Why do DEVS insist that "balancing" a game takes away from the personality of a fighter?

Great, actually. And what happened? Shat on by the FGC.

Which plays right into the topic at hand.

Shat on by capcom as well. They never fixed akuma did they?

just a little bit of opinion below, not particularly replying to anyone.

for me when i get into a fighting game, im just usually looking to see what the characters i like (usually rushdown, frametrap, go bananas or be lame and still win type characters) , what their tools are, and then go from there. even if my character isnt the best in the game, if they have fun tools, i will still play them and go from there.

i like to play a lot of older games on ggpo like xvsf, mvc1, sometimes garou, samurai shodown, and newer stuff, ggac+r, kof 13, umvc3 for ten minutes until i realize i dont care, and thats about it for me these days when it comes to games i play fairly often.

like in xvsf for instance, my favorite Vs game, outside of ken, cammy, and bison, the whole cast can pretty much abuse the mechanics of the game to their hearts content, giving you a pretty fun and glorious experience if youre playing without infinites, limiting the amount of loops of an infinite you can do. but even ken and cammy can get busy, and have good supers, good normals, and good specials.

i dont particularly like balanced games in the sense of that it is something im looking for in a game. i see what characters they have, pick a few, and go from there. the thing that made a super balanced game like marvel vs street fighter atrocious, was that it simply wasnt fun at all. i mean, hindsight is 20/20. we played the shit out of that game a shit ton back then still (we were young scrubs. 15,14,13), but when i play shit at the high level i play fg’s at now, and i play xvsf vs mvsf, im like you know you only had to change these few things and kept the game still fun in characters capabilities, but just not the broken mess that xvsf could be in the right hands. mvsf could have still been balanced if they wanted, but they didnt have to zap all the fun out of it. ryu in xvsf vs ryu in mvsf is just like hugest pile of wtf ever, cyclops too. talk about nerf city. eh whatever, the mvsf horse has been beaten enough.

like, i consider kof 13 a fairly balanced game. pretty much the entire cast has a great moveset, good normals to use for their various strengths, and they can all use the mechanics to their advantage to deal with situations that are more unfavorable for them in certain matchups. but in me saying kof 13 is balanced, that doesnt mean its not fun, because i think it is, and there are still very powerful characters in it.

its funny that the games with the most “balance” and are the most fun too, usually are games whose mechanics actually allow that to work itself out. things only feel really stupid and unbalanced when the mechanics do nothing but favor already bad matchups. like vanilla sf4 seth vs zangief was just stupid, and if you love gief, your kinda just fucked because they gave him nothing to really deal with seth in that version, and the mechanics didnt help out at all either. for a producer around as long as ono, and a company around as long as capcom, with their history of fighting games, to purposefully allow something like the gief vs seth matchup in vanilla sf4 was just gross. even if you wanted to scam us for more versions, cmon son, but whatever.

like i think umvc3 is fairly “balanced”, its clearly pretty fun to play and master, but its just a stupid fucking game in other aspects. when im looking for balance, im just looking for a game that gives me a nice well thought out moveset for much of its characters, a fair amount of defensive and offensive options in its mechanics, and 3-4 characters in the game do not make the shit obsolete for the rest of the cast to even bother competing.

Nope, I never even bought HDR myself. I remember people being upset about akuma being bugged/broken thou (+ selectable in online play), while capcom refused to fund a patch.

The pic above was the official Capcom response.

HDR wasn’t bad because of the fixes.
It was bad because of the graphics.
If there were a full out, OG mode where you can turn the HD backgrounds off… there’s at least a few people that I know that wouldn’t have anything left to complain about. The graphics make me fucking hate it. The botched port classic mode makes me dislike it. I do actually like the HD balance fixes though, except giving gat a juggle…
Aside from the graphics… I have no fucking idea what they were doing adding in input shortcuts.

THis is true

in SF4, high their characters excel at what they do very safely and the design favors them implicitly or explicitly.
Low tiers may be good at what they do, but they have nothing to capatilize on that shit. example, VEGA.

Vega may have a bunch of even matches, but he lacks the ability to capatilize of superb footsies. Therefore he can’t close the match quickly and statistics do not favor the character in a game that is as chance heavy as SF4


Also, some of you idiots need to get over this balance shit.

Either demand that your character does it’s intended job better than the rest, or shut the fuck up.
It doesn’t matter if zangief shouldn’t have 5-5 with everybody, nor should sagat, nor should Akuma.

By the sounds of it some of you want balance, because you want to win with your shitty characters.

They say that because Capcom is too sorry to give Guile new moves. Makes no damn sense for a character to only have 2 specials after 20 fucking years.

Guile has 100000 normals to compensate though and most people love his basic playstyle.

Word, also Just because a character has 5:5 matches against all the cast, it doesn’t mean that it doesn’t require work, for all what we know the character could need a lot of execution to be used correctly which brings us to another point, it seems that some people don’t understand that balance at high level (which is what i assume we all here care about) is not the same as the balance at low/mid level play.
Lets take Tager on BBCT/BBCS, at high level play he is weak, but at low/mid level play he wrecks a good portion of cast.

BTW, i believe that developers trying o achieve balance is something desirable, but some people like to take it to really crybaby extremes where they can’t accept that sometimes there would be some balance issues that will arise by design like grapplers vs zonners for example.

So one dev says it on a fighting game website, and that means it’s the opinion of them all right?

No, that’s just the way fgc people blow up a simple sentence and turning it into a retarded meme or overblown story for the sake of arguing for no reason as usual.

I see where you are coming from. I play KOF, and the characters in the games always have new moves/ old moves brought back but perhaps the moves Guile has are good enough to not warrant any changes or additions to his move list?

Guile is a character whose goal is to control space and capitalize off opponents making poor decisions. His Flashkick controls the air and his Sonic Boom controls horizontal space. These tools are designed to give him the ability to keep attackers out as well as control how his opponents want to attack him. If he throws a Sonic Boom and I jump at a poor time, he can anti-air me. Guile is a wall that abuses the other player’s inability to be patient. He has all the tools he needs to follow his general gameplan as well has vary from it depending on the match up.

People always think of specials, but Guile has a wonderfully diverse array of normals and command normals. Sometimes you just get it right with a character, despite Guile’s design being over 20 years old it hasn’t changed much and hasn’t needed to.

Normals win games, not specials (unless you’re choi–then mash dp all day)

Listening to the comments from playtests? Having Namco staff lurk the biggest Tekken forum on the web? Actually making specific changes based on the community concerns?

Capcom would never.

In fact, lol…Capcom seems to just do random shit that nobody even thought about much less asked for and even much less thought needed to be changed.

It’s not just one dev, so get this shit outta here.

player skill balances out the games inbalance

you just proved my point of why people shouldnt go by tier charts, and watch tournament vids. You dont learn much from tier charts, though if you watch people who win with low or mid tiers you learn a lot more strategies then a tier chart.

That was never the point to begin with.

The point was why justify a characters shortcomings as some necessary evil when dominating characters just kill the spirit of a game.

Then you guys start going into how tiers dont mean anything and how low tier can still be competitive and all that other stuff.