Covenant wrote:Praxis wrote:Nintendo could easily have left hitstun in and had a much better competitive game without effecting the casual crowd. What would have been lost by this?
I'm not sure anyone can come up with any reason why hitstun and shield lag should have been removed, these are pretty basic elements of strategy that encourage players to time their attacks to exploit openings the same way a boxer times his, while also not allowing defensive players to camp against someone who is playing aggressively.
However, I'd say it's a slippery slope to give the OK to some glitches just because the character sucks otherwise. What they should have done with Diddy and other cruddy characters, or even just mid-level characters like fatass Bowser, is make them better. It seems like the Nintendo teams are just not capable of understanding the concept of balance, as they build a game that favors certain features (speed, and in the previous games, high KO moves that hit up) and then seem to lump all these features on the same handful of characters. Buffing some and nerfing others a little bit would have made more sense, since I honestly believe the most skillful play comes from overcoming a weakness and not from exploiting a strength. Seeing that aforementioned fatass Bowser tear up a match really is satisfying when it happens, but I usually get my streak ended by one of the same rogue's gallery of poor matchups. Being a permanent fan of the slow and heavy characters in every game though, I've simply gotten used to sucking compared to the speed freaks.
Except the question is, are these exploits really detracting from the game in any way? You could make the argument that wavedashing did this by adding a barrier of entry that only pro players had. I actually see nothing wrong with wavedashing, but I can understand that point of view. Character-specific exploits however- if one character happens to have a hard learning curve and difficult entry barrier, you can learn another.
In my opinion, an exploit or a glitch is only a bad thing if it overpowers the rest of the metagame. Glide tossing doesn't do that. Wavedashing? ...you could make the argument.
Many games don't have the obvious wide disparity between characters or factions or weapons or whatever that Smash does, and few game companies are so antagonistic towards the playbase as Nintendo is towards their very popular tournament crowd. By comparison, few games with as much exploit-riddled gameplay, idiotic lameness and dedicated pro-players are as open and welcoming in a tournament atmosphere as Smash tournies tend to be. In that one sense, I feel that Smash is where tournament games should head. A fun game that everyone can play, but only a few play well. I don't like playing it all that much, but I never regret playing a round or two the way you regret playing Starcraft.
I have to agree there. It's really weird- Nintendo's fanbase tries their best to turn Smash into a competitive game despite Nintendo's ideas for the game. Ironically, Smash was originally supposed to be a fighting game designed to show off analog controls on the N64, until someone got the bright idea to change it to use Nintendo mascots. The engine was designed as a competitive fighter, and then items were thrown in for a party style. Somewhere along the line, between Smash 64 and Brawl, Nintendo seems to have adopted the idea that it is a party game. I'll never understand why they spent so much development time focusing on the single player and left such glaring balancing holes (I mean seriously...a five year old can see how badly-designed Dedede's downthrow is. A set knockback that is so short you can just run and grab the opponent again? Are you kidding me?) in the multiplayer. And despite Nintendo's attempts to make the game uncompetitive (for example: TRIPPING), the Smash competitive community is easily the most welcoming and friendly one of them all (IMHO).
Of course, just as often, it's just that devs are fucking stupid,
Did you know that in Brawl, Ness' lag after sliding out of a grab is so long that almost every character in the game can walk forward and grab him again, and one character (Marth) can just grab him without moving, re-grabbing him every time he slides out while standing in place, straight to 999%?
Pretty sure the devs were just being stupid.
