Quote Originally Posted by Epsilon82 View Post
There will always be a point where you can't improve a lot any more in any game of this nature. That's not a reason to completely destroy the most logical high-scoring combo in the game when considering the quotient of skill required for effective use.

And you better get used to Pinball/Sync, because it's pretty obvious that these tournaments are just going to devolve into who has the best/luckiest run with that. Pinball shouldn't even be in the game, IMO, because it's completely divorced from anything remotely related to interacting with the music. It's a funny little novelty but the notion that it now is probably the most practical route to a high score in a beatmatch rhythm game is ludicrous beyond belief. If they're going to nerf Flames like this (which in 99% of use cases were a completely legitimate part of the game), they'd better nerf the utter crap out of Pinball, because it's a skill that has nothing to do with interacting with music.

Also, I don't think Zage intended for that 100% luck comment to be taken literally. Of course there is always a baked-in element of luck involved in the game to a certain extent. Sometimes my Jack/Flame runs will be better or worse based on where flames happen to spread during an activation. That's part of what keeps it fresh; otherwise, it would devolve into a simple pattern memorization exercise. But the key fundamental point he's making is that it's completely wrong for a combo like Road Rage or Bottle Rockets with Blast Notes to be more prolific than even an expertly executed Jackpot/Flame run. I don't see how anyone can argue against that, unless they literally have no interest in separating skilled players from novices, which is completely contrary to the entire notion of a competitive scoring game.
Epsilon is right in everything he says. The point is the harder the combo the more points you should get. I started off Blitz using the Jackpot/Blast combo. This took some skill at first but over time became easy. It also had a limit on the amount of score I could get. The rare time I would get lucky with a Blast placement. The point is eventually it was to easy.

Than I learned about Jackpot/Flame. This combo was much more challenging. While in a Jackpot run in Blitz mode you had to quickly switch lanes to catch Flame notes. There was always the possibly of making a mistake. It stayed challenging.

I am sorry that some people were not good enough to do this. That is no excuse to nerf the power up. The people who wanted the nerf need to realize. The same people who were dominating with Flame notes will dominate with whatever the next Powerful combo is. The problem now is the leaderboards being broken.

The real problem with this game has always been Blitz mode. Blitz mode is what makes this game challenging. But there has never been a scoring benefit to being in Blitz mode. Heck the game is named after Blitz mode yet it does nothing for your score.

How many people will press a note button in empty space during a solo just to not go in to Blitz mode? How many people break a not streak before a Jackpot/Flame run would start? And obviously we have heard how many people button mashed with Bandmate/Flame never having to go in to Blitz mode.

Yet this was what the game was named after. Increasing the value of Blitz mode would have solved most of the problems being discussed in these forums. However that would have made the game even harder not easier. It sounds to me that Harmonix wants an easy game that anyone can win.

Makes me wonder why they called it Rock Band Blitz. They should have called it Rock Band for kids. I just hope those kids who play it for fun spend as much money as I did buying songs $$$ cause i am done.