I’m going to be honest here and say I’m not exactly sure how to discuss “circular logic” with you. It feels like an argument I cannot win because of the nature of it, similar to religious people asking people to prove God does NOT exist, rather than they themselves cannot offer proof that he does.
All I can tell you is that allowing a game to evolve for a bit and then changing it when it comes to fighting games has been working fine for several franchises (although one could say Capcom is not very good at balancing their games logically). Is it the best method? Maybe or maybe not, but it is a tried and true method.
I’m not saying changes won’t be made in the future, but it is still better to wait until the game is figured out more before making changes. What is specific problems each character has, be it strengths or flaws.
My main issue is the way in which this patch was done. If Sentinel was nerfed based on something that wasn’t a simply a knee-jerk reaction, then what about the other characters? What about Dark Phoenix and her gameplay that completely changes how the game is played? Or what about the weaker characters? Where are their band-aid fixes? Ryu is not very good. Where is his health or damage buff? What about Viewtiful Joe?
The problem with expecting constant changes to the game is that since the game is constantly changing on a monthly or bi-monthly basis is that it leaves little room for the game to develop. Instead of strategies changing and evolving in a progressive manner, we simply get “flavor of the month” strategies, teams, and characters. I’m not sure about you, but as a competitive player, half the fun of fighting games is seeing the game evolve over time. What about the time and effort a player puts into their team? What’s even the point of playing a team and perfecting it when everyone is just going to play “what’s good this month” and then wait until the next monthly patch.
If you think lack of balance or updates (back when updating the same fighting game was not common practice) is the reason why it took so long for MvC3 to come out, I’m not even sure what to say. Let’s not forget that, for the most part, MvC2 was a failure in Japan. It did well in the U.S., but in the grand scope of things, it did not do well. 3rd Strike was much more popular in Japan even though it was an older game (3S did decently in the US until it really blew up once it came out on PS2). Capcom vs SNK 2 came out much later and lasted a long time in both JP and US markets. From what I remember, Capcom’s next project was Capcom Fighting Jam, which ended up being a failure. After that, Capcom paid Arc System Works to develop Sengoku Basara X, which was another failure. It’s almost like Capcom wasn’t doing well in the fighting game market when it came to new games, especially in the age of Guilty Gear and Melty Blood at the time.
Logically, the MvC franchise wasn’t a good idea to bring back when the second game did not take off in Japan like it did in the US. It wasn’t until SFIV that Capcom actually had success with FGs again. The video game market back then was very different. The fact that you think the reason MvC3 took so long to come out is because MvC2 catered to “neckbeards” is probably one of the most outrageous statements I’ve read in this thread. In fact it’s almost offensive and makes me question if you really have any idea what you’re talking about. I don’t like to have to bring the conversation to that level, but your ignorance on the market then and now is alarming.
While as much as I don’t like X-Factor, it’s a necessary evil in the game. X-Factor is the “scrub factor” or comeback mechanic much like Ultras are in SFIV. In other words, it’s the game mechanic that makes low level players feel like they have a fighting chance even though they are at a disadvantage. That is why I am somewhat confused about the sudden changes to Sentinel. Appeasing low level players beyond that is a bit weird.