Quote (originally posted by
pozerwolf):
I gave you my point of view and argue back on what you posted.
Funny how you go off saying that yet you have nothing to say to my 2nd post. Irony at its best, I suppose.
Sorry if my logic made too much sense for you, but its not my fault you don't understand.
No need to call anyone a troll =/
Let me see if I cant find that post...
Quote:
<div class="post_message">I'm not seeing how items wont work for competitive play as long as items are set to a standard that may work (like only allow certain items on and having it set on low).
It can work, and it should make battles not just more interesting, but give another element on how you should play.
I don't see why we should be so quick in saying "ban items" without giving any kind of chance.
AH! There it is.
See my response above about my stance on Smash Balls, my stance on items is much the same.
Including my reasons for smashballs being out, here are my reasons for no items:
1:
Exploding Capsules. Because of the random nature of item spawns, item capsules can appear nearly anywhere. I read somewhere that its about a 1/8th or so chance for a capsule to explode when struck. Let me hit you with a scenario: A person is recovering and regains the ledge, and begins an edge attack. As their char is getting up and beginning the attack, a capsule spawns directly in front of them. Then, the person's character executes the attack and strikes the capsule, causing it to explode and instantly KOing the character, through no fault of either player whatsoever. WHAT THE **** IS FAIR ABOUT THAT?! What is skillful, or competative about that? Items are even worse than smash balls in competative play, simply because explosive capsules require no interaction from either person to completely screw one person for no reason. A certain amount of randomness is always going to be part of a game (for example, the random stage transformations on stadium, or tether chars missing recoveries for no apparent reason), but if you want to extend the GGXX scenario (which by the way, you said gold bursts were unfair from eddie because they basically cause one guy to win), its like playing normally, then having the game make an invisible roll and the loser of the roll dies automatically.
2: A great majority of the items cause one person to have a HUGE unfair advantage akin to smash balls, but longer lasting. In a skilled player's hands, a HRB or beamsabre is almost an automatic win (huge hitbox, massively damaging attacks, huge areas of effect, not to mention they could be thrown). When one spawns, it basically becomes just like a smash ball: everyone has to stop what they are doing and either stop the other person from getting it, or scramble to get it themselves. Even though that is a limited example, it still applies to nearly every item in the game.
3: Items are either rediculously overpowered, or completely useless. There is no in-between. And if you dont want to use the OP items, then why bother turning on the uesless items? Just for exploding capsules and giggles?
When you respond to either of my posts, please respond to my whole post and not just part of it. Thanks.
Edit: I found a video to illustrate my point on the exploding capsules.
http://youtube.com/watch?v=eBGIQ7ZuuiU. Such bullcrap.