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Darklightjg1
Why do replies around here always degrade into senselessness; starting from the bottom:
I'm not attempting to make you seem any less right by nitpicking on words, I am trying to explain that reduced combo length does not automatically make the game an average fighter. Second of all, Ok, but I still don't see why less decision making is better in any particular way.
Additionally, as I overlooked answering this question in your previous post, the amount of openings it takes to kill a character varies from team size to team size. To put them down quickly:
3v3: 2 resets per character, 3 per character without meter usage
2v3: 2 resets per character, 3 per character without meter usage (for team of 3)
1v3: 2 resets per character (for solo), 3 per character with meter usage (for team of 3)
2v2: 2 resets per character, 3 per character without meter usage
1v2: 2 resets per character (for solo), 3 per character (for team of 2)
1v1: 3 resets per character (2 with meter usage for some characters)
That seems much better to me than 1 reset per character regardless of team sizes, it means the game is actually being played. With 1 reset per character it is entirely a guess until you've played multiple matches against that player. With 2 per character it remains like that, but in most cases it should require meter usage to achieve that goal, so while one player expends their meter the other gains, meaning the tide turns much the same way it does currently (which should make you happy considering you were saying how you like the current pressure on the attacker) but makes the attacker's loss much more reliant on the other player, as opposed to if that player has spent enough hours in training mode perfecting their loop.
Of course these are just numbers and don't mean anything until in an actual match where there are stray hits that people don't confirm off of (i.e. defensive assist usage) and variable damage for different characters as well as different locations that will change the number of resets the opponent needs to use (which will, contrary to many people's announced beliefs, result in a more frequent return to the neutral game making that a viable part of Skullgirls' gameplay).
I would be more accepting of chunky combos if it wasn't incredibly easy to confirm off of absolutely anything in Skullgirls, particularly invulnerable assists and reversals, it would make losing feel more like an actual flaw with my skill, rather than the lengths of my combos not being 5 times their current length, but the issue of getting bored of watching someone's 80 hit combo for 20 seconds 3 times a match is hardly gone. A 9 second combo that does 70% of said 80 hit combo's damage is not going to be as dull to sit through knowing a reset could come at any moment and not 17 seconds into another combo.
And yes, right now you can still use resets viably, but why do that when you can just do a 10k combo off of an Updo assist confirm into ambiguous reset into kill which is several times safer than giving the opponent 3 opportunities to escape and potentially counter? The fun of being engaged in the game? Don't be so silly, why would anyone want that when they can get wins more easily with less decision making?