Alright snackurai, you've broken me. I don't even want to do All Star with every character
Super Smash Bros
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@Purple:
Alright snackurai, you've broken me. I don't even want to do All Star with every character
The worst part is when sometimes is the damn stage that kills you when you are about to win.
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Worst deaths were a few times where Shulk/Lucina/Greninja's counters just destroyed me. I'm like 11 to go on those, but I'm starting to fear the rest of the trophies (as I haven't got anymore from the store, and only one from trophy rush) and the mii's hats (that I'm missing like 6, not in the grid) and haven't gotten any since saturday.
Also, I'm down to 3 powers (one in the grid), at least. Once I get them all, I think that I'll go to farm to clasic, Smash Run is fun (for me), but I've getting the moves fast enough, I'm over 300 right now (should be about 310 out of 376) with a bunch of characters ready.
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Just finished the 100 Man Smash with everyone. It's techincally the quickest of the "complete ___ with everyone" challenges but it felt so slow.
I'm nowhere near done with the All-Star one but what I did was finish the 15 fighter challenge with characters I'm least fond of so that the full challenge wouldn't be as aggravating
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I missed out on Falcon Punch shenanigans earlier cuz my phone couldn't post the vid.
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I've just been going through each mode in roster order a few characters at a time when I've got nothing better to do. I'm two rows down on All Star right now and it really is just a boring mode when the only random things are the stages (a lot of which are just terrible for the mode, especially the scrolling levels and Jungle Japes). There's no real challenge, the rewards are minimal and there isn't even an incentive for clearing it on hard more than once. The multi-man completions are even worse in that regard since you don't even get any other rewards besides the one for completion.
Once again, I say the single player stuff in this game is mostly garbage.
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Oh man, just had a great set of matches on For Glory with this one guy playing Ike. Wasn't as good as me, but good enough to really play around with my Falcon a bit and work on my off stage game, starting off every match with a taunt and following gentleman's code to kill ourselves if the other one obviously accidentally suicided.
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@Purple:
Oh man, just had a great set of matches on For Glory with this one guy playing Ike. Wasn't as good as me, but good enough to really play around with my Falcon a bit and work on my off stage game, starting off every match with a taunt and following gentleman's code to kill ourselves if the other one obviously accidentally suicided.
The last two days have really changed my opinion on For Glory. I think enough time has passed for all the players to get used to their favorite characters. I've been pushed to my limit 75% of the time and even then it's a shot in the dark if I win or not.
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Once again, I say the single player stuff in this game is mostly garbage.
This. It's like they tried to make it seem like there's a lot to do by adding fucktons of equipment and trophies that unlock randomly so that you have to go through the barebones single player experience over and over again.
As good as the game is in terms of being smash brothers, it'd probably be the worst single player experience of the series if it wasn't for it having online. Smash 64 had eight characters, classic mode, and targets/platforms and that felt more fun to me tbh.
And why would you mess up the single player experience of all things in a PORTABLE GAME?!? cries
Also haven't had luck with For Glory, get a bunch of people who pick lucina and spam the special moves. It's ok I guess, new players … just, I thought the whole point of GSP is to get you opponents of a similar level to you.
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The last two days have really changed my opinion on For Glory. I think enough time has passed for all the players to get used to their favorite characters. I've been pushed to my limit 75% of the time and even then it's a shot in the dark if I win or not.
Overall I still think the players are kinda lacking, but the overall consistency has improved, yes. More or less they're within range now where I'm willing to try out stupid crap to see how it'd work against a reasonably skilled person.
Most still don't know how to space though.
–- Update From New Post Merge ---
Also haven't had luck with For Glory, get a bunch of people who pick lucina and spam the special moves. It's ok I guess, new players … just, I thought the whole point of GSP is to get you opponents of a similar level to you.
The realization will be that all those sucky players have the same GSP as you.
Although yeah I think people who play Lucina are real hit or miss (more often the latter) because it's basically Marth but even easier for new people. I had one Lucie who just kept rolling and spamming smash attacks and leaving themselves wide open.
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@Purple:
Overall I still think the players are kinda lacking, but the overall consistency has improved, yes. More or less they're within range now where I'm willing to try out stupid crap to see how it'd work against a reasonably skilled person.
Most still don't know how to space though.
I guess I just got lucky then. I met a Little Mac who actually used mindgames, a Captain Falcon who just tossed me around, a Robin almost as good as mine, and that's what I can remember off the top of my head. Or maybe my skills have somehow deteriorated within the last 48 hours lol.
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I guess I just got lucky then. I met a Little Mac who actually used mindgames, a Captain Falcon who just tossed me around, a Robin almost as good as mine, and that's what I can remember off the top of my head. Or maybe my skills have somehow deteriorated within the last 48 hours lol.
I met one guy who was pretty good at Luigi although that's in part because he kept spamming fire balls, so I just ended up staying away, and there was a DK that was pretty much level with me, but overall I'd say that For Glory is just a playground to test for stuff to use against people here.
Overall:
-Megamen and Sonics are incredibly annoying to fight against due to projectile spam and just general spam.
-Anyone who plays CFalcon tends to be really fun to play against because they're willing to do stupid stuff.
-In terms of consistency of being hard to beat, I'd say I have the most trouble against Sheiks as long as they know what they're doing. -
@Purple:
-Anyone who plays CFalcon tends to be really fun to play against because they're willing to do play him correctly
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@Cyan:
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Oh absolutely. Doing absurd and ridiculous things is the essence of Falcon, and in general it's just real crap playing against someone who just camps all the time. Falcon players are definitely people who prefer to take a lot more risks for the sake of styling.
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Pic of the day. Now, what mode is this…?!
The Japanese one doesn't censor the names.
It's Master Side and Crazy Side.
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@Purple:
-Anyone who plays CFalcon tends to be really fun to play against because they're willing to do stupid stuff.
Well–-I do stupid stuff, I guess I should main Falcon. Still trying to find a main though, haven't had much time to play. BUT SOON, MIDTERMS WILL BE OVER!! Huzzah.
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According to announcer cells it's master order and crazy order in english
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I ran into this one Falcon in For Glory that was decent, and I managed to teach him not to jump right after a back throw every time after punishing him hard enough for like 10 games. Made me proud.
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Only got one more person to beat Classic with. Also, Ganondorf and R.O.B have been added to the Smash site.. I'm betting Jigglypuff and Game&Watch will be the next two, then what better way to finish it off with the last two newcomers - Duck Hunt and Junior?
stuff.
more stuff
May I disagree here? I really don't feel (insert Shulk joke) that single player mode deserves words like "garbage" or "terrible". At least not to me. My take:
Disregarding the lack of an adventure more, you still got your Classic and All Star Modes. Classic I think is better because it's always different, and there's always different routes to take. Short and streamlined. Plus Master Core is quite the challenging battle. As for All Star…..granted I was wrong in sounding so excited when its concept was introduced. Only the stages do change, and that is a bummer. Sure it's great to see the history of everyone....but why couldn't it be like Melee, or better yet, like this game's Classic? Different every time.
As for the rewards....well, I personally am trying to get everyone's custom moves for the sake of completion, so there's that. Smash Run, Target Blast, and even the occasional battle help out in this regard. Although, I will have to raise an eyebrow at all the gosh darn equipment! (how can you even put on ones with symbols like a lloid or a Pikmin???). There's 51 characters with 10 different slots.....it's certainly overwhelming and downright tedious to apply it to everyone. Granted, half of this is on me. I have so many characters I love to use: Mario, Meta Knight, Wii Fit Trainer, Rosalina, Yoshi, Ness, Pac-Man, Sonic, Falcon....the list goes on and on! But at least the option is there for the people who have smaller mains, I suppose?
Now the games. Holy cow do you guys not like them. But that's just it. They're just little side games to mess around in when you don't feel like battling. Where's the harm? Melee had them and Brawl had them.
Home Run Contest: Maybe you feel like improving your score. Maybe you want to see how fast you can rack up Sandbag's damage. Maybe you want to be Sonic or Wario and see how far you can get. I don't know. Granted, I'm not gonna play it every single time, but I had a blast picking Ganon and Yoshi and trying to get it over 3200 feet. Made me analyze every input and think quickly.
Target Blast: Am I the only person who doesn't think this is the worst thing ever? I feel bad. Now I would've like individualized target tests again (hopefully in the Wii U version), but again….where's the harm? You hit a bomb, break a few targets, and get some trophies/custom parts in the process. Playing it as everyone was a damn tedious task, but I ended up scoring over 200000, so.....two birds with one stone. And for like 4 different characters, I was so close in breaking all the red ones. To me, it was fun, albeit a bit tedious to use everyone.
Multi-Man Smash: I have....well, less defense for this one. But again, the concept surely isn't new. Just to see how many K.Os you can rack up or how long you can survive. Maybe you had a bad day and want to punch something. Take the Foolio approach and blow off steam, whatevs.
Smash Run: I have two valid complaints....perhaps the time for the trial and the battle time should both be adjusted. It's fun just messing around and beating up tons of bad guys and collecting power-ups to feel like a boss, and sometimes the last battle can be really wacky! ....so why can't they be longer? Another thing is the equipment.....I've had plenty of success that all the equipment for this mode seems largely superfluous. Also no online, boo!
BUT.....it's a blast....to me, at least.
So yeah, I'm sorry, but I can't jump on the bandwagon to hate the single player stuff. I mean, I get the complaints, and I have plenty of my own, but it's still enjoyable to me. Smash Bros. already works with its standard Smash mode, so having this extra stuff to bide your time is fine by me. Still got trophies to get, still got custom moves to get, still got challenges....
shrugs But that's just my 2 cents.
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Someone wants to usurp the king of evil.
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another thing: yeah, getting the same trophy is annoying enough, getting the same equipment is worse lol
I always knew Ganondorf was a tsundere.
–- Update From New Post Merge ---
Call me a clone one MORE TIME, I DARE YOU. -
May I disagree here?
No. Impossible. My opinion is objective truth.
I really don't feel (insert Shulk joke) that single player mode deserves words like "garbage" or "terrible". At least not to me. My take:
Disregarding the lack of an adventure more, you still got your Classic and All Star Modes. Classic I think is better because it's always different, and there's always different routes to take. Short and streamlined. Plus Master Core is quite the challenging battle. As for All Star…..granted I was wrong in sounding so excited when its concept was introduced. Only the stages do change, and that is a bummer. Sure it's great to see the history of everyone....but why couldn't it be like Melee, or better yet, like this game's Classic? Different every time.
I actually agree that classic mode did get better in some ways, but it's like one step forward two steps back. Having some minor influence on who you fight is nice and lets you adjust the challenge to your comfort. Plus as much as the forced RNG sucks, the amount of rewards you get for playing can be quite nice. On the other hand, they ditched the character challenges, removing variety from the experience (would it really have been that hard to include, say, some of the Smash Run door challenges in the middle?). My bigger complaint, though, is the Uprising-style mandatory difficulty drop on game over. Dropping the difficulty is an option you should be all means have, but to force it is incredibly frustrating when you want to challenge yourself. When I was going for the 9.0 goal, I found the journey to Master Core actually pretty easy, but still lost a ton of times at the end, meaning I had to repeat every unnecessary battle over and over again to challenge the core. What makes that worse is just how different Master Core is from every other fight. Conventional Smash logic doesn't apply to him, which doesn't necessarily make him a bad opponent, but it's like challenging the rest of classic mode over and over again makes you better at the fight. It just starts to feel like padding.
All Star doesn't give you much reward-ways and isn't even a challenge. Without the challenges, I'm not sure why I would ever play the mode instead of classic.
As for the rewards….well, I personally am trying to get everyone's custom moves for the sake of completion, so there's that. Smash Run, Target Blast, and even the occasional battle help out in this regard. Although, I will have to raise an eyebrow at all the gosh darn equipment! (how can you even put on ones with symbols like a lloid or a Pikmin???). There's 51 characters with 10 different slots.....it's certainly overwhelming and downright tedious to apply it to everyone. Granted, half of this is on me. I have so many characters I love to use: Mario, Meta Knight, Wii Fit Trainer, Rosalina, Yoshi, Ness, Pac-Man, Sonic, Falcon....the list goes on and on! But at least the option is there for the people who have smaller mains, I suppose?
The RNG is really the problem here. What I don't understand is why couldn't they make a custom part shop? They have a trophy shop (which occurs to me as pretty useless, since all trophies are equivalent, so having a choice doesn't mean much).
Now the games. Holy cow do you guys not like them. But that's just it. They're just little side games to mess around in when you don't feel like battling. Where's the harm? Melee had them and Brawl had them.
Home Run Contest: Maybe you feel like improving your score. Maybe you want to see how fast you can rack up Sandbag's damage. Maybe you want to be Sonic or Wario and see how far you can get. I don't know. Granted, I'm not gonna play it every single time, but I had a blast picking Ganon and Yoshi and trying to get it over 3200 feet. Made me analyze every input and think quickly.
Target Blast: Am I the only person who doesn't think this is the worst thing ever? I feel bad. Now I would've like individualized target tests again (hopefully in the Wii U version), but again….where's the harm? You hit a bomb, break a few targets, and get some trophies/custom parts in the process. Playing it as everyone was a damn tedious task, but I ended up scoring over 200000, so.....two birds with one stone. And for like 4 different characters, I was so close in breaking all the red ones. To me, it was fun, albeit a bit tedious to use everyone.
Multi-Man Smash: I have....well, less defense for this one. But again, the concept surely isn't new. Just to see how many K.Os you can rack up or how long you can survive. Maybe you had a bad day and want to punch something. Take the Foolio approach and blow off steam, whatevs.
These can be fun in low doses, but the modes are incredibly redundant and the challenge incentives suck the fun out of them. Home Run Contest and Target Blast are almost identical in how you interact with them and not just between each other. They play very similarly for every single character. Sure some have peculiar quirks you can work with, but it boils down to the same hit hit hit hit hit smash formula for every character in two separate games. If Home Run Contest actually required you to clear it with each character, that would mean repeating the same tasks around 100 times.
The multi-man smashes are even more redundant. I guess some are more about speed while others are about endurance, but, preferably, you would be going for both on all challenges, so it's just the same game in different lengths.
Now, like you say, by themselves the games might be a fun occasional distraction, but with challenges hiding content behind them, they become a chore.
Smash Run: I have two valid complaints….perhaps the time for the trial and the battle time should both be adjusted. It's fun just messing around and beating up tons of bad guys and collecting power-ups to feel like a boss, and sometimes the last battle can be really wacky! ....so why can't they be longer? Another thing is the equipment.....I've had plenty of success that all the equipment for this mode seems largely superfluous. Also no online, boo!
BUT.....it's a blast....to me, at least.
I consider Smash Run to be a multiplayer mode. It's designed to be that way. The single player doesn't even have adjustable difficulty, so the formula boils down to "Is the final battle a team match? If not, you win." The CPUs just aren't made for the mode. I've entered Climb matches with the lowest jump and less than a third of the leader's score, yet still won by a landslide because they kept running into the bombs.
So yeah, I'm sorry, but I can't jump on the bandwagon to hate the single player stuff. I mean, I get the complaints, and I have plenty of my own, but it's still enjoyable to me. Smash Bros. already works with its standard Smash mode, so having this extra stuff to bide your time is fine by me. Still got trophies to get, still got custom moves to get, still got challenges….
shrugs But that's just my 2 cents.
When you boil down the single player experience, there just isn't a whole lot there. Without the challenges and unlockables, how much would you actually get out of the game? Play Classic mode a few times? Maybe All Star a couple? Finish the Multi-Man rounds once each and mess around with Home Run Contest and Target Blast occasionally? Fight CPUs in Smash or Smash Run every now and then?
With the challenges, the single player mode is an errand list that must be completed before you can fully unlock the real game.
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Completed the 2th challenge grid, and with that all of the smash run powers, I was just down to 4, but used the hammers for 50 hours and get EVERYTHING custom, so I'm down to 8 all stars run, and a clasic lvl9.
I plan in getting the rest of the special moves, eventualy.
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No. Impossible. My opinion is objective truth.
Objection!
I actually agree that classic mode did get better in some ways, but it's like one step forward two steps back. Having some minor influence on who you fight is nice and lets you adjust the challenge to your comfort. Plus as much as the forced RNG sucks, the amount of rewards you get for playing can be quite nice. On the other hand, they ditched the character challenges, removing variety from the experience (would it really have been that hard to include, say, some of the Smash Run door challenges in the middle?).
Exactly where Target Test or Run! could've came in. I agree here.
My bigger complaint, though, is the Uprising-style mandatory difficulty drop on game over. Dropping the difficulty is an option you should be all means have, but to force it is incredibly frustrating when you want to challenge yourself. When I was going for the 9.0 goal, I found the journey to Master Core actually pretty easy, but still lost a ton of times at the end, meaning I had to repeat every unnecessary battle over and over again to challenge the core. What makes that worse is just how different Master Core is from every other fight.
Nah, I agree that you should be challenging yourself. Having the difficulty drop after like….say 3 failures, would've been fine. After one kinda robs you of the sensation of winning on your intended difficulty. I haven't tried anything harder than 6.0 yet (want to beat with all first), but failing due to a crappy jump or botched recovery makes the feeling all the more frustrating.
Conventional Smash logic doesn't apply to him, which doesn't necessarily make him a bad opponent, but it's like challenging the rest of classic mode over and over again makes you better at the fight. It just starts to feel like padding.
I see.
All Star doesn't give you much reward-ways and isn't even a challenge. Without the challenges, I'm not sure why I would ever play the mode instead of classic.
I do agree that it should reward you more than coins and the occasional trophy. Haven't played it too much, so I can't vouch for the difficulty. Then again, I'm curious as to why the Uprising-style difficulty scale isn't applied there.
The RNG is really the problem here. What I don't understand is why couldn't they make a custom part shop? They have a trophy shop (which occurs to me as pretty useless, since all trophies are equivalent, so having a choice doesn't mean much).
I believe there's a trick to sell extras of equipment, but yeah, having the option to buy would've been nice. Definitely agree.
These can be fun in low doses, but the modes are incredibly redundant and the challenge incentives suck the fun out of them.
As in, the reward itself? Aren't all the rewards in the Challenge section trophies/equipment/occasional CDs/stages to begin with? Seems the same with Brawl's rewards.
Home Run Contest and Target Blast are almost identical in how you interact with them and not just between each other. They play very similarly for every single character. Sure some have peculiar quirks you can work with, but it boils down to the same hit hit hit hit hit smash formula for every character in two separate games. If Home Run Contest actually required you to clear it with each character, that would mean repeating the same tasks around 100 times.
I….can't disagree with this. Same arena style, same countdown, etc.
The multi-man smashes are even more redundant. I guess some are more about speed while others are about endurance, but, preferably, you would be going for both on all challenges, so it's just the same game in different lengths.
Fair enough. Why play Endless Smash when 100-man Smash will tire you out in the same fashion?
Now, like you say, by themselves the games might be a fun occasional distraction, but with challenges hiding content behind them, they become a chore.
Being forced to do Target Blast with everyone, I can't disagree again.
I consider Smash Run to be a multiplayer mode. It's designed to be that way. The single player doesn't even have adjustable difficulty, so the formula boils down to "Is the final battle a team match? If not, you win." The CPUs just aren't made for the mode. I've entered Climb matches with the lowest jump and less than a third of the leader's score, yet still won by a landslide because they kept running into the bombs.
See that's another thing. Why doesn't Smash Run have Uprising-style difficulty as well, where easier difficulties give you simpler foes like Waddle Dees and Koopas and harder difficulties give you Reapers and the like?
When you boil down the single player experience, there just isn't a whole lot there. Without the challenges and unlockables, how much would you actually get out of the game? Play Classic mode a few times? Maybe All Star a couple? Finish the Multi-Man rounds once each and mess around with Home Run Contest and Target Blast occasionally? Fight CPUs in Smash or Smash Run every now and then?
Yes, but couldn't you apply the same logic to 64, Melee, and Brawl? If there were no trophies/equipment/stickers/etc. to unlock, one would do exactly as you're outlining in all 4 Smash games: barely play them. So is it really a new thing? What makes it so bad in this game, compared to others? Honest question.
With the challenges, the single player mode is an errand list that must be completed before you can fully unlock the real game.
I'm afraid I don't understand this line. The "real" game? With all the stages and characters unlocked? You had to go through the same hurdles in the last 3 games if you wanted to have these things. If you're talking about equipment and custom parts, the game is fine without them, although this sorta contradicts what I said earlier about my drive to get them.
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About the dificulty of clasic mode:
There's practicaly no difference between 9 and 7.5, the same with 7.4 and 6, and anything bellow 5 is just.. cheese. If it wasn't "beat it at 9" it would be "beat it at maximum dificulty without dying".
On Smash Run Difficulty:
At the start there's always easy enemies, and 2 or 3, unless you trigger a platform challenge or a door or something. There's never a reaper/devil car/clubberskull/bonkers/bulborb/mimicute/metroid until there are less than 2min left, I think that the items that you get in the last minutes are the most valuable ones, but the thing just orders them after you end, so you don't know when did you get the valuable ones or the crappy ones. -
To answer meta's question since wagomu covered the rest.
Consider the context of the versions. When melee came out it expanded single player from classic, target and platforms by adding adventure, all-star, event matches, home run, and multi-man melee. That was a huge leap given the bare Smash 64 single player. Also, that game didn't have challenges to force you to play these modes, and while some characters and trophies were tough to get (looking at you Diskun) at least the variety was enough to encourage mastery and knowledge of the game.
Brawl was a step down in the sense that it didn't introduce much else, began the decline of break the targets, and started the wall of challenges. But then, at least that game had sunspace emissary, which like it or not added a huge chunk of single player.
Now we go to smash 4 and there's not much added. Classic mode is much of the same, with a lot of battles resorting to cheap bullshit that doesn't encourage improvement. For example, do level 9.0 and watch how stupid a doubles battle is. Pretty much down to the point that if I get double battles I assume I'll have to restart.
What makes it more of a crime for me is that this is a handheld game, so it's much more likely that I'll be playing it on my own since not everyone has a 3DS to join me and I'll be playing it on the go. So it feels like a poor move that given that it has such a barebones single player whose method of seeming extensive is doing things over and over with over 50 characters and the rewards are random rng. -
I think the problem can be pinpointed down into a few things:
First, the lack of personalization to each character that breathes life into those modes, such as the individualized target breaking Wagomu mentioned
Second, linking achievements in these modes to challenges even though they're mind numbingly inane, and in some cases hiding custom moves and equipment behind certain achievements
Third, having a trophy shop but no custom move shop
Fourth, the roster is just way too big now for anyone to go through and complete the challenges without getting incredibly discouraged from the lack of challenge or just terrible stage selection for the particular challenge (like All Star mode's favoritism of scrolling maps)
Fifth, Target Blast's general existence -
I'm fine with the single player content for this game. Sure, it could always be better but it's good enough for me. I love the customizations and Smash Run.
I disagree with the complaints about the Uprising-like penalty when you lose on Classic.
As for the challenges, use the hammers or take your time doing them. There is no rush in completing them. It's not like you will get a new character or stage.My only complaints about this game (just nitpickings) that IMO could be fixed with a future patch/DLC :
- Target Blast could be improved a lot if it was more like Fragger with multiple levels.
- Smash Run not being playable online.
- Smash Run not having a side mode where you could freely change a lot of the settings (time/stipulations/events/drops).
- Not being able to set the frequency of the items. I would love making matches with a "Masterball only" set on "High" to relive one of the event match on Melee.
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Yes, but couldn't you apply the same logic to 64, Melee, and Brawl? If there were no trophies/equipment/stickers/etc. to unlock, one would do exactly as you're outlining in all 4 Smash games: barely play them. So is it really a new thing? What makes it so bad in this game, compared to others? Honest question.
For one thing, each individual break the targets, board the platforms and event challenge is a separate minigame. Each of those contributes as much to the game as an entire mode like home run contest does. If you think of it like that, SSB64 had 24 minigames (targets and platforms for 12 characters), Melee had 78 minigames (targets for 25 characters, 51 events, home run contest and counting all the multi-man stuff as one), Brawl had 48 minigames (5 targets, 41 events, home run contest and multi-man) and SSB3DS has a whopping 4 (home run contest, multi-man, target blast and trophy rush). This is only counting minigames and not the fuller single player modes (which doesn't add much more weight onto the 3DS game, anyways, which only has Smash Run to distinguish itself).
Also, as Noqanky pointed out, this is a handheld game, which makes the lack of single player content especially noticeable. The console releases are played much more socially and the single player stuff generally fills in a little downtime between matches. Portable games, though, are meant to be played alone to some extent.
I'm afraid I don't understand this line. The "real" game? With all the stages and characters unlocked? You had to go through the same hurdles in the last 3 games if you wanted to have these things. If you're talking about equipment and custom parts, the game is fine without them, although this sorta contradicts what I said earlier about my drive to get them.
Yeah, I'm talking about the custom parts. They aren't necessary, but they are parts of the main game from which you are restricted access until you do the game's laundry. Like you don't have access to all of Diddy Kong's custom moves until you've broken 3000 blocks in trophy rush. Most of the rewards are insignificant, but you don't have full access to the game's content if you don't play by its rules.
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As for the challenges, use the hammers or take your time doing them. There is no rush in completing them. It's not like you will get a new character or stage.
I would argue that this is a flawed view of the fundamentally poor game design. A challenge should be an actual "challenge." I have no qualms about dropping in difficulty for Classic 9.0 because, well yeah, it should be a challenge to beat Master Core at that stage or doing Hard mode on all star. If you can't, that's what the hammers should be for. The hammers are supposed to be there for challenges you think are just way too difficult to complete in terms of skill.
On the other hand, making a challenge just "All Star with everyone" is a pretty piss poor incentive to actually completing it when the modes are just bland to completing them. Classic at least had the opportunity to collect a bunch of custom parts or trophies along the way to incentivize the player and reward them for higher difficulties, but the other modes are more of a "well, you checked off this character, so good job I guess" sorta deal. The problem here isn't the rush to completing them or hiding a new character or stage but that it goes against any sense of achievement or challenge to the player. This is different from playing 50 hours or doing one time things like "200 guys in endless melee" because it's just repetition that lacks any sort of value for most players.
Best part is I can't even use the hammer to open up the "All Star with everyone" panel
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In my case, since I think I'm going to play for at least 6 months, I intend on just doing one all-star run once in a while until I naturally get this challenge completed. Same thing for the 100-man Smash challenge.
That's why it doesn't feel like a poor design choice for me.
If I ever get tired, I'll just use an hammer and that's it. -
Would you be playing All Star that much, though, if there wasn't a completion goal? A game that you play because you have to isn't a game. It's a chore.
The sad part is that I actually want the reward for completing All Star with everyone. It's a Mii custom part and I actually use those.
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Now we go to smash 4 and there's not much added. Classic mode is much of the same, with a lot of battles resorting to cheap bullshit that doesn't encourage improvement. For example, do level 9.0 and watch how stupid a doubles battle is. Pretty much down to the point that if I get double battles I assume I'll have to restart.
Yeah I noticed that the AI of the CPU that's on your team is absurdly low compared to the opposition. Still, 2 lives is more than enough to beat them.
The only BS in classic mode is being put to sleep by Crazy Hand and launched up to nowhere on the floating panels by Master Hand. It made me laugh the first time…second and third times? Not so much
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It's not even an issue of time because I think everyone expects to play Smash on the go even when the wii u versino comes out, which is why the 50 collective hours challenge isn't an issue for most people I think. It's just either tedium or a lack of depth.
The fact that you use a hammer because you don't want to play a mode or feel cheated after five minutes of Smash Run and losing is pretty much a big indicator that they should have designed the challenges to give actual difficulty to the player rather than an arbitrary way of saying "you did everything you possibly could in the game!"
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Yeah I noticed that the AI of the CPU that's on your team is absurdly low compared to the opposition. Still, 2 lives is more than enough to beat them.
The only BS in classic mode is being put to sleep by Crazy Hand and launched up to nowhere on the floating panels by Master Hand. It made me laugh the first time…second and third times? Not so much
Two lives is great because good God my teammate will always die within the first ten seconds of the match.
On the other hand, I never really have trouble with the hands. It's Master Core's puppy form that always gets me, shortly followed by myself choking against the dark clone of me right before I win.
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For level 9.0, I never have any problems with the CPUs. I get through to Master Core every time. The only forms that give me trouble are the giant and the sword, especially the sword since I've got a weak aerial damaging game. It sucks to have to go through the entire mode again just to get a chance to challenge myself. The custom equipment is a life saver for this challenge since beating Master Core requires high damage more than anything else.
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@Purple:
Two lives is great because good God my teammate will always die within the first ten seconds of the match.
On the other hand, I never really have trouble with the hands. It's Master Core's puppy form that always gets me, shortly followed by myself choking against the dark clone of me right before I win.
Since the hand duo doesn't have much HP I just go for the kill as recklessly as possible. Dodging their grabs takes too much effort.
I found the hardest form to be the Titan at the start. It's really hard to avoid his attacks, so after a while I decided going offensive worked alright against him instead of failing at defense
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If it becomes a chore, use the hammers. That's what they're here for.
If that challenge wasn't there, would I have intended to do it with everyone ? Maybe not but with at least 15-20 for sure of them like I did in Melee because I love doing survival modes with the characters I like in fighting games. And there's a lot I like in this game.
The fact that I'm doing this on the 3DS is what really makes it "not annoying" for me. If it was on the WiiU which I don't own yet, I would probably just use the hammer. That's one of the advantages of an handheld console vs a home console. Hopefully, this kind of challenges can be transfered or shared with the Wii-U. -
If it becomes a chore, use the hammers. That's what they're here for.
If that challenge wasn't there, would I have intended to do it with everyone ? Maybe not but with at least 15-20 for sure of them like I did in Melee because I love doing survival modes with the characters I like in fighting games. And there's a lot I like in this game.
The fact that I'm doing this on the 3DS is what really makes it "not annoying" for me. If it was on the WiiU which I don't own yet, I would probably just use the hammer. That's one of the advantages of an handheld console vs a home console. Hopefully, this kind of challenges can be transfered or shared with the Wii-U.Problem with the hammers is that there are more than 3 'chore' challenges. Beat classic with everyone, beat all star with everyone, beat target blast with everyone, beat 10 man smash with everyone, beat 100 man smash with everyone, but what I'm really saving them for are the 'collect everything' challenges, since the RNG ensures that there's no good way to complete them. Page 3 of the challenges is almost all chores.
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I honestly don't think the hammer was intended to be used in the way for "chore" challenges more than ones you can't complete. There's a vast difference between "being unable to complete something" and "look man, I've already played through classic and 10 man, all star is being a drag. Why should I give two shits about 100 man". The survival aspect isn't there when it's clear you're able to clear the challenges but that the only thing stopping you is just the slog through them.
That's just an artificial way of extending the gameplay that adds no real value or incentive to the player.
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Eh… I used the hammer to bypass all Street Smash events, because that's the only one I can't actually sit down and do.
I HAVE to get people via Street Pass in order to do them, and I don't street pass many people (I've only gotten one in Smash since I got the game)
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Well, you have a very different definition of chore than mine if you call the 10-man smash with everyone challenge a chore.
Anyway, I'm probably going to be available to play some games in about 2 hours. If there's anyone interested, see you later.
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Eh… I used the hammer to bypass all Street Smash events, because that's the only one I can't actually sit down and do.
I HAVE to get people via Street Pass in order to do them, and I don't street pass many people (I've only gotten one in Smash since I got the game)
The only one you had to hammer was the "Get 5 hits." The others were doable in the Training/Practice mode. Just set it to 12 players and it wouldn't have taken you long.
I'm with Fana and am in no rush to get these challenges done. Unlike with Uprising, I can see light at the end of the tunnel
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I'll never complete all the challenges and that's fine by me, because no reward in this game could ever justify having to go through Classic, All-Star mode, Homerun Contest, Target Blast, Smash Run, and Multi Man Smash with every damn character in this game. What a fucking joke.
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Really all it comes down to that there was basically zero variety offered in any of the modes that would diversify the experience for the player. yes, you can do it, but when the incentive is purely because they put it out there rather than expanding on the core gameplay as with extra dungeons in rpgs or rewarding exploration, it's literally the same game over and over.
All I can say is, I sure hope that connecting the 3ds game to the wii u unlocks any possible corresponding challenges in the wii u version because I sure as hell ain't goin through all those modes twice in what is essentially the same game.
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Fana: even with two lives the doubles battles give me huge problems, namely because of items. I've seen several cases of gust bellows, dragoon parts and daybreak appearing next to them. One time I got killed and came back to dragoon. Oh yea, and it's always fun to get beaten while your teammate literally stands there and watches.
Master core human form is easy to read by this point, the swords and lizard are a bit faster and punishable. The most annoying though, was doing mii sword fighter against the shadow clone. That bitch would counter me to death, until I decided to just spam shuriken. Won that one with a second left.
But yea, I seriously hope the wii u version offers more variety in its gameplay or it'll be rather disappointing. I refuse to do all the chore achievements and it makes me sad that means I miss out on content.
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The humanoid only gives me trouble because of that damn shockwave attack. That move is a cheap piece of shit.
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That move is sort of like a faster version of Tabuu's Off Waves. Once you see it coming, it's not too difficult to just dodge it. I think standing right under Master Core when it uses that move helps as well by not launching you as far, though I haven't let myself be hit by that move often enough to know for sure.
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It's hard to get the dodge timings down when you're replaying through classic to fight him again, though. Standing underneath him definitely works, but the trouble is when you get thrown to a side and then he suddenly uses it. I think the AI's programmed to do that.
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I can go the entire Master Core fight without getting hit at all until I get to the Sword phase. That thing where it does a whole lot of slashes ending with a slash that sends you down at an angle is horrible DX
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Oh, the bunch of slashes is easy to dodge, just stand to the rightmost part of the stage, it can't slash there.