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iLoli
So I think we are talking past each other or you are intentionally misrepresenting my position. Let me sum up:
I mention that I think that the real problem is combos are too easy to execute compared to the damage you get. I mention KoF because though damage can be brutally high, the level of execution to get that damage is higher than it is in Skullgirls. The reason I quoted Clarence is because I think loops are a perfect example of this (why learn say 6 different chains when you can learn fewer and loop them, not to mention that muscle memory etc. makes it even easier). Of course, this loop bit was a relatively minor portion of my post.
I may not have been clear though, so let me take right now to clarify. The damage to difficulty ratio is too damn high.
You then mention KoF has loops... which frankly is beside the point because, the real point is that the execution in KoF is far tighter which decreases the damage to difficulty ratio. You then mention a few examples of other loops... as if pointing out that other games have shit in them some how justifies shit. Not to mention that a few of those games has far tighter execution (often times for less) than in SG. Then you tell me to stop making generalizations right before you make your next post filled with sweeping generalizations.
In any case, you can just watch the EVO videos between the KoF and SG finals. Hell, start a timer and see how long each game spends respectively in combo (another complaint I had in my very first post). Check out the damage that the combos are doing per run and how few and far between resets are (just like I've been bitching about... they do a huge damage combo, reset once, and finish on a huge damage combo).
This game seems to be at a point in which you need to justify your reset as you are often better off just pushing for the damage and ending on a knockdown. I'm saying I would prefer if it gave equal reason to reset vs finishing the combo.
It is important to note that I don't want SG to be KoF (or any other game), but that doesn't mean that it should be immune from criticism, and at least in my opinion it isn't perfect yet (which is about the time criticism should stop, no?).
And yes, difficulty vs damage does matter. It is insane to suggest that it doesn't. You would never implement a combo that would let me push one button 5 times to take down 75% of your life... why? Because it would be too much for too little. Big damage generally comes at incredibly tight execution.