Nope. This is a terrible balance philosophy and only results in the game's balance getting worse as players get better.
We have more than enough examples of stuff supposedly being balanced because they were hard to do, only for top players being able to do them consistently and therefore...
Technically, SNK Heroines is a cross between Smash and an anime airdasher. Which is the more accurate reason of why no one (outside of cmv makers - the combo engine is highly abusable) wants it.
Looks like you might be getting your wish with the removal of the Critical Threshold Launch system added in 4. We're back to stun-launch combos like in 3.1/2.
Brood War, short for StarCraft Brood War.
They did, which was the problem. Brood War required a ton of micro to make units behave in the way you'd want due to the game's problematic patching AI due to it being an isometric game built on a top down engine (Warcraft 2's engine). SC2 however...
As stated, the problem lies when trying to make things more accessible actually negatively affects the game. I mention StarCraft 2 specifically because all the interface and pathing changes negatively affected high level play and made the game boring to watch. SC2 is a game where if you bring X...
It's less busy work and more just a natural consequence of the system. Advanced movement happens because players will look to make movement safe. At the same time, trying to change things just because it feels like "busywork" can fundamentally change the game, sometimes not for the better.
Look...
Because, at the end of the day, randomness is controlled by the format itself. It's harder to get lucky in 3 rounds in a game, let alone in a best of 3 or best of 5 set.
LOL, yet this is a game where one character (who was buffed in the recent patch mind you) get's a near guaranteed unblockable after combos.
Which is why people say that Tekken puts an emphasis on neutral. Because it takes a lot of skill to do the advanced mechanics (e.g. Korean Back Dash) you...
Because an RPS guessing game isn't exactly good neutral, being up close and applying pressure isn't even considered neutral. Neutral is when both players are free to move around and neither player is being forced to defend. Here, both players have access to both their tools, and movement is as...
SFV was reduced to 6 frames during season 1. 6 currently seems to be the standard for a number of games (KoFXIV, Injustice, MKX, etc.). But yes, variable input delay at certain points is still a problem.
And this is exactly why it puts emphasis on the neutral game. Because there are heavy...
3-way hold was fine in 3.1 because of the fact that the game had much more in the way of guaranteed damage - something that happened partly because of how the game didn't yet have the critical threshold system that 4 and 5 had (the other factor being that it didn't allow you to hold out of as...
Totally missing the point. Just because players have good neutral doesn't mean that neutral is emphasized.
Neutral is emphasized in DOA6, because the consequences for losing in the neutral are greater thanks to stuff like Fatal Rush that cannot be held, and the removal of slow escapes. The more...