Post by tyris01 on Feb 29, 2012 19:08:27 GMT -6
I have to get this out of the way first...
Tashiji:"I agree with you, there's no reason to use Slam Bam when I can just put Stealth Elf on the portal."
^^^ This is really funny coming from the guy who been saying there's no reason to use Gill when you can just put Cynder on the portal.
Anyway... now, for Slam Bam...
He doesn't get those surf speed upgrades on land, so don't know why you're arguing it. And he DOES need them, because his slide is slower than most charges. And he can be pushed while in slide mode, and takes damage the whole way.
His main attack does not make him 'comparable to Voodood', at least, not in terms of usefulness. First off, as Voodood has a superior range-closer, Voodood also has a ranged attack defense, a way of setting 'traps' for the foe, and his combo has a useful alternate that gives him a respectable ranged attack (unlike Slam, who has no useful alternates despite paying for them). Sure, it takes awhile to build, but it's there, and IF he gets in melee and IF the foe escapes, he can shove his axe-blade straight up their colon as they run away. Slam can just stop the combo and slide (note Voodood can do the same, but Grapple). That's a fairly major difference, and it doesn't even get into the others.
Second, Voodood has better offense as his Grapple actually does damage (unlike Ice Shoe) and can interrupt the enemy attack (plus, you move a crapton faster). Slam has more HP, but defensively, he's going to have issues with ranged attackers that Voodood isn't as bothered about.
Unfortunately, none of that does anything except put Slam on the bottom of the melee pile. Now, if you want to argue that whole pile is better than Gill, go for it, but lets make it clear that's what you're trying since Slam is the worst of their kind. What you're saying is that a certain Archetype, that of the slow heavy-melee bruiser, is superior in combat to the low-HP ranged-only Archetype. And it's fine if you want to say that, but...sadly... Slam doesn't get results compared to the others, and is only guaranteed going to win against whatever Paper Archetype the rest of his own are Scissors against anyway. Scissors beats Paper? Who knew. You know what, let's throw Zap into the mix. Guess what? Zap, the lowest of the entire pile, trumps Slam Bam. Every single time. So, he must be the true Water Champion, right? But.. Gill Grunt consistantly beats Zap. So which one is the true champion here? (Note: Zap, despite being on the bottom of the pile, is actually able to poke holes in most of the melee Archetype. Why? Because it's what he's designed to do. Against anything else, he's a chump.)
As for your arguments of Cynder, Drobot, and Stealth Elf... duh! That's why I put them in the "Broken Tier". They do, in fact, make every single other Skylander redundant. That's why it's the Broken Tier! But my point wasn't that. My point is that Voodood, Stump Smash, Terrafin and the like are all better than Slam, for different reasons, but they all share it because of superior combos from the main attack, a superior range-closer, and a superior alternate move. You show me where that applies to guys who are like Gill (which you can't, apparently, as you think Cynder is the same) and maybe you'll have a case.
Until then, you keep comparing my example of a good Water type to a single broken toon, and I'm going to keep pointing out how yours is inferior to a heap of non-broken ones. Just don't expect to convince me to see your view as valid if you keep ignoring this fact.
Drill Sgt serves a great purpose. Go play him on PS3. He's actually really, really good despite inferior damage. He plays like he belongs in another game, like Star Control or something. But...he also pops Slam Bam with only a marginal amount of skill required. He has issues against Gill, though. But that's part of that 'metagame' you were mentioning. The Wii version of Drill is junk, so if you're comparing it to that, well, more power to you.
Slam Bam is a bad design, bad implementation, and on the whole a rather large disappointment. Even if he's better in some ways that Gill, that's because of his Archetype, not due to something special about his design. Gill fulfills an interesting role not shared by most ranged attackers--he's designed to kill them by beating them at their own game, rather than being Scissors to their Paper. You may say Slam's the best 'Water Champion' but... no. I just don't see it. Besides, we need Wham Shell to make an accurate assessment there.
Honestly, I'd like Slam Bam to be worth putting on the portal. But with at least three non-broken alternates, I don't see it being worth it aside from 'coolness' factor. If I was the game designers, I'd have tried to make that freeze move useful. Like... I dunno, make it into a PBAoE that immobilizes the foe instead of freezing them. Or a charge up that puts an ice patch on the ground that lasts longer the more you charged it. And, in addition, make his slide do damage or shield him from the front. Something to make him unique. But... I can say this about a lot of Skylanders.
Tashiji:"I agree with you, there's no reason to use Slam Bam when I can just put Stealth Elf on the portal."
^^^ This is really funny coming from the guy who been saying there's no reason to use Gill when you can just put Cynder on the portal.
Anyway... now, for Slam Bam...
He doesn't get those surf speed upgrades on land, so don't know why you're arguing it. And he DOES need them, because his slide is slower than most charges. And he can be pushed while in slide mode, and takes damage the whole way.
His main attack does not make him 'comparable to Voodood', at least, not in terms of usefulness. First off, as Voodood has a superior range-closer, Voodood also has a ranged attack defense, a way of setting 'traps' for the foe, and his combo has a useful alternate that gives him a respectable ranged attack (unlike Slam, who has no useful alternates despite paying for them). Sure, it takes awhile to build, but it's there, and IF he gets in melee and IF the foe escapes, he can shove his axe-blade straight up their colon as they run away. Slam can just stop the combo and slide (note Voodood can do the same, but Grapple). That's a fairly major difference, and it doesn't even get into the others.
Second, Voodood has better offense as his Grapple actually does damage (unlike Ice Shoe) and can interrupt the enemy attack (plus, you move a crapton faster). Slam has more HP, but defensively, he's going to have issues with ranged attackers that Voodood isn't as bothered about.
Unfortunately, none of that does anything except put Slam on the bottom of the melee pile. Now, if you want to argue that whole pile is better than Gill, go for it, but lets make it clear that's what you're trying since Slam is the worst of their kind. What you're saying is that a certain Archetype, that of the slow heavy-melee bruiser, is superior in combat to the low-HP ranged-only Archetype. And it's fine if you want to say that, but...sadly... Slam doesn't get results compared to the others, and is only guaranteed going to win against whatever Paper Archetype the rest of his own are Scissors against anyway. Scissors beats Paper? Who knew. You know what, let's throw Zap into the mix. Guess what? Zap, the lowest of the entire pile, trumps Slam Bam. Every single time. So, he must be the true Water Champion, right? But.. Gill Grunt consistantly beats Zap. So which one is the true champion here? (Note: Zap, despite being on the bottom of the pile, is actually able to poke holes in most of the melee Archetype. Why? Because it's what he's designed to do. Against anything else, he's a chump.)
As for your arguments of Cynder, Drobot, and Stealth Elf... duh! That's why I put them in the "Broken Tier". They do, in fact, make every single other Skylander redundant. That's why it's the Broken Tier! But my point wasn't that. My point is that Voodood, Stump Smash, Terrafin and the like are all better than Slam, for different reasons, but they all share it because of superior combos from the main attack, a superior range-closer, and a superior alternate move. You show me where that applies to guys who are like Gill (which you can't, apparently, as you think Cynder is the same) and maybe you'll have a case.
Until then, you keep comparing my example of a good Water type to a single broken toon, and I'm going to keep pointing out how yours is inferior to a heap of non-broken ones. Just don't expect to convince me to see your view as valid if you keep ignoring this fact.
Drill Sgt serves a great purpose. Go play him on PS3. He's actually really, really good despite inferior damage. He plays like he belongs in another game, like Star Control or something. But...he also pops Slam Bam with only a marginal amount of skill required. He has issues against Gill, though. But that's part of that 'metagame' you were mentioning. The Wii version of Drill is junk, so if you're comparing it to that, well, more power to you.
Slam Bam is a bad design, bad implementation, and on the whole a rather large disappointment. Even if he's better in some ways that Gill, that's because of his Archetype, not due to something special about his design. Gill fulfills an interesting role not shared by most ranged attackers--he's designed to kill them by beating them at their own game, rather than being Scissors to their Paper. You may say Slam's the best 'Water Champion' but... no. I just don't see it. Besides, we need Wham Shell to make an accurate assessment there.
Honestly, I'd like Slam Bam to be worth putting on the portal. But with at least three non-broken alternates, I don't see it being worth it aside from 'coolness' factor. If I was the game designers, I'd have tried to make that freeze move useful. Like... I dunno, make it into a PBAoE that immobilizes the foe instead of freezing them. Or a charge up that puts an ice patch on the ground that lasts longer the more you charged it. And, in addition, make his slide do damage or shield him from the front. Something to make him unique. But... I can say this about a lot of Skylanders.