I am listening, but listening doesn't mean blindly doing what people want. We both always ask why and for more detailed information because, to be honest, we're really looking to understand your experiences more than your opinions. Anyone who knows anything about game design could tell you that you can't just do what players want; game design by democracy DOES NOT WORK. You always get a bad game that way; it's a guarantee.
OBJECTION!
I call to the stand Starcraft and Team Fortress 2! Those games have been REPEATEDLY tweaked based on popular opinion on game balance, and they're both EXTREMELY popular and satisfying games to this day.
I also do defend all of our decisions because, if someone disagrees with them, them explaining their experiences is a filter. It first lets me see if their opinion is based on actual play (if it's not, it's basically worthless; armchair balancers need to be filtered out and ignored with extreme prejudice),
No offense, but it seems you tend to do that anyway. I haven't seen you concede anything about anything on any subject at all. And I've been watching.
and then it lets me actually understand the issues they are running into (which may be very different from the issues they think they are having). We also understand that most low tier mains are going to have ideas about how they wish their character played which we have to be careful to avoid; we are trying to make the cast balanced, not made into the dream characters of assorted players (that is, just like in standard Brawl, you are expected to accept that you won't like everything about any character).
I'm just on the border of calling this hypocritical. On the one hand you wave your banner around saying that this is all about balancing the game. While at the EXACT SAME TIME you say that your key goal is to not change the core play style of the characters.
With Pokemon Trainer, you won't balance his ******** gameplay mechanic, because you claim that that's not how the character is supposed to play.
Okay, fine.
Then don't go telling me that it's suddenly okay to
COMPLETELY CHANGE one of the core elements to Yoshi's gameplay in the name of balance. It's the ultimate double-standard. It's the DEFINITION of a double-standard.
Of course, the last issue is that people usually don't think through all the implications of what they suggest; their suggestion may be very fair against Meta Knight on Final Destination, but what if it's broken against Ganondorf on Mario Circuit?
Newsflash: no matter how much tinkering and playing around you try to do with the characters, there will always... always... ALWAYS be lopsided matchups. Period, end of story, written in stone, DONE. As long as one character is different from another, there will always be character rankings and matchups.
There is always a risk with this project that by being open with our development process we're going to make people mad, but this is what any competent game development looks like.
See, it's not the fact that you're making mistakes that's ticking people off. It's the fact that you make mistakes, ask people their opinions on it, then say their opinions are wrong even though they're clearly more familiar with the character than you, and say that you were right the whole time.
I'm not telling you to listen to every single suggestion that comes your way. I'm asking you to think about what's being said and yes... weigh in popular opinions more heavily. Because in this case, the masses generally DO know what they're talking about.
Most developers just have very secretive, closed development and willfully ignore fans in order for people not to catch on.
Hey, it worked for Sonic Team, right?
We've chosen to forsake this path, and I only hope you can appreciate the overall product even if you find the process irritating. The short version is that I do care what people think and do take their opinions very seriously, but in the interest of making the best game possible (which I care about more than making people happy), I'm going to argue constantly and be very cautious in what changes actually make it into the game.
I understand this part of things. These codes are your baby, and you don't like people getting their unwashed hands all over your pet project. I get it. But there's a difference between some random nutjob coming in and saying "OMG SNAEK SUX NOW1! BUFF HIZ UTILITT 100X!!!1" and people that use Yoshi saying "Wait a minute. Grab releases are part of Yoshi's game. This loss should be compensated for, lest Yoshi lose part of what makes him original as a character."
Because I want to stress again, buffing Yoshi in other areas that Yoshi
doesn't use anyway in normal Brawl isn't the same thing.
1. It's an infinite on Wario. Seriously, it's an infinite on Wario. Infinites are never acceptable for any reason.
Okay... I'm sorry, but I'm calling you to task here. What exactly is YOUR fighting game tournament experience? Just from this statement, I'm going to say... probably not a lot.
Infinites are almost UNILATERALLY ALLOWED in most major fighting game tournaments. It sucks for the person that gets caught in them, but it doesn't make them "cheap" or "unfair."
I realize that I could go into a slippery slope, here (since ICs are just itching to get THEIR infinites back), but it's true.
That having been said, I didn't suggest giving grab release attacks back, necessarily. I asked for you to give a reliable substitute, the way you gave all the other major chain-grabbers.
Or, failing that, change Wario's individual break animation. I know that is completely possible and practical to do.
The only reason no one cares in standard Brawl is because Wario is about a million times better than Yoshi. If this stays in, at the very least, the fact that Wario is a million times better than Yoshi would have to be preserved... which is obviously not good. Yoshi needs to be good, and him being good and him having an infinite on Wario are incompatible.
Not only is this flawed for reasons I've already outlined, but I'm just going to have to lay this on the line, here...
BBrawl Yoshi, as he stands right now,
sucks. Yes, he's got Egg Roll canceling and some minor attack buffs, but he's one gigantic, predictable, suck-*** punching bag. He's not better than vBrawl Yoshi, he's WORSE.
3. It's EXTREMELY polarizing. For all the great stuff it gives you against guys like Meta Knight, you do realize it gives you approximately nothing against guys like Mr. Game & Watch, right?
Wrong. I grab release people that I don't have a CG on for positioning and GR attacks all the freaking time. Game & Watch is a good example, as is R.O.B. Granted, I'll tend to throw them quite often, too, but grab-release is a very, VERY important option for Yoshi, since it's almost always a jump break.
Is there any real way to buff Yoshi around this so his matchups with the guys grab release doesn't work on are close to even without making the others just totally broken in his favor?
Well, first... get it out of your head that you'll always make all matches close to even all the time. It will NEVER happen.
Let me repeat that for you.
It will NEVER happen.
Clearer? Good.
Really, the only TRUE options for replacing his grab release stuff would be to buff his throws. Damage for one, knockback for another (for instance). That would make his amazing pivot grab important to his game again, and not completely change Yoshi so that grabbing is still nothing to just laugh off (the way it is in BBrawl).
There is a BIG difference between PT's switching and things like grab release because PT's switching is a personal disadvantage (IMO actually an advantage) that plays out mostly evenly across the board (it hurts him more against high mobility characters, but it's not that big of a deal). In no case are the PT mechanics degenerate.
A weakness that other characters can exploit, forcing him to use a special move with no input on the player's behalf, and forcing him to turn match-ups against his favor...
Do you really have no concept of how this is a bad thing?
The grab release is very uneven, and it leads to lots of degeneracies. I understand very, very well how good it is for Yoshi; it's probably the best thing about Yoshi in standard Brawl. It's just not preservable.
Correction: You just don't personally like it, so you don't give a **** if it's gone and Yoshi becomes a suck-fest for it.
As per what Yoshi got to compensate, I'm not seeing where he got nothing. Egg Braking was in standard Brawl but nearly useless due to how unsafe entering helpless fall state offstage is, to say the least. It's now extremely good and makes Yoshi ridiculously survivable (it even fits into his more general game well since "fortitude" was always one of his big things). Yoshi's tilts and dash attack are just plain more rewarding with more damage. Yoshi now has another kill option in his dsmash. Yoshi has that quirky new fair mechanic which, if you really must know why we so adamantly defend it, is because an internal tester who plays Yoshi loved it and was able to do a lot of very interesting things with it, and most of the arguments against it seem more theoretical than based off experience (usually involving the word "unnecessary" which baffles me since nothing is necessary).
NONE of these things acting as a replacement for his grab game, thereby fundamentally changing the way people use him as a character and therefore going against the one of the key goals of your project, which you seem so quick to defend.
Yoshi's pummel is buffed, and in the next release so far we have plans to increase the damage on his uthrow and dthrow, bringing them to parity damage-wise with his fthrow and bthrow (actually 8% damage from uthrow and 7% from dthrow as of the last internal build, obviously incomplete and unofficial and subject to change at any time).
*Solemnly blows a party favor once and releases a helium balloon*
With the last changes, Yoshi's overall grab game is probably not even nerfed. He can't grab release cg -> usmash, but he does get good damage and some positional advantage, and he can do it on the entire cast, not just half of it (consider the benefits averaged across the cast).
Okay, I'll go ahead and translate that. What you just said in political speak is, "Although his grab release is bad against the people it was useful against before... it's still bad against the characters it was always bad on... therefore... um... good?"
I want to be clear that Yoshi input HAS influenced us quite a bit on how we approach Yoshi. Let me lay out the effects it has already had.
-When we released, we (or at least I) believed Yoshi to be one of the weaker characters, but he was a big unknown in a lot of ways. The power of Egg Braking in particular was really fleshed out by the community's testing, and it became pretty clear that Yoshi wasn't particularly bad.
-The issue of Yoshi's tilts having reduced potential for follow up purposes due to the damage buffs was something we hadn't considered. Notice a fix for this issue is already publicly available in the Genesis build.
-We already knew throws were very big for Yoshi and gave him a pummel buff to partially compensate for the loss of grab release. Seeing Yoshi players discuss their undying love of pivot grabs some more has convinced us to make throw buffs on Yoshi a priority for the standard release.
Throw buffs would indeed be helpful. I think a KO-potential throw (160%+) would be more than fair.
Just looking at it objectively, in terms of whole packages, I don't understand how any rational person could believe Bbrawl Yoshi is less effective at winning matches than standard Brawl Yoshi. It's just obviously not the case; the buffs are too big.
You just obviously don't understand what makes a good Yoshi good and what things Yoshi doesn't give a crap about. Watch some of Bwett or Scatz' Yoshi videos sometime.
Sorry to be so forward with you and aggressive, but you seem to be demanding an explanation. I'm honestly not looking to hurt any feelings at any point, but like I've said before, I care about making a good game more than I care about making people happy.
By ignoring good advice, you do neither.