@
Mike_Z
Omg, i just saw the latest salty, and wow... I LOVE the assist proration... This is the best change from my perspective yet. Ive always thought that assist confirms were to powerful and that something should be done to reign them in... And i gotta say that this sounds so juicy... LOVE IT.
But of course it isnt guaranteed to stay in, but i appreciate that it is at least being tried out. Also, though it means nothing, i would have also made it so that the proration only happens as a starter, not as a combo extender or mid combo... Just like how you have it. So kudos dude.
Ok, so...i have another stupid set of ideas that might be try able... But maybe not. I just want to put them out there, if they stick and get tried, cool, if not, cool as well.
They are unfortunately somewhat redundant, but i think they would really reward the best things about fighting games and and reward other things much less:
Throws:
Stay the exact same except give no proration if the opponent hasnt exited hitstun or blockstun within the last xxx amount of frames (say... 30 frames) the reason being:
Neutral game throws arent that cheap or hard to defend against and in fact they are kinda hard to come by. So shouldnt we not prorate those? And on the flipside, reset throws and tick throws are MUCH EASIER to land so those types of throws, if within x amount of frames, give the 50% proration.
This way damage is dynamic, which is a good thing, and there are lots of ways to get easier/less risk yet scaled damage or harder/less safe and unscaled damage.
And to another extreme, we could apply this scaling to any hit, when coming out of block or hitstun or both... So, someone gets locked down, and then high/lowed, that would be a 50% scaling since they did it during hit/blockstun..
It might be a bad idea, it might be a good one, but it seeks to REWARD off assist play rather than call assist, it wiffs or gets locked out, opponent turtles a bit and waits for assist to cooldown and then repeats the process. It also penalizes "easy" tick throws, yet rewards neutral airthrows, and penalizes resets in general, either only throw resets, or it could apply to all resets.
Its just a thought ive had for awhile that i was never going to mention, but when you came with the assist proration, i saw that a window of opportunity might be open...
As i said though i wont be mad if people think this is stupid... On paper its pretty awesome as it penalizes and rewards all the right things imho... But i could see people saying that its redundant or a complete mindfuck for beginners etc etc etc ad hominems that i dont feel like arguing against.
Just a thought... Or 2 :)