DLC that affects competitive gameplay
I’m all for stuff like DLC music, costumes and stages etc but fuck DLC that has the potential to give one player an advantage over another. I’m not entirely pleased about DLC characters, but I don’t see much harm in giving the community access to more characters if they strongly desire them. I’m also going to throw in costumes that make it hard to see WTF is going on (eg. SFIV Blanka costume 3), and costumes that actually prevent certain combos from happening (eg. SFIV Cody costume whatever).
Gameplay differences between ports
There’s no reason for there to be gameplay differences between the arcade and console ports. This includes stuff like input lag. If it lags 4f in the arcade version, it should lag by the same amount on every port. If a certain input and timing is required on the arcade version, it should be same on the consoles. If a move has certain properties in the arcade version, it should be the same on the ports. Unless of course it’s a different version of the game.
Frequent balance patches
Let the games breathe. Give players time to fully explore the game before deciding that patches are necessary. I reckon 1 year before a balance patch at least. Unless there’s something that’s truly broken, but stuff like that should have been caught during development!
“New” editions with features/characters that could have been added through DLC
I don’t want to have to buy the same version of a game just because you added two characters, a new title screen and a gallery mode
Retarded comeback mechanics
This is a bit of a tricky thing because comeback systems are not inherently bad. But FFS, if I’m beating my opponent don’t put automatically put me at a disadvantage! Don’t give them access to moves/strategies that shut down all my options just because they are losing. Don’t make it possible for them to comeback easily if I make only one small mistake, especially if I earned my lead by punishing 3 of their’s.
Input systems that get in the way of the player
I’m all for simplying certain things that people are going to learn how to do anyway. But I draw the line when inputs are simplified to the point where they start hampering gameplay. In SSFIV Fei Long can do a DP by doing f, b, f + k. Seriously? WTF Capcom. Why should I have to be so precise with how I am holding my stick during a x-up because the directional switch can cause a DP if I attempt to do a cr.lk when landing? Also, there’s no reason for things to be made harder than they need to be. Yeah some inputs should be hard, but stuff like pretzel motions are dumb and gimmicky IMO. Also, if you give players a “simple mode” of operation, don’t give them access to moves/combos/strats that aren’t available to others. Oh and no game should ever include stuff like STs random input windows, or 3Ss random charge partition windows. If I input a sequence with a certain timing it should work (or fail) everytime.
Laggy stages/stages with poor lighting/invisible walls
Don’t force competitive players to only select a subset of stages because some of them cause lag, or have backgrounds/lighting that make it hard to see what the opponent is doing, or having moving backgrounds + invisible walls so that it’s impossible to detect the stage edges.
Character costumes/effects that are too similar
Don’t make it hard for me to tell which character is my one. If you feel that it’s cool for the character to have a glowing aura or to have moves that cover the stage in fire or lightning, let P1 and P2 have different colours for their effects so that I can tell who is who.
Characters that talk non-stop during matches
This is probably only a problem in Blazblue, but personally I can’t stand how vocal the characters are in that game. Is it really necessary for them to say something after every attack/hit? Guilty Gear was not that bad. Blazblue is just unbearable.
That’s all I can think of for now.