damn-I-Suck
[12] Conqueror
First of all, I haven't even logged into 8wr in quite some time. Someone said to me once "if you don't like sc5, then why are you on 8wr?". So then I decided to pull myself away for awhile, because I knew eventually I would be back on.
I recently brushed some dust off my old ps2 slim and popped in sc2 when an old friend of mine came by. We were talking about sc5, the gameplay changes and whatnot. Both of us agree that the inclusion of meter was not needed and actually detracts from the core game.
Now, I'm not gonna make an objective statement and say "this game is crap", because I can see why people like it. It appeals to the hardcore, more technical crowd, and this is exactly where sc5 doesn't appeal to my or many other peoples tastes.
I feel in love with sc2 a decade ago, and the reason it was so appealing was because the mechanics were simple, yet the move sets and strategies were deep. Simple to pick up, hard to master was SC's motto from the beginning.
I feel like sc5 shits all over casuals. You now have meter management, on top of the fact that the game is already fast as fuck and you have enough to deal with already, or then throw in JG and guard crushers and you get a game that feels incredibly tech-savvy. The game requires more knowledge than ever before just to actually enjoy it somewhat.
In a nutshell, there's just too much shit to think about now. Not only to I have to make lightning quick decisions about my meter (Do I dump it, save it, or GI?), but I have to constantly look at my opponent's meter and be aware of what they might be able to do at any moment. I'm tired of constantly being "on guard" about a YOLO CE. To be honest, all I want to have to worry about is low, mid and high, and block punishment, which is already more than enough to keep me occupied.
I was never a wizard at execution, sure I tried to learn Ivy's CS and other such hard-to-do moves, to no avail. One can only spend so much time in training mode before they get bored and give up. When it ceases to be fun, the game itself ceases to have any point in playing it. This is why always played characters like Siegfried, nightmare and some of the other simpler ones.
Well that all goes out the window now, because every character now requires 236236 motions (thank you PS for shitting on people like me). I STILL to this day cannot connect some combo's that end in CE's because you have to input it too fast for my fingers. I see many other players pull this off 100% on their worst days. But like me, there are others who struggle with this kind of stuff. Example: Been playing raphael for 3 months now, and I STILL cannot connect 22B-CE, or 33Kbe-CE, which are some of his BnB combos. I STILL cannot connect Sieg's 3B-kBE-CE. Or the fact that more than half the time I try NM's CE all I get is a double grim stride (seriously, what's with the move input overlap PS?).
It gets even worse when you start incorporating JG into your game. You now have an entirely new set of frames to memorize, as if there weren't enough "numbers" to store in your head anyways.
The other thing that bothers me, is that some of the character's move sets have been gutted to the point where they are no longer fun or interesting to play as, "but those moves were useless" as some would say. I call bullshit on that because Siegfried in particular lost quite a few "useful" moves, mostly his A+B moves from stance.
The irony is that even though the move sets have been gutted to the bare bones and made "simpler", the mechanics make the game too complex as a whole. Maybe I'm just getting old, but my brain and fingers just can't keep up with all that insanity.
Comebacks are too easy it seems. Example: someone is about to get their guard crushed, then right before, the other player lands a combo starter and uses some BE's to extend the combo to be half-life-ish. Then, the defending player is then pushed into a forced block OKI situation, which crushes their guard because they were already flashing red, which leads to ANOTHER devastation combo right around 1/3 life or so. What you have here is one player losing more than 3/4 of their life from a single bad decision, during which they were completely helpless and passively waiting for their chance TO DO ANYTHING for sometimes long, extended period of time.
I always thought ringouts was enough of a comeback mechanic for me. Instant win not enough? Now we have to have stupid, devastating combo setups that are easy to land? Plus I don't think guard crushers were implemented well anyways, I've seen matches were both players are flashing red, you mean to tell me BOTH players were defending too much? How does that even make sense?
Someone once said to me that a bad fighting game is a game where one player can't do anything for long periods of time, getting juggled, combo'ed or whatever the case may be. Well, in SC5 you have exactly that, long period of time of inaction from one player.
Don't even get my started on JG. It's painstakingly easy to land, low risk and high reward, not to mention free and not returnable like GI. Punishing characters get even better? Great...
But, like I said, I can understand why some people like it, heck I even did for about a year or so. I think for me it was more a matter of "wow that's fresh and new". And yes it is "deep" in a sense, just not in the sense that appeals to my taste. It's actually too deep for me.
I gotta run but I'll write more later.
I recently brushed some dust off my old ps2 slim and popped in sc2 when an old friend of mine came by. We were talking about sc5, the gameplay changes and whatnot. Both of us agree that the inclusion of meter was not needed and actually detracts from the core game.
Now, I'm not gonna make an objective statement and say "this game is crap", because I can see why people like it. It appeals to the hardcore, more technical crowd, and this is exactly where sc5 doesn't appeal to my or many other peoples tastes.
I feel in love with sc2 a decade ago, and the reason it was so appealing was because the mechanics were simple, yet the move sets and strategies were deep. Simple to pick up, hard to master was SC's motto from the beginning.
I feel like sc5 shits all over casuals. You now have meter management, on top of the fact that the game is already fast as fuck and you have enough to deal with already, or then throw in JG and guard crushers and you get a game that feels incredibly tech-savvy. The game requires more knowledge than ever before just to actually enjoy it somewhat.
In a nutshell, there's just too much shit to think about now. Not only to I have to make lightning quick decisions about my meter (Do I dump it, save it, or GI?), but I have to constantly look at my opponent's meter and be aware of what they might be able to do at any moment. I'm tired of constantly being "on guard" about a YOLO CE. To be honest, all I want to have to worry about is low, mid and high, and block punishment, which is already more than enough to keep me occupied.
I was never a wizard at execution, sure I tried to learn Ivy's CS and other such hard-to-do moves, to no avail. One can only spend so much time in training mode before they get bored and give up. When it ceases to be fun, the game itself ceases to have any point in playing it. This is why always played characters like Siegfried, nightmare and some of the other simpler ones.
Well that all goes out the window now, because every character now requires 236236 motions (thank you PS for shitting on people like me). I STILL to this day cannot connect some combo's that end in CE's because you have to input it too fast for my fingers. I see many other players pull this off 100% on their worst days. But like me, there are others who struggle with this kind of stuff. Example: Been playing raphael for 3 months now, and I STILL cannot connect 22B-CE, or 33Kbe-CE, which are some of his BnB combos. I STILL cannot connect Sieg's 3B-kBE-CE. Or the fact that more than half the time I try NM's CE all I get is a double grim stride (seriously, what's with the move input overlap PS?).
It gets even worse when you start incorporating JG into your game. You now have an entirely new set of frames to memorize, as if there weren't enough "numbers" to store in your head anyways.
The other thing that bothers me, is that some of the character's move sets have been gutted to the point where they are no longer fun or interesting to play as, "but those moves were useless" as some would say. I call bullshit on that because Siegfried in particular lost quite a few "useful" moves, mostly his A+B moves from stance.
The irony is that even though the move sets have been gutted to the bare bones and made "simpler", the mechanics make the game too complex as a whole. Maybe I'm just getting old, but my brain and fingers just can't keep up with all that insanity.
Comebacks are too easy it seems. Example: someone is about to get their guard crushed, then right before, the other player lands a combo starter and uses some BE's to extend the combo to be half-life-ish. Then, the defending player is then pushed into a forced block OKI situation, which crushes their guard because they were already flashing red, which leads to ANOTHER devastation combo right around 1/3 life or so. What you have here is one player losing more than 3/4 of their life from a single bad decision, during which they were completely helpless and passively waiting for their chance TO DO ANYTHING for sometimes long, extended period of time.
I always thought ringouts was enough of a comeback mechanic for me. Instant win not enough? Now we have to have stupid, devastating combo setups that are easy to land? Plus I don't think guard crushers were implemented well anyways, I've seen matches were both players are flashing red, you mean to tell me BOTH players were defending too much? How does that even make sense?
Someone once said to me that a bad fighting game is a game where one player can't do anything for long periods of time, getting juggled, combo'ed or whatever the case may be. Well, in SC5 you have exactly that, long period of time of inaction from one player.
Don't even get my started on JG. It's painstakingly easy to land, low risk and high reward, not to mention free and not returnable like GI. Punishing characters get even better? Great...
But, like I said, I can understand why some people like it, heck I even did for about a year or so. I think for me it was more a matter of "wow that's fresh and new". And yes it is "deep" in a sense, just not in the sense that appeals to my taste. It's actually too deep for me.
I gotta run but I'll write more later.