I'm not a competitive player so I can't offer an opinion on this myself, but the folks on Smashboards seem pretty happy about it.
I'm guessing the longer you're in the air, the longer your invincibility. Dropping from the stage to the edge will not net you much invincibility at all. This is a pretty big help to those with tether recoveries or those who get edge-hogged a lot (Link/Olimar comes to mind), and I wonder if you'll still have the option to "win" the ledge if you're left in helpless.
This also possibly means that the issues of planking / ledge stalling are being addressed.
Was this an issue in normal play or is Sakurai addressing competitive issues? Is he taking input from pro players or just making these changes by himself?
Was this an issue in normal play or is Sakurai addressing competitive issues? Is he taking input from pro players or just making these changes by himself?
This looks fine from a competitive perspective.I will only enjoy seeing this shake the wasps' nest of tourneys
Sonic the Edgehog?
This is totally a competitive play thing - it's barely noticable in casual play. Edge-guarding was this weird part of the game that slowed down matches.Was this an issue in normal play or is Sakurai addressing competitive issues? Is he taking input from pro players or just making these changes by himself?
Edge hoarders get rekt
I will only enjoy seeing this shake the wasps' nest of tourneys
well you two are going to be disappointed
well you two are going to be disappointed
I really can't envision a scenario where Sakurai's winging it and came up with this on his own. This is most likely a change that will mainly affect competitive players and, even though he's probably not taking input directly from pro players, the dev team as a whole must be aware of some issues that were present in competitive play.
It would appear to be a change aimed at competitive play, because casuals like me have no idea what the fuck he's talking about while the tryhards seem pretty chuffed.
If I had to guess, I'd say Namco had a hand in this.
Very cool. I always had the assumption that Sakurai didnt care about the competitive scene.This is totally a competitive play thing - it's barely noticable in casual play. Edge-guarding was this weird part of the game that slowed down matches.
It says right in the description. Edgehogging exists but its window of usefulness is dependent on other factors.You have no idea about how its going to be implemented either.
Taking what masihiro sakurai says at face value is a path that leads to ruin.It says right in the description. Edgehogging exists but its window of usefulness is dependent on other factors.
Based on the E3 footage, characters die faster than ever in Smash 4, so I think this is going to be fine even in the worst scenario.
I will only enjoy seeing this shake the wasps' nest of tourneys
Edge hoarders get rekt
Sonic the Edgehog?
The game as a whole seems to be a balance between Melee and Brawl.Wow neat! This might be a nice balance between Melee's super unsafe ledges and brawls ledges being game breaking levels of safe!
You have no idea about how its going to be implemented either.
Very cool. I always had the assumption that Sakurai didnt care about the competitive scene.
Don't see where all the positivity is coming from regarding this. If the average death percentage is closer to Brawl than Melee - this sucks. It's just another means of catering to new players. That in-and-of-itself isn't bad. But this decision in particular just sounds, on paper, like it will slow the pace of the gameplay down at all levels of play. Having the capacity to gimp is an awesome thing in Melee not just because it's satisfying to execute the setups - but because it keeps the pace of the gameplay high.
What needs to die in a fire is the gameplay system considering an edge hogging player "on the ledge" even while rolling away from it. I know they addressed this in Brawl a bit, but it's still prevalent enough to work as a tactic if I recall correctly.
*edit*
Also, OP doesn't know what "metagame" means.
You really don't know how to take a design concept and apply it outside of a super general "all levels of play" "catering to new players" lens huh?
It's better to ask questions about design changes instead of making poor conclusions about ledge metagame implications and evolutions.