The idea came mainly from what happened to GBVS with the block button. For those who didn't know, Granblue Fantasy Versus is a new traditional fighting game with accessibility as its main objective. It has one button special moves inputs and very simple combos, in their pursuit of making it as accessible as possible, they decided to have a "block button" as a secondary method of blocking, on paper this should make the game more accessible for those coming from games with block buttons(Mortal Kombat, Smash, etc...) and make dealing with side switch mixups easier... In reality though, this block button have been responsible for most of the game's high level tech, mechanics abuse and option selects.
So far the block button allow you to:
- Blocking cross ups, one of its intended use
- "Just block" multi-hitting attacks by spamming back while holding block, taking out the risk of having to stop blocking while going for just blocks
- Proximity blocking option select, which allow you to input some moves that end in blocking and the move wont come out unless your opponent try to attack:
- Makes switching between blocking overheads/lows faster(as fast as just letting go of a button to switch from crouch to standing block)
- Allow for landing recovery canceling, which open the way for very powerful instant overheads:
- Allows characters who aren't supposed to be able to switch the direction they're facing after certain actions, to do so, which honestly broken good for something like Metera command jump:
And remember, all this and more is just week one stuff found with this button. It's basically having the exact opposite of its intended effect of simplifying the game and bridging the gab between dedicated and more casual players as most of those are very strong tech that require a lot of lab time to implement into your gameplay.
TL;DR: mechanics meant to simplify the game, is giving the game more depth and complexity. Mechanic meant to help at low level play, is getting far more usage in high level play where the meta is starting to revolve around its abuse.
Now granted, in this specific example, the developer have already said they're looking at it and are going to fix it(some of the usage are simply game breaking), but that's not what this thread is about.
What other games mechanics had the exact opposite of their intended functionality?
So far the block button allow you to:
- Blocking cross ups, one of its intended use
- "Just block" multi-hitting attacks by spamming back while holding block, taking out the risk of having to stop blocking while going for just blocks
- Proximity blocking option select, which allow you to input some moves that end in blocking and the move wont come out unless your opponent try to attack:
- Makes switching between blocking overheads/lows faster(as fast as just letting go of a button to switch from crouch to standing block)
- Allow for landing recovery canceling, which open the way for very powerful instant overheads:
- Allows characters who aren't supposed to be able to switch the direction they're facing after certain actions, to do so, which honestly broken good for something like Metera command jump:
And remember, all this and more is just week one stuff found with this button. It's basically having the exact opposite of its intended effect of simplifying the game and bridging the gab between dedicated and more casual players as most of those are very strong tech that require a lot of lab time to implement into your gameplay.
TL;DR: mechanics meant to simplify the game, is giving the game more depth and complexity. Mechanic meant to help at low level play, is getting far more usage in high level play where the meta is starting to revolve around its abuse.
Now granted, in this specific example, the developer have already said they're looking at it and are going to fix it(some of the usage are simply game breaking), but that's not what this thread is about.
What other games mechanics had the exact opposite of their intended functionality?