I_AmTheReaper
Player
Good morning, noon, or night.
I recently made a hastily written, 1 line thread about the trident (Dreizack) in Smash. Here I intend to elaborate on that, as well as highlight some issues with some of the other items.
So, I previously stated that the trident should only have 1 use instead of 3. This is for balance between the items. Look at Rettungsschleim, for example. It has only 1 use, and is completely useless if you have any kind of horizontal momentum. You activate it and just fly straight past it. If you wait until you have no more horizontal momentum you're often to far away or below the map to make it back with a double jump. (Solutions for this include setting the players horizontal velocity to 0 when activating a slime, making the slime bigger, or making it spawn directly under the players feet instead of a few blocks below the player.) So why should the trident have 3 uses that can save you from almost any situation, when the Rettungsschleim, which can only save you around 40% of the time, has 1 use? It's a simple matter of item balance. If you're in a tight game with only 2 players left and you both have 1 life, and your opponent gets a trident, you now have to "kill" them 3 times to wear out their trident before you can actually kill them. That means you can outplay an opponent 6 times, but if they get lucky and get 2 tridents, while you get unlucky and get items like Leuchten or Zucker, you're fucked.
Which segues nicely into my next point: Leuchten and Zucker are pretty useless. Leuchten is good when there's someone hiding at the end of the game, or if you've been hit by a Tintengranate. Otherwise it provides no advantage whatsoever, and just causes unnecessary frame lag for a lot of players. Zucker is a little more helpful, allowing you to outrun opponents and have an easier time getting first hit on them, but I still find myself being quite disappointed when an item spawns and I see it's Zucker.
I made a thread a little while ago about items randomly disappearing. I was told in that thread it was actually intentional for items to disappear when you're between 70-100% knockback, but it still seems random. Since then I've been paying attention to it and I've both kept items through that range without using them, as well as lost items while outside of that range.
This system is ridiculous. If you're concerned about players holding onto items too long, give each item a time limit. 1 minute, for example. And then have a display to show the player how long they have the item for. It's a complete joke when you have a strong item, like Schweben, take some more risks, and then as soon as you need it it disappears. There's no warning, there's no counter play, it just happens and it's incredibly frustrating.
Alternatively, if you don't like the time limit idea, you can still use a system based on your %, but then you have to take into account what you start at when you collect an item. So if you're at 68% when you collect an item, then it should disappear by 138% if you haven't used it, for example.
There are too many different food items.
Before the last update, getting an apple, and especially a golden apple, felt special. It felt like you weren't really supposed to be able to lower your %, and that made it feel powerful when you could. Now, getting an apple that lowers your % by a measly 15% feels worthless. Even the golden apple doesn't feel that significant compared to the beet soup and cake. This really undermines the system. The point of the % is that it gets harder to survive the longer you've gone without dying. Being able to fairly easily get back to 0% makes that feel irrelevant.
The Extra-Leben is complete jank.
The extra life is an awful addition. It's entirely luck based. Whoever spawns closest to it gets a freebie. It can ruin the feeling of a close and tense 1v1 at the end of the game. Especially if you would've won but your opponent got the extra life. Ideally I would like to see it removed entirely. If it has to stay, however, I would like to see some kind of contested zone for it. For example you have to stand within 5 blocks of the extra life for X number of seconds alone before you get it. That way there is at least some skill involved in getting it. Or at the very least some control.
Overall, I think the items make the game incredibly luck based and frustrating.
Look at Mario Kart, for example. There, the players that are ahead in the race get relatively weak items, like shells and bananas, whereas players in the back get stronger items like bullet bills, lightning, golden mushrooms, and stars. This system helps make the game fun even if the players have varying levels of skill. It gives weaker players a chance to use items to catch up.
In Smash, anyone can get any item, and this actually does the opposite. Good players that know how to use the items effectively get an even larger advantage over new/weaker players that don't know how to use the items very well. A solution for this would be for the items to not be predetermined, but rather determined once they've been picked up.
For example, players that have 3 lives can get steak, apples, iron swords, and grenades.
Players with 2 lives can get grenades, golden apples, beet soup, diamond swords, rettungsschleime, and rockets.
Players with 1 life can get rocket launchers, cake, tridents, and fire swords.
P.S. you can answer in German. I understand it just fine. It's simply easier for me to write in English
Edit: Credit to @CrazyCyber2000 for the Rettungsschleim change suggestions
I recently made a hastily written, 1 line thread about the trident (Dreizack) in Smash. Here I intend to elaborate on that, as well as highlight some issues with some of the other items.
So, I previously stated that the trident should only have 1 use instead of 3. This is for balance between the items. Look at Rettungsschleim, for example. It has only 1 use, and is completely useless if you have any kind of horizontal momentum. You activate it and just fly straight past it. If you wait until you have no more horizontal momentum you're often to far away or below the map to make it back with a double jump. (Solutions for this include setting the players horizontal velocity to 0 when activating a slime, making the slime bigger, or making it spawn directly under the players feet instead of a few blocks below the player.) So why should the trident have 3 uses that can save you from almost any situation, when the Rettungsschleim, which can only save you around 40% of the time, has 1 use? It's a simple matter of item balance. If you're in a tight game with only 2 players left and you both have 1 life, and your opponent gets a trident, you now have to "kill" them 3 times to wear out their trident before you can actually kill them. That means you can outplay an opponent 6 times, but if they get lucky and get 2 tridents, while you get unlucky and get items like Leuchten or Zucker, you're fucked.
Which segues nicely into my next point: Leuchten and Zucker are pretty useless. Leuchten is good when there's someone hiding at the end of the game, or if you've been hit by a Tintengranate. Otherwise it provides no advantage whatsoever, and just causes unnecessary frame lag for a lot of players. Zucker is a little more helpful, allowing you to outrun opponents and have an easier time getting first hit on them, but I still find myself being quite disappointed when an item spawns and I see it's Zucker.
I made a thread a little while ago about items randomly disappearing. I was told in that thread it was actually intentional for items to disappear when you're between 70-100% knockback, but it still seems random. Since then I've been paying attention to it and I've both kept items through that range without using them, as well as lost items while outside of that range.
This system is ridiculous. If you're concerned about players holding onto items too long, give each item a time limit. 1 minute, for example. And then have a display to show the player how long they have the item for. It's a complete joke when you have a strong item, like Schweben, take some more risks, and then as soon as you need it it disappears. There's no warning, there's no counter play, it just happens and it's incredibly frustrating.
Alternatively, if you don't like the time limit idea, you can still use a system based on your %, but then you have to take into account what you start at when you collect an item. So if you're at 68% when you collect an item, then it should disappear by 138% if you haven't used it, for example.
There are too many different food items.
Before the last update, getting an apple, and especially a golden apple, felt special. It felt like you weren't really supposed to be able to lower your %, and that made it feel powerful when you could. Now, getting an apple that lowers your % by a measly 15% feels worthless. Even the golden apple doesn't feel that significant compared to the beet soup and cake. This really undermines the system. The point of the % is that it gets harder to survive the longer you've gone without dying. Being able to fairly easily get back to 0% makes that feel irrelevant.
The Extra-Leben is complete jank.
The extra life is an awful addition. It's entirely luck based. Whoever spawns closest to it gets a freebie. It can ruin the feeling of a close and tense 1v1 at the end of the game. Especially if you would've won but your opponent got the extra life. Ideally I would like to see it removed entirely. If it has to stay, however, I would like to see some kind of contested zone for it. For example you have to stand within 5 blocks of the extra life for X number of seconds alone before you get it. That way there is at least some skill involved in getting it. Or at the very least some control.
Overall, I think the items make the game incredibly luck based and frustrating.
Look at Mario Kart, for example. There, the players that are ahead in the race get relatively weak items, like shells and bananas, whereas players in the back get stronger items like bullet bills, lightning, golden mushrooms, and stars. This system helps make the game fun even if the players have varying levels of skill. It gives weaker players a chance to use items to catch up.
In Smash, anyone can get any item, and this actually does the opposite. Good players that know how to use the items effectively get an even larger advantage over new/weaker players that don't know how to use the items very well. A solution for this would be for the items to not be predetermined, but rather determined once they've been picked up.
For example, players that have 3 lives can get steak, apples, iron swords, and grenades.
Players with 2 lives can get grenades, golden apples, beet soup, diamond swords, rettungsschleime, and rockets.
Players with 1 life can get rocket launchers, cake, tridents, and fire swords.
P.S. you can answer in German. I understand it just fine. It's simply easier for me to write in English
Edit: Credit to @CrazyCyber2000 for the Rettungsschleim change suggestions
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