Deathcarter
Smash Lord
- Joined
- Apr 9, 2007
- Messages
- 1,358
I will say that I love to change the damage ratio. Matches in Brawl do last too long, especially when both players are campy. The idea to post a topic like this is not originally mine. This could have been mentioned long before the tier list or major tournaments even came out. I do remember it being mentioned in another topic at the bottom of the first page called "A new way to play Brawl", but the TC of that topic screwed it over by mentioning Heavy Brawl as the main focal point while actually having a decent idea he mentioned as a secondary point. I will try to go into detail about that secondary and more worthwhile point.
We already alter the rules to make the game competetive already. We change a singles match to a 3 stock instead of a timed match, and for doubles, we turn team attack on. The damage ratio has probably never been explored in depth because all of the damage formulas the community has created would have to be redone. Chaingrabs of characters like Falco and most likely Pikachu would have to be re-explored. The kill zone threshold of attacks, the survivable percents of attacks, the percents for"combos"and other stuff like that would have to be thrown away. I can understand why we have never suggested the change to the damage formula, it is a much more drastic change to the game itself than changing the standerd of play from time to stock. We all know this and I am probably crazy and selfish for even mentioning it, but bear with me until the end of this opening post.
The damage formula basically works in that the lower you set it, the harder it is to kill opponents whereas the higher you set it, the easier it is to kill them. The advantages of setting it higher is that for one, it would supposedly make matches faster. It is, for all intents and purposes, true primarily due to th fact that we cannot POSSIBLY be more campy than we are now (well we can be, but the game would be unplayable at that point).
Another aspect it would change is that there would actually be a greater balance between the risk and reward aspect of mounting an offense. Obviously it does not counteract Brawl's defensive system by any reasonable means, but it would be a generally good thing for characters to be able to kill their opponents in 8-12 moves instead of 11-16 moves. The dilema here is that characters like Snake, DDD, Wario, and other hard hitting characters with moderately good damage racking ability would be monsterous. It is hard to ignore Snake killing Bowser at 100 damage, but one of the negatives to the alternative already in place would be to let characters like Falco, Diddy Kong, R.O.B., Toon Link, Zero Suit Samus, Wolf and others have to get their opponents to 150 beforeputting them in kill percentages. Here are a few reasons on why a higher damage ratio would be beneficial if used:
1. Stale moves negation would be impacted somewhat by this. Characters like Peach, Toon Link, Wolf, etc. can build their opponents to high percentages (percentages we normally see in Brawl) and not have to worry about their kill move that they used once or twice failing them. Stale move negation impacts the top tiers less than the lower characters due to them having alternative means of killing, or multiple good killing moves.
2. Matches obviously last less time. Long matches are not inherently bad but when they feature mostly camping and no offense, a minute of time shaved off per match does not sound horrible.
3. Four stock matches for doubles. Four stocks is a much better alternative than three stocks when sharing stocks is an option for a team. Currently, you usually have a situation where one character losses all of their stocks and his partner is on his second stock at moderately high damage. You can steal his stock and he most likely dies soon after or you let him get double teamed for the rest of the match. This situation is moe reasonable with 3 or 4 stocks and the higher damage guarantees that the match won't drag on for extended periods.
4. Meta Knight is not buffed as much as most of the cast from this. While most characters are buffed by an increase in the damage ratio, Meta Knight (as well as Lucario due to him gaining strength as he takes more damage) barely benefits from this primarily due to the fact that he gets a lot of his kills from gimping. All this really does is make it easier for the other characters get back in the running if they fall a stock behind MK.
5. Catching up is a little more feasible. The law of probability states that the more times you take a chance (like approaching Olimar gets you grabbed 60 percent of the time and you succesfully hurt him the other 40 percent of the time) the more times that you will fail. Failing is deadly in a game like this. The more times you attempt to apporach Olimar, the more times you will get hit. Simply put, if you have to succesfully approach him 19 times in a match as opposed to 28, that is a great boon to the attacker. Changing the damage ratio is more of a boon to the attacker than the defender due to the approacher initiating the situation and having the power to control the initiating event that the defender reacts to.
Truthfully, I would want this to be implemented in competitive play due to Brawl matches often times lasting too long. I do not claim that this would fix character balance (it would honestly buff DDD more than any other character, but most high tiers have a neutral/advantage on him anyway), but a change to the damage ratio would improve Brawl's gameplay in general. But I mainly wanted to toss out the idea as I have never seen anyone seriously go indepth on the idea. Discuss.
We already alter the rules to make the game competetive already. We change a singles match to a 3 stock instead of a timed match, and for doubles, we turn team attack on. The damage ratio has probably never been explored in depth because all of the damage formulas the community has created would have to be redone. Chaingrabs of characters like Falco and most likely Pikachu would have to be re-explored. The kill zone threshold of attacks, the survivable percents of attacks, the percents for"combos"and other stuff like that would have to be thrown away. I can understand why we have never suggested the change to the damage formula, it is a much more drastic change to the game itself than changing the standerd of play from time to stock. We all know this and I am probably crazy and selfish for even mentioning it, but bear with me until the end of this opening post.
The damage formula basically works in that the lower you set it, the harder it is to kill opponents whereas the higher you set it, the easier it is to kill them. The advantages of setting it higher is that for one, it would supposedly make matches faster. It is, for all intents and purposes, true primarily due to th fact that we cannot POSSIBLY be more campy than we are now (well we can be, but the game would be unplayable at that point).
Another aspect it would change is that there would actually be a greater balance between the risk and reward aspect of mounting an offense. Obviously it does not counteract Brawl's defensive system by any reasonable means, but it would be a generally good thing for characters to be able to kill their opponents in 8-12 moves instead of 11-16 moves. The dilema here is that characters like Snake, DDD, Wario, and other hard hitting characters with moderately good damage racking ability would be monsterous. It is hard to ignore Snake killing Bowser at 100 damage, but one of the negatives to the alternative already in place would be to let characters like Falco, Diddy Kong, R.O.B., Toon Link, Zero Suit Samus, Wolf and others have to get their opponents to 150 beforeputting them in kill percentages. Here are a few reasons on why a higher damage ratio would be beneficial if used:
1. Stale moves negation would be impacted somewhat by this. Characters like Peach, Toon Link, Wolf, etc. can build their opponents to high percentages (percentages we normally see in Brawl) and not have to worry about their kill move that they used once or twice failing them. Stale move negation impacts the top tiers less than the lower characters due to them having alternative means of killing, or multiple good killing moves.
2. Matches obviously last less time. Long matches are not inherently bad but when they feature mostly camping and no offense, a minute of time shaved off per match does not sound horrible.
3. Four stock matches for doubles. Four stocks is a much better alternative than three stocks when sharing stocks is an option for a team. Currently, you usually have a situation where one character losses all of their stocks and his partner is on his second stock at moderately high damage. You can steal his stock and he most likely dies soon after or you let him get double teamed for the rest of the match. This situation is moe reasonable with 3 or 4 stocks and the higher damage guarantees that the match won't drag on for extended periods.
4. Meta Knight is not buffed as much as most of the cast from this. While most characters are buffed by an increase in the damage ratio, Meta Knight (as well as Lucario due to him gaining strength as he takes more damage) barely benefits from this primarily due to the fact that he gets a lot of his kills from gimping. All this really does is make it easier for the other characters get back in the running if they fall a stock behind MK.
5. Catching up is a little more feasible. The law of probability states that the more times you take a chance (like approaching Olimar gets you grabbed 60 percent of the time and you succesfully hurt him the other 40 percent of the time) the more times that you will fail. Failing is deadly in a game like this. The more times you attempt to apporach Olimar, the more times you will get hit. Simply put, if you have to succesfully approach him 19 times in a match as opposed to 28, that is a great boon to the attacker. Changing the damage ratio is more of a boon to the attacker than the defender due to the approacher initiating the situation and having the power to control the initiating event that the defender reacts to.
Truthfully, I would want this to be implemented in competitive play due to Brawl matches often times lasting too long. I do not claim that this would fix character balance (it would honestly buff DDD more than any other character, but most high tiers have a neutral/advantage on him anyway), but a change to the damage ratio would improve Brawl's gameplay in general. But I mainly wanted to toss out the idea as I have never seen anyone seriously go indepth on the idea. Discuss.