanced. Two we need to strive to improve ourselves will we play this unbalanced game. Three we either use the unbalances in the game to advantage or we fight knowing that we're at a disadvantage. Four we stop whinning and man up.
For those who don't want to read my wall of text you can just watch this vide
http://www.youtube.com/watch?v=ltqgP-Xgceg
No, we don't. Whether or not this game has multiple modes is irrelevant. If you don't like the dominance of top tier characters you can quit, learn them or just continue playing who you're playing. Changing the mechanics of the game for the sake of "balance" after this game has been played for 2 years is silly. Video games much like real life everyone isn't on the same playing field. People are stronger smarter faster than you that is a fact of life you're going to compete with what you have or you not compete. If you can't hack it then get your jacket.Some people like this game, but they don't like the way the current metagame is played. Some people don't like how long it takes. Some people don't like seeing their characters get screwed over just because of silly game mechanics geared towards certain other characters.
People want variety in their games so that more people will play and have fun, rather than the opposite. We don't want a game full of mostly MK's, Snakes, and Diddys. We also wanna see what experiments we can pull from this game that has multiple modes but we only use one...
Don't hate on change. Something good might come from this.
However, how far are they going for the sake of balance? While I also play SSFIV I am not looking forward to the arcade editions nor am I looking forward to having to buy yet another repackaged version of the same game. Honestly, I don't think I'll continue if they slap turbo on SSFIV and try to resell it for 30 bucks. Nor am I paying for downloadable content. Even though they try to "balance" the game it's still up to players to bring out characters potential. Gamerbbee with Adon Luffy with Rose those characters that was considered low tier. There's also more of a chance for a Ryu, Guile, Chun. Ehonda to be at top than a Makoto , Hakan, Dudley, or Sakura. In actuality that game isn't balance at all they just nerfed sagat from vanilla added new characters and that basically pushed up the bad characters. They also hit gen with the nerf hammer super hard. There's other things about that game that I could go into however, it's really not balanced at all. here's a perfect example if it was balanced every character would be able to punish Blanka balls on block however, they can't. Only some characters can while other characters can punish blanka balls on hit (balrog) Where exactly is the balance in that? Let's not get into Wake up options or lack their of (juri, makot, hakan) Or the Vortex Akuma, Ibuki. But keep thing SSFIV is balanced.everyone wants balance because everyone wants their character able to compete to some degree without being useless.
don't give me that bull**** comparing balance with mvc2 or even melee. did you forget SSF4? that game is actually extremely balanced between the top and high and mid tiers. the creators actually PURPOSEFULLY tried to balance the game because thats what people wanted. hell, thats what most people want.
if we have the ability to balance the game without causing people to hack their game then we should look into it.
This doesnt' even make any sense.If you can't hack it then get your jacket.
this is a fairly BAD argument legendary.No, we don't. Whether or not this game has multiple modes is irrelevant. If you don't like the dominance of top tier characters you can quit, learn them or just continue playing who you're playing. Changing the mechanics of the game for the sake of "balance" after this game has been played for 2 years is silly. Video games much like real life everyone isn't on the same playing field. People are stronger smarter faster than you that is a fact of life you're going to compete with what you have or you not compete. If you can't hack it then get your jacket.
If you're not willing to compete then leave.This doesnt' even make any sense.
Anyway, this is very different from hacking or surgical bans or anything else. Damage Ratio is a meter in the game we can adjust. We aren't just saying "no, you can't do X" or "don't fly under the stage X times" or anything like that, we're changing an option in the menu that was likely accidentally ****ed up before release anyway.
How does adding damage not change the properties of the game ?this is a fairly BAD argument legendary.
we are not changing the game mechanics. everything is stronger, that's it. it doesn't change properties of the game itself.
2. balancing a game after its been out for 2 years is not stupid at all. and is a terrible argument. again SSF4 had a new standard after 1.5 years. they balanced the game on PURPOSE without changing game mechanics.
don't compare real life and video games. it makes you look stupid. EVERYONE and I mean EVERYONE wants balance to a certain degree and not a 3 character metagame
There's a very, VERY big difference between implementing rules to raise a character up to standard (say, LGLs to make Falco viable, or Punch Time for ganon...) and changing game-internal settings to make the game a better, more reliable game.Why does everyone want to try and balance everything? The only way for true balance is to give all characters the same moveset of for everyone to play the same character. Even then it won't be balance because of player skill level. I don't see why everyone wants balance it's a fighting game the best fighting game of all time it's the most broken unbalanced non sense ever. MvC2 for those who don't know what I'm talking about. Hell melee isn't even balanced.
With that said we do we go from here? Well for one we can stop wanting balance and actually understand that things will not be balanced. We things through off the level playing field we that is when we decide to get rid of or ban things. So one we need to accept the fact that this game isn't balanced and it will never be balanced. Two we need to strive to improve ourselves will we play this unbalanced game. Three we either use the unbalances in the game to advantage or we fight knowing that we're at a disadvantage. Four we stop whinning and man up.
For those who don't want to read my wall of text you can just watch this video.
http://www.youtube.com/watch?v=ltqgP-Xgceg
This is bad and you should feel bad. Justify your decision to play with 1.0 when (assuming) 1.1 is better for overall balance and the competitive metagame. Imagine that we had been playing with 1.1 the whole time. Would there be any argument to switch to 1.0? "But the game is more unfair!"No, we don't. Whether or not this game has multiple modes is irrelevant. If you don't like the dominance of top tier characters you can quit, learn them or just continue playing who you're playing. Changing the mechanics of the game for the sake of "balance" after this game has been played for 2 years is silly. Video games much like real life everyone isn't on the same playing field. People are stronger smarter faster than you that is a fact of life you're going to compete with what you have or you not compete. If you can't hack it then get your jacket.
do you have any idea what this metagame is like? don't even try for 1 second to convince me the the brawl metagame is a healthy 11 characters that place CONSISTANTLY HIGH AT NATIONALS.Also it isn't a 3 character metagame. Or have you forgotten what Nick Riddle, Shaky, San, X , Reflex, esam, boss, etc etc etc have down in this game? So would you like to amend you statement can i also mention DEHF or is falco about of the 3 character metagame ? hmmm Diddy MK snake....then there's also brood who was extremely impressive with Oli at apex...you sure it's only a 3 character metagame? I'd also like to present melee into the argument where it's been out for a long time and while people consider fox marth falco to be the top mango has shown what Jigglypuff can do. It's extremely arrogant of you to claim that it's only a 3 character metagame after only 2 years. This game doesn't need balance it needs players willing to put in the work and stop begging for tweaks and balances. Also I'd like to mention Biglou and Will and other player who doesn't play this 3 character metagame you're declaring exist. SHout out to all wario mains also.
Share that info with me if you can. I might try and make a video about 1.1 changes and put it up on youtube.hey renegade do you want to work on this with me and make some sort of info compilation comparing 1.0 and 1.1 differences?
terrible reasons. try not to be extremely biasednothing intelligent
Not even trying to be mean, but this is one of the worst posts I've seen arguing against the change in this thread so far, lol.Okay, arguments against:
Ness still has GR stuff on him, as do Wario and Lucas.
Fair is more easily DI'd, making one damage racking move less viable.
PKfire isn't useful at all anymore, because it is so easy to SDI out of.
Yoyo isn't easy to have combo into itself (dsmash is what I mean)... but I think I need to test this more.
DAS is less viable, as the combo-age is for a much shorter range of percents.
Jab locks for some characters will not last long at all.
Snake gets buff by being able to escape more combos.
MK's attacks are fairly easily SDI'd, but he does kill earlier.
I like the few infinites.... BUT! IC's still have their infinite and are potentially helped by the damage ratio increase by a shorter amount of time racking up damage to get to their assured Usmash kill out of grab chain... many of IC's attacks aren't specifically meant to combo anyways, so it'll be an annoyance fighting him from now on.
I just feel there is too much of a change overall, however minor it may seem to some people, to actually validate the increase of the damage ratio.
This is like saying, "sure, that new clean power plant may provide tons of electricity for all of us, but it doesn't give us all free blowjobs as well". Yes, these abuses still exist, and you can't do **** about them. But let's not focus on what this doesn't do, eh?Okay, arguments against:
Ness still has GR stuff on him, as do Wario and Lucas.
PK fire was ever useful against opponents who weren't asleep? News to me... Furthermore, boo hoo. We have one low tier who is weaker in this situation. Compare to 5-6 low tiers who become far more viable, overall balance help...PKfire isn't useful at all anymore, because it is so easy to SDI out of.
Oh look, an abusive tactic is less abusive...Jab locks for some characters will not last long at all.
Combos? In mah brawl? Also not really.Snake gets buff by being able to escape more combos.
Is this 1.1 or 1.5? :V Also, GOOD! If MK is weakened by this, we may not have to ban him!MK's attacks are fairly easily SDI'd, but he does kill earlier.
Err... newsflash. Against a good ICs, one grab = death. This only hurts them.I like the few infinites.... BUT! IC's still have their infinite and are potentially helped by the damage ratio increase by a shorter amount of time racking up damage to get to their assured Usmash kill out of grab chain... many of IC's attacks aren't specifically meant to combo anyways, so it'll be an annoyance fighting him from now on.
What's the difference between making rules to favor some characters or changing the mechanics of the game. Increase the damage ratio changes a lot of aspects of the game some of which we are not aware of. So I'd like you to point to me why would we make these changes for the sake in an attempt to "balance". If you feel as though changing the damage ratio is for the sake of the greater good or better for the community please shove it. I don't think anyone will be willing to play on 1.1 nor would people agree to play it in huge numbers. So we take what's brawl given us and we deal with it. We try to improve and we get better. Instead of changing mechanics to artificially nerf /buff characters Let's just keep it the way it is and allow players to make the necessary adjustments. If you've even seen a tourney results the past 20 months they've made the adjustments and it will only continue to improve from there.There's a very, VERY big difference between implementing rules to raise a character up to standard (say, LGLs to make Falco viable, or Punch Time for ganon...) and changing game-internal settings to make the game a better, more reliable game.
We should never stop aiming for balance within the confines of the game. Clearly, we should stop where the game stops letting us (i.e. there's no option "person with most ledgegrabs loses" in-game, we shouldn't add it), but within the game itself? If all items on high, 4-way ffas with a damage ratio of 2.0 and 50 stocks was the most competitive and fair method... Go for it (obviously it isn't).
This is bad and you should feel bad. Justify your decision to play with 1.0 when (assuming) 1.1 is better for overall balance and the competitive metagame. Imagine that we had been playing with 1.1 the whole time. Would there be any argument to switch to 1.0? "But the game is more unfair!"
...
GTFO.
So now it's 3-4 characters...I see. However, I'd like to say the fact that people are able to beat other top players with these characters show the potential of these characters. instead of make arbitrary changes why not continue to let the game develop and grow? Why would you be willing to change the game before we have even fleshed out everything about this game? Why are you even willing to change the game?do you have any idea what this metagame is like? don't even try for 1 second to convince me the the brawl metagame is a healthy 11 characters that place CONSISTANTLY HIGH AT NATIONALS.
you mentioned outliers of characters. just because 1-2 people can beat a few top MKs doesn't mean that this metagame is not overrun by the top 3-4 characters.
look results not people.
edit: high five BPC!
I'm gonna warn you, this is a well-known effect of any change/addition that is seen in many, many games. When peopel are eager to test something new, they are always far more aggressive. Only when time yields a broad understanding does more conservative defensive play emerge.Incidentally I'm kind of in love with 1.1 gameplay. Games are faster, slightly more aggressive (despite what THinkaman said), and a little more balanced (not a ton more, just a little). I can get behind that.
This is false.Ren said moves do more damage % now, so more moves should knock Snake out of cypher
Still false.Lawl, Ganon would do so much damage. Gonna try it out now and stuff now.
Also false.Faster kills, weaker kill moves get buffed more than strong kill moves. I like this idea. Why isn't this tournament standard yet? ;3
It's a function of weight and gravity, just like in normal Brawl.These are the characters ZSS can jab and not jab in 1.1. This isn't super relevant to the thread, but what do all of the "have nots" have in common? I was really surprised by Diddy...
It's more than 8. The cutoff is Ivysaur/Charizard.Thinkaman, er combo only connects on like 8 characters in vBrawl. In 1.1, connects to most characters.
Right, I think the real concern is making sure the knockback at the end of the stun doesn't change her combos on any character.Yes. Her stuns are based on knockback, so, they last longer based on the fact that knockback is 10% stronger. If the stun lasts 2 seconds, it now lasts 2.2 etc.
Yep, this is what we did in BBrawl. However, increasing the knockback on the fully charged version even a small amount led to some funky behavior. I'm worried that this might crop up. (Not a huge deal tbqh, just something to look into.)At 0% in 1.1, a weak Paralyzer connects to a grab. It's a beautiful thing.
The extra hitstun should only matter in cases where the enemy could act to evade the move entirely. (Something like Marth being able to up-b out of Mario dair.)The extra hitstun makes a lot of multihit moves connect more easily, too, like Marth's nair and ZSS' usmash. BUT, it's easier to DI out of them on purpose. It just doesn't happen anymore because you happened to be flying X direction when hit.
I remember you you're that jigglypuff main that decide instead of getting ***** in brawl you're going to make balanced brawl and buff jiggly puff and nerf other characters....you're cool...notI'm not gonna respond to legendary, for obvious reasons. I can't even come up with an analogy bad enough to represent what he is saying.
That's different, I was talking about multi-hit moves and any other existing combos.. If they already connected as a true combo before, additional hitstun can't make them better like you suggested.Thinkaman: in 1.0, try doing a dashing usmash with ZSS on any light character. They fly out. Try doing in 1.1, they don't.
This guy is hilarious.I remember you you're that jigglypuff main that decide instead of getting ***** in brawl you're going to make balanced brawl and buff jiggly puff and nerf other characters....you're cool...not
I'm not gonna respond to legendary, for obvious reasons. I can't even come up with an analogy bad enough to represent what he is saying.
I can't express how much I enjoyed this exchange.I remember you you're that jigglypuff main that decide instead of getting ***** in brawl you're going to make balanced brawl and buff jiggly puff and nerf other characters....you're cool...not
There's no reason this should be true. Are you sure you are doing a completely honest direct comparison between the two, with all else being equal? This is not what I see on my screen.Thinkaman: Than what about 1.1 is causing moves to connect in better ways? If you dair with peach, they no longer fly around, they sit in one place and the whole hit connects cleanly. It looks like it was designed to function that way (again, I suspect the damage ratio was changed and untested).
Hell, jigglypuff has frame advantage after dair. O_o
I dunno, set a CPU to 9 and they shoudl try to DI out. It just looks different.There's no reason this should be true. Are you sure you are doing a completely honest direct comparison between the two, with all else being equal? This is not what I see on my screen.
And Jigglypuff has always had a frame advantage after dair. (It varies based on knockback/percent yes, as well as move timing across a 6 frame auto-cancel window out of SH)