DiBiddilyBop
[09] Warrior
Lain, I think the main problem here with your mindset is that you don't like CFs, because your mindset on Risk/Reward is basically ignoring the fact that CFs are in the game.
So if I'm reading this correctly, you want to recover some of your soul gauge, damage your opponent's soul gauge, and inflict even or more damage on your opponent than they were going to inflict on you? That somehow seems "even" to you?
Ok, let's not speak in indefinite terms here, when you say "some characters," you're talking about Amy. Amy is the only character with a range so short that it would suffer from this, and I would argue that is probably by design as Amy is so good in every other area that she has to have some drawbacks.
Your other point that I have a major problem with is regarding positioning:
Wait... so having situational problems dependent on position is "shitty"? As a Zasalamel player, I am always *very* conscious of my positioning in the ring, what stage it is, where my ring out and corner opportunities are, and how I can get my opponent in the worst possible position. I make a conscious effort to put my opponent at a disadvantage in regards to positioning, so trivializing positioning in the game and calling it random just sounds like you're not paying attention. I'm sure that some players who got thrown out of the ring three rounds in a row thought I was pretty lucky to keep getting my back up against the ledge.
It's interesting that you're protesting that they're "dumbing down" the gameplay, however the changes you seem to have the most problem with (soul gauge and CFs) are adding an additional element to the fight, which can only be translated as more depth.
If I am going to try to GI something, I want the possibility to at least equal or more than outdamage my opponent's attack.
So if I'm reading this correctly, you want to recover some of your soul gauge, damage your opponent's soul gauge, and inflict even or more damage on your opponent than they were going to inflict on you? That somehow seems "even" to you?
Lets say you 4/1GI someone away from a wall, for some characters, this is actually a hindrance because of their bad range. I can't count how many times I've GI'd with Amy and been put at a disadvantage because they were knocked farther away from me than where they started the move.
Ok, let's not speak in indefinite terms here, when you say "some characters," you're talking about Amy. Amy is the only character with a range so short that it would suffer from this, and I would argue that is probably by design as Amy is so good in every other area that she has to have some drawbacks.
Your other point that I have a major problem with is regarding positioning:
You don't require a wallsplat to do big damage. This is too situational and I cannot stress this enough. Not only is it stage dependent, but it's situational because of your current position... really shitty.
Wait... so having situational problems dependent on position is "shitty"? As a Zasalamel player, I am always *very* conscious of my positioning in the ring, what stage it is, where my ring out and corner opportunities are, and how I can get my opponent in the worst possible position. I make a conscious effort to put my opponent at a disadvantage in regards to positioning, so trivializing positioning in the game and calling it random just sounds like you're not paying attention. I'm sure that some players who got thrown out of the ring three rounds in a row thought I was pretty lucky to keep getting my back up against the ledge.
It's interesting that you're protesting that they're "dumbing down" the gameplay, however the changes you seem to have the most problem with (soul gauge and CFs) are adding an additional element to the fight, which can only be translated as more depth.