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Super Smash Bros. Ultimate Discussion (Nintendo Switch) [game]
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12/06/18, 17:12 Edited: 12/06/18, 17:13
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@Secret_Tunnel I think the best solution is just to tone down his highly RNG effects, both the beneficial ones and the harmful ones. Critical Hits can keep the extra damage, but the knockback should be the same as it would have been for a non-crit. Giant/Mini effects from Hocus Pocus should change Hero's size, but not his damage/knockback given or taken. That way each has clear advantages (more reach but a bigger target) and disadvantages (less reach but a smaller target), without turning the game into Next Hit Wins. Magic Burst should never be able to KO, considering how huge and inescapable it often is, especially if the opponent is off-stage. Keep the massive damage, but make the knockback very low. Whack and Thwack...uhhh....no idea! Alternate solution is just to make it so he doesn't recover MP when he hits an opponent. If Hero's spells are going to swing the game so much, MP management should be a much bigger factor. And I'm guessing Attack commands don't refill Hero's MP in the Dragon Quest series, so that'd just be one more token in the Authenticity pile, right? |
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@TriforceBun Sure, recovering on stage is not the safest choice in most situations, but no other character in the history of the series could have KO'd Inkling in that situation except maybe Game & Watch's Judge Hammer, and that 1) requires G&W to jump up at the Inkling, which is much easier to react to than Hero's menu, and 2) has a far smaller hitbox than Thwack, which is apparently HUGE, judging by that video. Crazy things happen in Smash, but Hero is by far the craziest character yet. Again, I'm fine with that because I'm only casually competitive, but I can definitely see why hardcore competitive players are less happy about it. |
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