RetroStation
The Eternal Casual on Hiatus
- Joined
- Sep 15, 2013
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The game would be terrible as a team game if solos equaled trios.
There woul literally be no reason to play trio or duo if solos actually were completely equal to duos and trios.
Trios are the hardest team to play well by benefit of the most to learn to play them effectively. 3 times the amount of bnbs, situational combos, matchups, resets etc etc etc
If solos equaled trios i would drop teams instantly. Why make myself work hard for no benefit? Doesnt make any sense to me.
It makes perfect sense. You are completely forgetting what the intent of putting solo, duo choices were. To make those viable for people who want to use those size teams. Not to put them at a stark disadvantage. Solo and duo aren't tutorial mode or training mode, they are supposed to be for competition.
The logic of your argument is completely faulty. Not everyone tier whores, yet if they wanted to win that is what they should do right? Why does Xian play Gen, the hardest and most complex character in SF4, even though the character isn't top 10? Why isn't Chin from KOF XIII the most powerful character, cause he is the hardest to learn? Shouldn't Chin players be more rewarded since they put in more time?
Rewarding characters/teams or whatever just for effort is what makes no sense.
Then what happens in 4 years time when the top players have learned all 3 of their characters at an extremely high level? Trios become Top-tier because you stupidly designed them under the assumption that high execution barrier would keep the Trio teams 'weaker'.
When you design based around difficulty of execution, you design for the short term when people are still learning the game. If SF4 players like Sako can learn how to do combos that require 10+ 1 frame links, they sure as fuck can figure out how to play 3 characters in this game at a top level.
When you design everything to be balanced without regards to the difficulty of execution, then it stays balanced long term.
I'm sorry that this is off topic, but isn't Chin considered one of the top tiers in KoFXIII? Making that example kind of odd?It makes perfect sense. You are completely forgetting what the intent of putting solo, duo choices were. To make those viable for people who want to use those size teams. Not to put them at a stark disadvantage. Solo and duo aren't tutorial mode or training mode, they are supposed to be for competition.
The logic of your argument is completely faulty. Not everyone tier whores, yet if they wanted to win that is what they should do right? Why does Xian play Gen, the hardest and most complex character in SF4, even though the character isn't top 10? Why isn't Chin from KOF XIII the most powerful character, cause he is the hardest to learn? Shouldn't Chin players be more rewarded since they put in more time?
Rewarding characters/teams or whatever just for effort is what makes no sense.
And, by that logic, (which is quite flawless if i do say so myself) if you balance for low execution to be just as strong as high execution, then low execution becomes stronger by default when applied to humans since humans arent robots and will drop high execution more than low execution, at which point 1=1 no longer expresses a true statement.
Ok so you can bury your head in the sand and just ignore all the characters who were thought to be shitty on the release of a fighting game, only to be considered to be high or even top tier later in the game's life.
Case in point - SF4
C.Viper, Cammy, Oni, Sakura, E.Ryu, Gen, Ibuki - All thought to be bad on their initial release because people couldn't execute their shit, only to rocket up the tier list later into the game's life time (some more than others).
It's nearly impossible to have two different characters be equally strong. I think having two different methods of choosing characters with so many variables and options being equal is impossible. Can we drop that already? They'll never be equal, so arguing about if they were is pointless.
So if it is definitely trio>duo>solo then any ideas on how to close the gap somwehat? Some ideas...
1. Trios will lock out assists the least (the current 90f), duos more (120f?), and solos by far the most (180?).
2. Health of duo or trio won't recover against solos, duos recover health slightly faster when facing a trio, while trios recover health slightly slower when facing a duo.
Simple solution: "style" combos. Give characters options for higher and higher execution, while conferring no gameplay-related benefits. You can have fun dressing your DoA character up in a bikini, wearing a hat in TF, or performing 17 one-frame links if you want, without hampering other people who want to play those characters. We know this works because people like Marlinpie and Desk and KBeast already do higher-execution combos even when there are low-execution alternatives with no downside.
I think non-recoverable health against solos is a bad idea. What's the point of red health if you can't recover it (solos have it yeah, but I know that's not changing). Different lockout times depending on ratios makes sense, characters doing more damage seem like they should lock out longer. But I think realistically lockout should only be upped (edit: not requesting really, but if a change were to happen) if you got a counterhit, and then based on counterhit. So maybe if you get a LCH lockout 120, MCH 150, HCH 180.
Seriously wondering why i even bother to teach 1+1 to people that dont even understand the difference between than and then... And ive been trying hard to not go to the than and then argument... But when half the internet seems to think they are either interchangeable or thinks that they are the opposite of what they actually are... It gets really annoying. Well i finally know what it is like to be one of those people that is highly annoyed by the misuse of there,their,they're and your and you're.