Turk Injaydii
Brawl Zeus Bandwagon-Rider
There are some projectiles in this game that are just too spammable and/or strong. Now, that's not to say all are that way. The majority are done VERY well. One of my favorites is Ivysaur's Razor Leaf. It has a bit of start up, but not so much that its sluggish. It also requires spacing to be most effective and hit the Critical Hit with its powerful knockback. I believe that it is the most well done projectile in the game, so hats off to you and I hope you don't change it a bit. Other good examples of characters with viable and well balanced projectiles/spacing tools include Ness, Lucas, Pit, Toon Link, Lucario, Charizard, Yoshi, Wolf, Snake, Luigi, and Samus (though I feel super missiles should have kb adjusted to kill off the sides around 130% instead of sending opponents upward)....
HOWEVER, some characters have projectiles that are simply too good and the player can spam them to control the neutral w/o putting any effort into their play. Examples include....
-Link. Bombs kill, are thrown super far and fast, and cannot be reflected. If Fox reflects or Mario capes a bomb, it explodes...that's stupid. No other word for it. All his arrows kill around 100 when fully charged, bomb arrows kill even earlier. Boomerang is simply a constant multihit box that is as tall as a character. All of this adds up to a spammy mess that is honestly no fun to play against, especially if the other player is using a character that doesn't have a reflector or projectile of his own. Bombs should be reverted back to a tool that allowed for combos and trap setting; as they are in every other Smash. It would add more depth to Link play and benefit him in a familiar, balanced way. Arrows should have kill power toned down. I'd suggest nerfing knockback and adjusting the angle to about 45 degrees instead of one that is nearly straight toward the blastzone. Boomerang is crazy. I like the idea behind it, but its just too good of a move. It has multihits, it drags opponents back to you, the hit box is HUGE...I'd suggest just giving him Melee Link's boomerang or Smash 4's Gale Boomerang. As of right now, Link's kit is just all too much and I really hope you all balance him more appropriately for 4.0f.
-Falco. Slow lasers are all he has to do for neutral. THAT'S IT. Just jump up and down and shoot lasers. This gives him complete control of the stage because they are lingering hit boxes that are present for a very long time and there's no limit to how many he can have out at once. Falco is a FANTASTIC character w/o them, so I don't understand why they were ever put in. They're silly, and I get you guys like silly...but its silly done wrong. It makes an MU against a character without a projectile HEAVILY skewed in Falco's favor. He'd honestly be perfect if slow lasers were just removed. If you didn't want to do that, make it so that he can only have 2 slow lasers out at a time so that Falco's can't just set up a wall of lasers and spam them over and over in the neutral.
-Olimar. I honestly love the idea behind the Pikmin. Knock back direction varies depending on the Pikmin's color. Very cool idea and it makes Olimar really fun and interesting. HOWEVER, white pikmin are just broken. A character having a PROJECTILE that can SPIKE is just absurdly over powered. Again, I love the varying knockback directions. But Olimar white Pikmin should definitely be adjusted to have new trait. As of right now, Olimar can spike you standing safely on stage. That's OP. Even by Minus's standards.
As always, I'd just like to be clear and say this is constructive criticism. There were moments above when I was blunt, but I don't think that's necessarily bad. The game is in beta, after all. No one expects it to be perfect. Providing you with this feedback in order to help you guys make 4.0f the best it can be. Hope you guys of the Minus Dev Team will take this into consideration.
HOWEVER, some characters have projectiles that are simply too good and the player can spam them to control the neutral w/o putting any effort into their play. Examples include....
-Link. Bombs kill, are thrown super far and fast, and cannot be reflected. If Fox reflects or Mario capes a bomb, it explodes...that's stupid. No other word for it. All his arrows kill around 100 when fully charged, bomb arrows kill even earlier. Boomerang is simply a constant multihit box that is as tall as a character. All of this adds up to a spammy mess that is honestly no fun to play against, especially if the other player is using a character that doesn't have a reflector or projectile of his own. Bombs should be reverted back to a tool that allowed for combos and trap setting; as they are in every other Smash. It would add more depth to Link play and benefit him in a familiar, balanced way. Arrows should have kill power toned down. I'd suggest nerfing knockback and adjusting the angle to about 45 degrees instead of one that is nearly straight toward the blastzone. Boomerang is crazy. I like the idea behind it, but its just too good of a move. It has multihits, it drags opponents back to you, the hit box is HUGE...I'd suggest just giving him Melee Link's boomerang or Smash 4's Gale Boomerang. As of right now, Link's kit is just all too much and I really hope you all balance him more appropriately for 4.0f.
-Falco. Slow lasers are all he has to do for neutral. THAT'S IT. Just jump up and down and shoot lasers. This gives him complete control of the stage because they are lingering hit boxes that are present for a very long time and there's no limit to how many he can have out at once. Falco is a FANTASTIC character w/o them, so I don't understand why they were ever put in. They're silly, and I get you guys like silly...but its silly done wrong. It makes an MU against a character without a projectile HEAVILY skewed in Falco's favor. He'd honestly be perfect if slow lasers were just removed. If you didn't want to do that, make it so that he can only have 2 slow lasers out at a time so that Falco's can't just set up a wall of lasers and spam them over and over in the neutral.
-Olimar. I honestly love the idea behind the Pikmin. Knock back direction varies depending on the Pikmin's color. Very cool idea and it makes Olimar really fun and interesting. HOWEVER, white pikmin are just broken. A character having a PROJECTILE that can SPIKE is just absurdly over powered. Again, I love the varying knockback directions. But Olimar white Pikmin should definitely be adjusted to have new trait. As of right now, Olimar can spike you standing safely on stage. That's OP. Even by Minus's standards.
As always, I'd just like to be clear and say this is constructive criticism. There were moments above when I was blunt, but I don't think that's necessarily bad. The game is in beta, after all. No one expects it to be perfect. Providing you with this feedback in order to help you guys make 4.0f the best it can be. Hope you guys of the Minus Dev Team will take this into consideration.