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- Sep 3, 2013
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There's something that has perplexed me since downs were added in beta: Why don't both sides' health recharge between bouts? (Like JoJo's downs)
I always assumed this was such a given that it must be a bug or simply that it hadn't been added yet, but with the addition of downs to the standard version I'm beginning to worry.
Playing with the new downs system actually makes rounds - in my humble opinion - far, far, less exciting and tense.
Consider an example:
Player one and two are playing solo characters with the default setting - best of three.
Player one has won one round, Player two has yet to win a round.
Both players are at a sliver of health, and the next hit will secure the round!
Previously, this was a pivotal moment. Because health recharged between rounds, Player Two only had to land a hit before his/her opponent to bring them on to an even footing (one win each, full health on both players)
Currently, this is a moment that lacks a lot of the tension and excitement the old system had. If Player Two lands a hit before his/her opponent, it is far less meaningful. (one win each, full health on Player One and almost none on Player Two)
I felt the difference immediately. I regularly host local skullgirls matches with friends. Playing with the new system, the energy in the room was dramatically changed. Many spectators - and sometimes even the players themselves - lost interest in the match entirely after the first round.
I realize this system was implemented to try to grant the win to the player who dealt the most damage, but it seems redundant compared to best-of-one rounds.
Obviously, this is only my opinion and observations! I am by no means claiming this is objectively the right thing to do, I'm just wondering if anyone else feels similarly.
I always assumed this was such a given that it must be a bug or simply that it hadn't been added yet, but with the addition of downs to the standard version I'm beginning to worry.
Playing with the new downs system actually makes rounds - in my humble opinion - far, far, less exciting and tense.
Consider an example:
Player one and two are playing solo characters with the default setting - best of three.
Player one has won one round, Player two has yet to win a round.
Both players are at a sliver of health, and the next hit will secure the round!
Previously, this was a pivotal moment. Because health recharged between rounds, Player Two only had to land a hit before his/her opponent to bring them on to an even footing (one win each, full health on both players)
Currently, this is a moment that lacks a lot of the tension and excitement the old system had. If Player Two lands a hit before his/her opponent, it is far less meaningful. (one win each, full health on Player One and almost none on Player Two)
I felt the difference immediately. I regularly host local skullgirls matches with friends. Playing with the new system, the energy in the room was dramatically changed. Many spectators - and sometimes even the players themselves - lost interest in the match entirely after the first round.
I realize this system was implemented to try to grant the win to the player who dealt the most damage, but it seems redundant compared to best-of-one rounds.
Obviously, this is only my opinion and observations! I am by no means claiming this is objectively the right thing to do, I'm just wondering if anyone else feels similarly.
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