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7/2/2025, 6:40:33 PM
>>714283638
Revert item logic back to how it worked before 8
Bagging only became such a dominant strat in 8/8DX because of Nintendo's changed item logic which intentionally makes item spam more prevalent than all previous MKs
>Items are based off distance to 1st and not position
>Removed the shock cooldown limit so multiple players can hold shock
>Reds have much more aggressive tracking and perfectly follow you around corners even if the guy throwing them doesn't see the target player on camera
>Double item box (only added as a band-aid to fix the bad item design in 8) makes item spam more prevalent and devalues the impact of getting a single speed item so players need to go for power item combos to gain any real positions since many players are all spamming items
>Item pool is bloated with unnecessary items that share similar functions (fireball, boomerang, piranha plant, crazy 8 etc)
World doesn't make many changes to the core item logic design from 8
Most of World's notable changes are making changes to the items themselves like
>Items still based off distance
>Bullet nerf in how players get hit but bullet extensions are still in
>Shrooms got a speed buff
>Shock doesn't hit players behind or if there's a ceiling above you but the core logic is still like 8
>Double item box is still here so power item combos will continue to be the best strat
>Nintendo copy pasted the "bagging fix" logic from 8DX Wave DLC, which didn't even work
>Bloated item pool is still here but it's noticeably a bit better than 8/8DX
Nintendo's attempt to fix bagging in the Wave DLCs didn't work because players figured out how to get around it easily
World actually gives 1st more defensive options than 8 though with the feather and new trick system but since the core item logic is the same, bagging will continue to be a dominant strat
Revert item logic back to how it worked before 8
Bagging only became such a dominant strat in 8/8DX because of Nintendo's changed item logic which intentionally makes item spam more prevalent than all previous MKs
>Items are based off distance to 1st and not position
>Removed the shock cooldown limit so multiple players can hold shock
>Reds have much more aggressive tracking and perfectly follow you around corners even if the guy throwing them doesn't see the target player on camera
>Double item box (only added as a band-aid to fix the bad item design in 8) makes item spam more prevalent and devalues the impact of getting a single speed item so players need to go for power item combos to gain any real positions since many players are all spamming items
>Item pool is bloated with unnecessary items that share similar functions (fireball, boomerang, piranha plant, crazy 8 etc)
World doesn't make many changes to the core item logic design from 8
Most of World's notable changes are making changes to the items themselves like
>Items still based off distance
>Bullet nerf in how players get hit but bullet extensions are still in
>Shrooms got a speed buff
>Shock doesn't hit players behind or if there's a ceiling above you but the core logic is still like 8
>Double item box is still here so power item combos will continue to be the best strat
>Nintendo copy pasted the "bagging fix" logic from 8DX Wave DLC, which didn't even work
>Bloated item pool is still here but it's noticeably a bit better than 8/8DX
Nintendo's attempt to fix bagging in the Wave DLCs didn't work because players figured out how to get around it easily
World actually gives 1st more defensive options than 8 though with the feather and new trick system but since the core item logic is the same, bagging will continue to be a dominant strat
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