umgogo
The Memory Protector
There is a difference between the statements "This doesn't suit my tastes, so it should change" and "This is just a bad idea, so it should change."Well there's your answer right there. You're not into NRS games relative to others. Instead of trying to change them to fit into "every standard fighting game convention" go play one of those "standard fighting games" instead of trying to change something that you're hardly even invested in. Duh.
An admittedly extreme example: the first Guilty Gear game had relatively odd characters and plenty of long and highly damaging combos. Not everyone enjoyed those (especially in 1998), but they stayed and are now hallmarks of the series (i.e. most GG players play it because of them, not despite them). It also had Instant Kills that required no meter and would end the match in one hit.
Yes, the IKs made the game "stand out." Including them in this state was still a bad idea, and they were therefore changed into a more manageable form (which was IMO finally perfected 15 years later with Xrd's "combo into IK when the opponent's life is low in the final round"-system).
Now, of course normals doing chip damage is not as big a deal, but if zoners really need it to excel, then that begs the question of why zoning works the way it does in the first place.
As for damage scaling, how can you argue that, say, a quick overhead starter should not scale a combo more than a slow mid starter? That the average two-three-bar combo is not much more damaging than the average one-bar combo? Near as I can tell, about 90% of the viable combos in this game fall somewhere between the 20% and 40% damage marks. Is it any wonder that pressure/wakeup 50/50's are so dominant, when fishing for counter hits or hoarding meter for combos do not yield substantially better results?
tl;dr: NRS are slowly improving, but I feel that they are holding themselves back by sticking to 1992 conventions for their own sake, especially since MK1 was sub-par even for its time.