Kaoru wrote:
http://www.youtube.com/watch?v=tFl4dcLM8mQ
Dora losing to a lambda <_>
To me, this video is an excellent example of what is horribly wrong in this game.
The Lambda there was very very good. But notice exactly how long the match has to draw out anytime the zoner wins.
The zoner is forced to play a better game and make fewer mistakes. Anytime they do about 1/3 of their hp is the price. What is the price when the melee oriented player makes a mistake? Why does it take so much longer for a zoner to win?
Look at the difference in the round time left over. If that was the only piece of information you knew about a round you could probably guess who won.
In fact, you could mathematically break down those matches into how much damage Lambda did while she was in her comfort zone, and then do the same for Bang. The difference in the results would be staggering.
In Blazblue it seems to come down to this: Either the zoner can effectively keep their distance and slowly wear down their opponent, or the melee character gets in your face and ends the match in 3 or 4 combos.
This might not be a bad design if it was a lot easier for the zoner to keep distance compared to the melee getting in your face, but clearly that's not the case. A good amount of time in these matches was spent with the zoner blocking very long combo strings before slipping away again.
To put it in another way...
The easier it is for melee to get into a ranged character's face the less damage melee should do. They have more up time, or time on target.
The easier it is for a ranged character to keep their distance, the less damage they should do.
Thus, theoretically, if a match took place between 2 evenly matched players and one used ranged and the other melee, each should be in their comfort zone about half the fight. And both should be doing about the same damage (this of course ignores other variables like speed and hp totals).
The point I'm trying to make in all this is that the easier it is to put your opponent in a position that grants you the advantage, the less you should be rewarded for it. The harder it is the more you should be rewarded.
To me, it seems that melee characters get far too much for how easy it is to stay in someone's face.
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