From what I gathered on Smash Boards, they're doing what they can to solve the Final Smash detection issue, which is reassuring considering the developments they've made so far.
You're a modeler for the project, though? That's really cool. Do you work on the animations, color palettes, and costumes? Or are you involved with the new characters? I've been really impressed with the visual aspects of the project, so I guess kudos goes to you for that.
How is making something easier to perform at all competitive? That seriously removes skill from the equation, and I don't follow the logic at all. Not to mention that the Project M team has already utilized similar abilities with performance trades, and that's all Rock Smash is. It's a high-risk/high-reward attack.
This is false. "They" have openly stated to wanting to provide as full an experience as possible, including items and single player modes. In response to an assertion almost exactly like the one you made.
And anyways, it's not balance itself that bothers me. It's the illogic behind what is considered "balanced", and the samey feeling I get from most characters. How is Rock Smash actually unbalanced? How did removing the little toot-toot steam from G&W's Up Air make him more balanced?
Honestly, I get a very combo-centric MvC/SF feel when I play Project M. That isn't the only type of competetive play available to a game like Smash, and it actually seriously hurts it. It's cool what they did to Lucario, because he's one specific character, but I really don't see why every player has to be a combo-fiend. It doesn't seem like a focus on balance so much as a focus on moving really fast and performing flashy moves.
You're a modeler for the project, though? That's really cool. Do you work on the animations, color palettes, and costumes? Or are you involved with the new characters? I've been really impressed with the visual aspects of the project, so I guess kudos goes to you for that.
(10-16-2013, 11:03 PM)[robo9] Wrote: The thing is, a lot of the changes were made from a competetive stand point. I mean it was hard to hit anyone with rock smash in Brawl
How is making something easier to perform at all competitive? That seriously removes skill from the equation, and I don't follow the logic at all. Not to mention that the Project M team has already utilized similar abilities with performance trades, and that's all Rock Smash is. It's a high-risk/high-reward attack.
(10-16-2013, 11:03 PM)[robo9] Wrote: Also, they don't really give a shit about Final Smashes because items aren't supposed to be on. It's kinda geared to the competetive side
This is false. "They" have openly stated to wanting to provide as full an experience as possible, including items and single player modes. In response to an assertion almost exactly like the one you made.
And anyways, it's not balance itself that bothers me. It's the illogic behind what is considered "balanced", and the samey feeling I get from most characters. How is Rock Smash actually unbalanced? How did removing the little toot-toot steam from G&W's Up Air make him more balanced?
Honestly, I get a very combo-centric MvC/SF feel when I play Project M. That isn't the only type of competetive play available to a game like Smash, and it actually seriously hurts it. It's cool what they did to Lucario, because he's one specific character, but I really don't see why every player has to be a combo-fiend. It doesn't seem like a focus on balance so much as a focus on moving really fast and performing flashy moves.