Lawng post is laaaaaaaaaaaaaaaaawng.
TL;DR: said:
SWF-Hi guise. My name is Cirno. I like Watermelon popstickles and long walks on the beach. Eye'm not an idiot. I am the strongest. My sign is 9. My Intresrests are Smashing-- Brawl included ftw. If you would like to get to know me better please contact me at 999-999-9999.
<3
Eyada- omg hi, I missed u~!! (:
Balance can't exist without every character being the same, but that doesn't mean the projects a failure.
WheelofFish- I heard what you were saying. You know nothing of our work. How you got to become a player in anything is totally amazing. But I won't fuss because I don't wnat to ruin our relationship.
Almost every character section has a thread dedicated solely to guaranteed combos.
Not that combos are the heart of a fighting game anyway. Melee is the only game I know that got the combo system right, but I've personally come to adore the string system in Brawl.
There is something incredibly satisfying about the fact that after a hit, a string, a stock, that there were countless opportunities to turn the entire match's momentum around-- if only they had outsmarted you, if only they out played you. Your opponent was given the chance, defensive options are the best they've ever been, most hits force a reset, and yet they could not take the upper hand from you.
No magical paralyzation from having something silly fall on them or touch them, no omnipotent being forcing them to wait until it was their turn to choose from a list of set moves,(not knocking any games with these mechanics btw) no ect. ect., just Brawl.
I DON'T KNOW HOW YOU CHAINGRABBERS EVEN ENJOY-- kidding kidding. But I do like Brawl.
But I did main Roy in Melee, so maybe thats why, since every character is like Roy now.
;-;
You probably don't have any reason to take it, but I'd like to offer one quick piece of advice: When judging a balance patch, do not focus on one change and theory-craft about it; doing so is a complete waste of time.
Yo, Eyada.
(:
Been a while. Last time we spoke was the Ban MK thread part 3 I believe...
In any case, I'll have to point out that what is a waste of time is entirely subjective.
I'm sure most of our elders would feel the same way about us playing videos games as heavily as we do, let alone arguing/discussing them. ^^;
It's up to each individual to decide what each moment's value is. And as people take quite a liking to expressing their thoughts, I'd say theory-crafting under any circumstance can be considered time well spent in the speaker's eyes.
One man's treasure possibly?
Or am I being an introspective wad?
D:
As a long time Defense of the Ancients player (commonly called DotA; it's a competitive game that is patched constantly), I can tell you that, 90% of the time, initial impressions of balance changes are never accurate over the long-term; especially impressions that aren't based on actually playing the game to experience all of the changes together, first-hand. It's best to do some playtesting before you jump to any hasty conclusions.
Even playtesting can lead to incorrect decisions though. And as creatures that can rationalize, we don't need to experiment all the time to know something. Sometimes, previously gained information from elsewhere can aid us in an understanding of something seemingly new.
You don't need to jump out of a plane to know you are more than likely going to die upon impact with a solid.(Or even water, if you hit flat. =/)
As has already been discussed, the removal of the chaingrab was necessary in order to balance out numerous match-ups. If, as the metagame evolves over the next few months, evidence (i.e., tournament results, playtesting, etc) begins to accumulate which makes it apparent that D3 is too weak/not viable, then he will be given targeted buffs to help alleviate any problematic match-ups that are holding him back.
Herein lies the problem with community/player balancing. I'll cover it in my next quote response though.
However, I don't see how any of that points to the fact that BBrawl "will never be balanced"; in fact, if anything it indicates the exact opposite. Amazing Ampharos and Thinkaman are using a reliable, systematic approach to changing the game, and there is no reason to believe that such a goal cannot be reached. Is the First Official Release 100% perfect? Probably not; but that doesn't mean that the entire project is doomed to failure.
BBrawl can never be balanced for the same reason there will never be a balanced competitive fighting video game: Everyone has their own image of balance. You can come close. Starcraft and Guilty Gear (both of which I play)players are as familiar with updates to help balance as DotA players are I'm sure, but why? Why isn't there ever a final update on games striving for balance? Because the only way to have balance is to be exactly the same. You can come close, and you don't even need that to be a healthy competitive game, but it does help the scene.
And when it comes to players balancing a game, who's to say what they are doing is balanced? Who's to say it isn't?
Why are they qualified when say, M2K isn't?
He commented on thinking MK should have a 30% damage dealing projectile so he won't always have to approach ZSS.
I personally feel like the biggest help to any low tier character, would simply be giving the ability to shield in the dash animation(not the run but the frames right out of a standstill dash[most notable on CF ;-; )
I can only assume Crashic feels that a chaingrab as a form of punishment is very fair, and taking it out imbalances DDD.
Why are our ideas left out when others aren't?
You can see why player fixes will never become standard, or even generally accepted as something.
@_@
When the makers update a game, we usually just go with it in high hopes similar to SBR recommended rule sets.
And Failure?
You don't need to be 100% balanced to call BBrawl a successful project, as I understand it the goal of BBrawl is just to make every character
about as good as Diddy Kong, which is a good and achievable goal which will give every character the ability to be viable.
I'm not sure about Thinkaman, but I know Amazing Ampharos is amazing. I look forward to playing the completed version.
Ahh, btw I have playtested every version of hacked Brawl except for Brawl 64. And DDD's uthrow on the edge in BBrawl makes me cry.
):
Saying anything in Brawl takes more skill than in Melee is quite a stretch.
Not really.
Jiggz v Marth/G&W
If you think Melee takes more skill to win that MU please MM me.
I hit you and want to get another hit. Unless it's one of the few combos, more than likely hitstun and wavedashing is going to make doing this alot easier in Melee.
Oh and if you meant tech skill, no player to my knowledge even uses
SDI to it's max potential which takes ridiculous tech-skill. And Yoshi's dragonic reverse which can be used as a psudeo-wavedash gives you 9 frames at the most to input 3 buttons. Oh and to move across the stage , this needs to be done consistently. I would assume if it was easier than Melee wavedashing, at the very least Hylian would have been showing this off.
I can go on for hours with stupid stuff like this even though I feel like Melee's level of consistent necessity of tech skill is higher than Brawl's. But, that's not really relevant to my interests, it's just how little some players know about either community is pretty amusing sometimes.
So, we're at "Melee vs Brawl" and "Brawl vs Hacked Brawl".
This thread needs to make an immediate u-turn.
This please?
I'd like to go back to lurking but lulful arguments always get me.
o: