Master Knight DH
NintenPedia Member
Towns Folk
I thought I'd go ahead and make this thread since Artisan has to put up with character limit responding in the thread for his comment on my profile.
Recently, I thought about how players have been disliking Smash 4's general pace and how I find that the problem is particularly bad with lightweights, who like in prior installments have managed to overtake the higher tiers. Then I thought of something: what if each player started with a good amount of percent per stock. While lightweights would lose about half their durability, heavyweights wouldn't be so gimped. I initially thought of going with 40% before doing some math and catching on that the weight dispersion for damage needed to KO wouldn't be as wide as one may think. 60%, on the other hand, allows a wide enough weight dispersion, and rest assured that damage dealing is still important, albeit toned down.
I use 5 stock as the standard to make up for the increase in the rate of how fast stocks are taken in 60% Handicap matches. This whole thing is currently experimental and ATM I only have AI available, but I do have a few 1.0.6 replays that I'll upload when I'm up for doing so to showcase it. One of the replays is even a Link VS L9 Little Mac where I JVL6 Stock the L9 Little Mac under these conditions, and it clocks below 2 minutes as well. That is no exaggeration. I actually had my Handicap set to 100% out of habit, but Little Mac is light enough anyway, so I don't think it's that big a deal.
With that, I'll provide a list of pros and cons.
Pros:
Again, the whole thing is experimental right now, but I'd like to see what could be done with it at least.
Recently, I thought about how players have been disliking Smash 4's general pace and how I find that the problem is particularly bad with lightweights, who like in prior installments have managed to overtake the higher tiers. Then I thought of something: what if each player started with a good amount of percent per stock. While lightweights would lose about half their durability, heavyweights wouldn't be so gimped. I initially thought of going with 40% before doing some math and catching on that the weight dispersion for damage needed to KO wouldn't be as wide as one may think. 60%, on the other hand, allows a wide enough weight dispersion, and rest assured that damage dealing is still important, albeit toned down.
I use 5 stock as the standard to make up for the increase in the rate of how fast stocks are taken in 60% Handicap matches. This whole thing is currently experimental and ATM I only have AI available, but I do have a few 1.0.6 replays that I'll upload when I'm up for doing so to showcase it. One of the replays is even a Link VS L9 Little Mac where I JVL6 Stock the L9 Little Mac under these conditions, and it clocks below 2 minutes as well. That is no exaggeration. I actually had my Handicap set to 100% out of habit, but Little Mac is light enough anyway, so I don't think it's that big a deal.
With that, I'll provide a list of pros and cons.
Pros:
- Faster matches
- Effectively widened weight gaps
- Attack power is also more useful
- Players want to use their kill moves more often
- More useful healing (PSI Magnet, Sun Salutation, Deep Breathing, and Nosferatu)
- Little Mac's matchups get more evened out
- Rosalina gets nerfed by Luma's respawn time mattering more
- Lucario
- Removes damage dealing below 60% (though I'm tempted to list this as a Pro, personally)
- Handicap must be on and set
- Could overencourage projectile spam via bogus damage output being heightened (Mega Man, Duck Hunt, and Villager to name a few would need to be reviewed for this)
Again, the whole thing is experimental right now, but I'd like to see what could be done with it at least.