godlessmode
Apprentice
Preface and a small plug –
This all came about as a result of reviewing the EVO top 8 matches in order to start defining, and tracking stats for the DojoSports 5v5 League – which you should check out if you are interested in a more structured competitive FGC environment. Link is ---> http://dojosports.com/
First up, to get it out of the way, I don’t have the stats ready for public consumption yet, and may not ever for EVO2013 due to a need to focus on the program/platform as a priority.
However, while I was reviewing the matches and tracking “significant” events I noticed a particularly interesting trend. The Clash system as it is currently implemented seems to be a hype killer.
Once the opponent has clash available the gameplay alters drastically at high level play, people stop pushing for combos (there is actually a turning point for this that happens closer to ~60% into the opponent's second health bar), MB moves are used less, and projectiles and other non-clash-able attacks are used more.
Things I have observed relating to Clash in the top 8 of EVO (though mind they may be correlation, causation or coincidence).
If a player had access to their clash the other player on average did less damage per combo.
If a player had access to their clash both players were less likely to spend meter for anything.
Also there seemed to be a strong correlation between placing well and using the clash system correctly (which is a completely different topic altogether and requires far more data to support the supposition than I can make available at this time).
I feel like based on what I have seen so far in the wild that the clash system failed to do what a comeback mechanic should do, instead of creating hype and tension it seems to reduce both.
Despite the fact that clashes seem to do poorly as a comeback mechanic, they do add a layer of complexity to meter management and in that I would call them a success. I just hope that if they return in some form in the future that Clashes are strongly reviewed and adjust to help boost the hype.
What do you guys think about the clash system? Good for Hype? Bad?
What would you suggest to improve it?
This all came about as a result of reviewing the EVO top 8 matches in order to start defining, and tracking stats for the DojoSports 5v5 League – which you should check out if you are interested in a more structured competitive FGC environment. Link is ---> http://dojosports.com/
First up, to get it out of the way, I don’t have the stats ready for public consumption yet, and may not ever for EVO2013 due to a need to focus on the program/platform as a priority.
However, while I was reviewing the matches and tracking “significant” events I noticed a particularly interesting trend. The Clash system as it is currently implemented seems to be a hype killer.
Once the opponent has clash available the gameplay alters drastically at high level play, people stop pushing for combos (there is actually a turning point for this that happens closer to ~60% into the opponent's second health bar), MB moves are used less, and projectiles and other non-clash-able attacks are used more.
Things I have observed relating to Clash in the top 8 of EVO (though mind they may be correlation, causation or coincidence).
If a player had access to their clash the other player on average did less damage per combo.
If a player had access to their clash both players were less likely to spend meter for anything.
Also there seemed to be a strong correlation between placing well and using the clash system correctly (which is a completely different topic altogether and requires far more data to support the supposition than I can make available at this time).
I feel like based on what I have seen so far in the wild that the clash system failed to do what a comeback mechanic should do, instead of creating hype and tension it seems to reduce both.
Despite the fact that clashes seem to do poorly as a comeback mechanic, they do add a layer of complexity to meter management and in that I would call them a success. I just hope that if they return in some form in the future that Clashes are strongly reviewed and adjust to help boost the hype.
What do you guys think about the clash system? Good for Hype? Bad?
What would you suggest to improve it?