@
Shin ATproof ... I concur. And you do bring up points that I had thought obvious and have been glossing over.
Namely that sg as it is now is very high stakes. And momentum based. And high damage. Personally, like you have eluded to here, no one wanted severin evo style combos to be a thing of regular occurrence or even possible.. That was overkill. But as you said, the community was almost overwhelmingly in favor of restricting those combos and not allowing the blatant abuses that those combos brought forth such as raw tag and then going back through the ips again, and then doing it a third time, and also allowing dhc combos to do the same thing.
That was certainly overkill. But, here we are with a good system (mde) that does restrict super abusive rawtag and dhc combos, but for the most part allows the longish solo combos to exist and it still isn't good enough for the winers.
That's really my biggest problem: them wanting the game changed so drastically when the combos are almost perfectly balanced as it is right now in mde.
Dying from one reset in 3v3 while using a meter that was given to you for free and using 2 of the strongest dhc supers in the game doesn't seem unreasonable to me.
I see skullgirls more as no limit poker... The poker that is considered to be the most skilled in the world cause of the extreme emotional variables that come with playing hands in multi thousand dollar pots.
I mean, I just see this whining (and yes I do see it as whining) about combo length outside of sde as simply not wanting to lose, not liking to assess situations from a disadvantage, and trying to make as many terrible arguments as possible for the inclusion of said examples.
Like seriously, that is all I can see from these guys. Lots of lose, very little win.
I think they make some good points such as moar neutral, but they lack insight to see that shorter combos don't make for more neutral. Better neutral tools make more neutral (see peacock) lower ability to hitconfirm into a combo make more neutral (see fuerte, Bridget) and a game that was initially designed to have a higher amount of neutral (see soulcalibur) make for more neutral. I also find it HIGHLY suspect that many of these guys that cry more neutral don't use peacock (on there main team)... The best neutral in the game, and one of the funnest zoning characters that at least in my opinion has ever been invented. And is even fun to play against.
And also as you said shin, this lower damage/shorter combos thing actually makes it harder to make comebacks... Not the shorter combos, but definitely the lower damage. And that in itself DEFINITELY makes for a worse game since the attacker and defender should rarely think they are completely out of the game and that being able to win is statistically rare when faced with a big lead.
I seriously see the complaints as no more valid than all the people that complained that throws are cheap at the beginning of the ce era (they actually WERE op in world warrior since tick throws were impossible to escape) but a completely viable tactic after that.
In oldschool streetfighter it wasnt even about not getting hit, it was almost completely about denying certain ranges, because if you allowed certain ranges you were probably going to lose. Imagine a game where getting hit was less climactic than simply allowing the opponent to get close.
Well that is almsot exactly what we have in sg... Its just that many players havent come to realize it yet. They think that getting hit is the problem when they couldn't be further from the truth.
Allowing the opponent to get anywhere near you with frame advantage is the big mistake in sg. Everything on top of that is just making a good read in a bad situation... Which is a FURTHER option to not take damage. Thats 2 options already to not take damage: deny them the range, and if not possible or you made a mistake, guess correctly.
But nooooo, that isnt enough. Having pbgc on block for no meter for some charcters isnt enough, having alpha counter for others for meter isnt enough, denying range isnt enough, guessing correctly isnt enough, grabbing a dp assist if your defense cant hack it isnt enough.
We also have to lessen the reward that a correct offensive read or guess gives.
Idk, im convinced that it is whining, plain and simple. I still see no evidence that THIS game becomes 1 player in combo... I pay attention when combod. I guess others dont...
I dont see how other players lacking observation skills warrants shortening combos to such a degree that they currently are in the beta.
I can and will adjust, easily. I just wont be having as much fun. Which is a shame since i was one of the many people that liked the game right out the gates.