Neebler
Veteran
I've recently heard the argument going around comparing the unfairness of abusing consumables to the unfairness of abusing jumps - as in, the use of consumables is justified if someone on the enemy team is using jumps for more efficient pathing in Warsong Gulch.
While it's true that both items and jumps provide significant advantages in the Gulch, there are some important distinctions that need to be made between the two. I'll use a powerful analogy to illustrate these differences as well, but we'll get to that in a bit.
ITEMS:
- Compensates for poor positioning/ability management by bypassing meaningful decision making
- Require virtually no practice or mechanical skill to use
- Cannot be used in competitive War Games
- External advantage (additional resource provided to player independent of their skill/knowledge)
- Extremely easy to obtain
JUMPS:
- Require significant mechanical skill to execute (varies per jump)
- Require advanced game knowledge (memorization of texture landmarks, angles, etc.)
- Can be used in competitive War Games (some jumps are illegal, but many are not)
- Purely reliant on player skill (There are mouse macros to facilitate with jumps, which is a separate topic. Many players do not use mouse macros, myself included.)
- Can compensate for poor positioning/play, but much less so, since there is narrow margin for error when performing jumps. More often used to gain additional pathing options than to compensate for a mistake.
Now, let's use an analogy.
Super Smash Bros. Melee is an extremely competitive and popular fighting game with a long-established ruleset. While items are IN the game, they are completely banned in competitive/tournament play 100% of the time, due to the fact that they are very easy to abuse, remove responsibility for the player to perform well, and generally disrupt the advanced play aspects of the game.
Now, within the same game, there are plenty of "glitches," "exploits," whatever you want to refer to them as. Wavedashing, Shield Dropping, L-Cancelling, Edge Cancelling, Chain Grabbing, and so on. All of these are PART of the game at a COMPETITIVE LEVEL. They are advanced techniques, or "techs" that reward players who practice them with additional positioning, movement, and combo options. Some techs are banned, but most are not. Most importantly, players who **do not invest the time and effort in learning these aspects of the game are generally put at a significant disadvantage, and ARE NOT ALLOWED to use items to compensate in a competitive setting.* Controllers can even be legally modded for tournaments to make some techs easier, which justifies mouse macros as well.
While you can make the argument that Warsong Gulch PuGs are not a competitive setting, you cannot make the argument that the use of consumables/buffs is justified by a player's inability to perform or general distaste towards jumps. People who play non-competitive games in Melee still do not use items, unless they're just goofing around and not taking a particular match seriously. I get the impression that most people who abuse items want to be taken seriously in some regard, and viewed as "skilled," so the "lul we're just messing around and using items deal with it" point is pretty invalid here. You won't be viewed as skilled if that's your stance for every match you enter.
If you treat PuGs as a time to goof around and abuse dumb items, that's totally fine. Not every twink needs to be a serious or competitive player. But as soon as you compare their advantages to the advantages of jumps, you are entering the sphere of competitive play, which items have absolutely no part of, and are considered extremely nooby compensation tools.
That's just how it is. Competitive players are always going to use jumps. You can use items as much as you want in PuGs, but please don't think it's acceptable to complain about a competitive aspect of the game by using items as a counterpoint.
That is all.
Thanks, and happy twinking.
- Neebs
While it's true that both items and jumps provide significant advantages in the Gulch, there are some important distinctions that need to be made between the two. I'll use a powerful analogy to illustrate these differences as well, but we'll get to that in a bit.
ITEMS:
- Compensates for poor positioning/ability management by bypassing meaningful decision making
- Require virtually no practice or mechanical skill to use
- Cannot be used in competitive War Games
- External advantage (additional resource provided to player independent of their skill/knowledge)
- Extremely easy to obtain
JUMPS:
- Require significant mechanical skill to execute (varies per jump)
- Require advanced game knowledge (memorization of texture landmarks, angles, etc.)
- Can be used in competitive War Games (some jumps are illegal, but many are not)
- Purely reliant on player skill (There are mouse macros to facilitate with jumps, which is a separate topic. Many players do not use mouse macros, myself included.)
- Can compensate for poor positioning/play, but much less so, since there is narrow margin for error when performing jumps. More often used to gain additional pathing options than to compensate for a mistake.
Now, let's use an analogy.
Super Smash Bros. Melee is an extremely competitive and popular fighting game with a long-established ruleset. While items are IN the game, they are completely banned in competitive/tournament play 100% of the time, due to the fact that they are very easy to abuse, remove responsibility for the player to perform well, and generally disrupt the advanced play aspects of the game.
Now, within the same game, there are plenty of "glitches," "exploits," whatever you want to refer to them as. Wavedashing, Shield Dropping, L-Cancelling, Edge Cancelling, Chain Grabbing, and so on. All of these are PART of the game at a COMPETITIVE LEVEL. They are advanced techniques, or "techs" that reward players who practice them with additional positioning, movement, and combo options. Some techs are banned, but most are not. Most importantly, players who **do not invest the time and effort in learning these aspects of the game are generally put at a significant disadvantage, and ARE NOT ALLOWED to use items to compensate in a competitive setting.* Controllers can even be legally modded for tournaments to make some techs easier, which justifies mouse macros as well.
While you can make the argument that Warsong Gulch PuGs are not a competitive setting, you cannot make the argument that the use of consumables/buffs is justified by a player's inability to perform or general distaste towards jumps. People who play non-competitive games in Melee still do not use items, unless they're just goofing around and not taking a particular match seriously. I get the impression that most people who abuse items want to be taken seriously in some regard, and viewed as "skilled," so the "lul we're just messing around and using items deal with it" point is pretty invalid here. You won't be viewed as skilled if that's your stance for every match you enter.
If you treat PuGs as a time to goof around and abuse dumb items, that's totally fine. Not every twink needs to be a serious or competitive player. But as soon as you compare their advantages to the advantages of jumps, you are entering the sphere of competitive play, which items have absolutely no part of, and are considered extremely nooby compensation tools.
That's just how it is. Competitive players are always going to use jumps. You can use items as much as you want in PuGs, but please don't think it's acceptable to complain about a competitive aspect of the game by using items as a counterpoint.
That is all.
Thanks, and happy twinking.
- Neebs
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