STRYKIE
Are ya' ready for MK11 kids?!
Sup guys, Quan has now been in the EO beta for a week and I'd like to give some feedback on how he has changed from the current build in the game, mainly from Warlock's perspective. None of this is intended to be downplaying or whatever, just observations and criticisms on the changes themselves.
Changes to MB Rune:
- Variable block advantage
First of all, I'd like to say I like the idea of how MB Rune's advantage on block depends on when you commit to the Meter Burn at the risk of being armored through, I really do, and on paper it makes the utility of the move more interesting, however, there's a fatal design flaw to this. As long as Meter Burning is tied to the block command (seasoned Quan players also playing in the beta will probably know where I'm going with this already), this will always be a problem.
There's too many situations where I'd like to throw out a single regular rune and block afterwards, but now I can't do that with the extended MB window for the 2nd rune, because that will come out instead, so effectively, on a run in, jump in, or an oncoming projectile after using Rune, I have to get hit on purpose sometimes just to avoid wasting my own meter, which is something I especially don't want to do with Warlock in the first place.
SUGGESTION ON HOW TO AMEND THIS IF MB RUNE STAYS THIS WAY: Change the input to an EX input similar to how Kobu Jutsu Tanya can launch after using DF2, DF1, then DF2+Block. (So with Quan for example I could do say, DB1, then DB2+Block if and when I want to commit to the 2nd Rune)
- Increased damage scaling
Every follow up to MB Rune now does 1-2% less. Personally I don't have a problem with that kind of damage loss. My issue is that this nerf is BLATANTLY aimed at Summoner Quan because of the extreme unbreakable damage potential it has in current MKX depending on how much meter he has available.
So I ask, why? Isn't this already significantly neutered by the fact that Summoner now cannot summon the bat and continue to combo unless he uses EX Trance, a move that, y'know, costs meter?
- Increased recovery (from 8 to 13 frames)
I suspect this was done in part to lessen the advantage Quan is at after a non-delayed MB Rune, and couldn't be done entirely by reducing the block stun. Or it maybe so that he can be whiff punished for it after cancelling a blockstring into it that doesn't jail such as B32.
However this has also effected the conversion-ability on hit, My go-to BNB after hitting a MB Rune up close was dash, instant NJP, 4xxTrance, as I personally prefer to get as much damage in before using trance into a restand. But it no longer seems to be possible. I also wonder if this may effect converting from a mid range rune? Considering that MB Rune allegedly can be delayed to be advantage on block without creating a gap, seems like a superficial change just to help the armchair critics sleep at night.
Possible travel speed nerf to skull?
Contrary to popular belief, Summoner is not the only variation that benefited from the removal on autoblock on skulls. If Quan's skull trades with an oncoming projectile that doesn't stun (like Sub-Zero's Ice Ball for example) or knock down, his recovery will be overriden, and in Warlock, is able to link a free F3 for an accumulative total of 14.5%. I may be the only active Warlock player that is both aware of this AND knows how to do this somewhat intentionally.
However, through playing in the online beta, the amount of times I've pulled this off successfully can probably be counted on one hand, and it seems to usually happen because people don't realize they can now block the skull in time. Or maybe I was just playing a bunch of ignoramuses who didn't realize this, and this may all just be a massive coincidence lol.
Ultimately Summoner doesn't seem to be effected here as most conversions using this mechanic come from a point blank skull with no travelling frames.
Increased trance recovery:
I understand that this has been done mainly to prevent free bat/hex spell summons in Summoner/Sorcerer respectively, but did this really need to be done by 30 something frames? I'm sure there are still ways to successfully land a J1/J2 post trance depending on the conversion, but I won't be able to test this fully without access to a training mode. And I'm starting to worry that there isn't a way to do this while cornered. Part of Warlock's strength is that it's a legitimate risk to have Warlock cornered due to the presence of EX Scoop and EX Stab, and then enforce his own corner game, but what if I don't have meter? Am I supposed to rob myself of my own corner re-positioning?
By the looks of things 10 or so frames more to move after trance would be enough time to get close enough and crossover into either J1/J2 for sure, and I would suggest increasing the recovery on Bat Summon/Sorcerer spells accordingly to ensure there aren't any inadvertent loopholes to use them for free during trance. If any Summoner/Sorcerer players know of other situations that these recovery changes would be detrimental to, let me know.
EX Sky Drop:
Well I'll be honest, being a Warlock enthusiast I have no reason to use this move anyway, but I'd like to point out the supposed faster startup is still nowhere near sufficient enough to do anything differently. The move is still trash, I know it, Summoner/Sorcerer players know it, everyone damn knows it, and anyone trying to argue otherwise is kidding themselves.
With the regulations that Summoner/Sorcerer have received in the beta, I don't think there's any real danger to now give them a properly reliable armored reversal that is still vastly inferior to Warlock's.
So that about does it for what I've noticed and I don't think I've missed anything, in my next post I will be detailing the changes I'd like to see for Warlock's specific tools, coming up shortly.
Changes to MB Rune:
- Variable block advantage
First of all, I'd like to say I like the idea of how MB Rune's advantage on block depends on when you commit to the Meter Burn at the risk of being armored through, I really do, and on paper it makes the utility of the move more interesting, however, there's a fatal design flaw to this. As long as Meter Burning is tied to the block command (seasoned Quan players also playing in the beta will probably know where I'm going with this already), this will always be a problem.
There's too many situations where I'd like to throw out a single regular rune and block afterwards, but now I can't do that with the extended MB window for the 2nd rune, because that will come out instead, so effectively, on a run in, jump in, or an oncoming projectile after using Rune, I have to get hit on purpose sometimes just to avoid wasting my own meter, which is something I especially don't want to do with Warlock in the first place.
SUGGESTION ON HOW TO AMEND THIS IF MB RUNE STAYS THIS WAY: Change the input to an EX input similar to how Kobu Jutsu Tanya can launch after using DF2, DF1, then DF2+Block. (So with Quan for example I could do say, DB1, then DB2+Block if and when I want to commit to the 2nd Rune)
- Increased damage scaling
Every follow up to MB Rune now does 1-2% less. Personally I don't have a problem with that kind of damage loss. My issue is that this nerf is BLATANTLY aimed at Summoner Quan because of the extreme unbreakable damage potential it has in current MKX depending on how much meter he has available.
So I ask, why? Isn't this already significantly neutered by the fact that Summoner now cannot summon the bat and continue to combo unless he uses EX Trance, a move that, y'know, costs meter?
- Increased recovery (from 8 to 13 frames)
I suspect this was done in part to lessen the advantage Quan is at after a non-delayed MB Rune, and couldn't be done entirely by reducing the block stun. Or it maybe so that he can be whiff punished for it after cancelling a blockstring into it that doesn't jail such as B32.
However this has also effected the conversion-ability on hit, My go-to BNB after hitting a MB Rune up close was dash, instant NJP, 4xxTrance, as I personally prefer to get as much damage in before using trance into a restand. But it no longer seems to be possible. I also wonder if this may effect converting from a mid range rune? Considering that MB Rune allegedly can be delayed to be advantage on block without creating a gap, seems like a superficial change just to help the armchair critics sleep at night.
Possible travel speed nerf to skull?
Contrary to popular belief, Summoner is not the only variation that benefited from the removal on autoblock on skulls. If Quan's skull trades with an oncoming projectile that doesn't stun (like Sub-Zero's Ice Ball for example) or knock down, his recovery will be overriden, and in Warlock, is able to link a free F3 for an accumulative total of 14.5%. I may be the only active Warlock player that is both aware of this AND knows how to do this somewhat intentionally.
However, through playing in the online beta, the amount of times I've pulled this off successfully can probably be counted on one hand, and it seems to usually happen because people don't realize they can now block the skull in time. Or maybe I was just playing a bunch of ignoramuses who didn't realize this, and this may all just be a massive coincidence lol.
Ultimately Summoner doesn't seem to be effected here as most conversions using this mechanic come from a point blank skull with no travelling frames.
Increased trance recovery:
I understand that this has been done mainly to prevent free bat/hex spell summons in Summoner/Sorcerer respectively, but did this really need to be done by 30 something frames? I'm sure there are still ways to successfully land a J1/J2 post trance depending on the conversion, but I won't be able to test this fully without access to a training mode. And I'm starting to worry that there isn't a way to do this while cornered. Part of Warlock's strength is that it's a legitimate risk to have Warlock cornered due to the presence of EX Scoop and EX Stab, and then enforce his own corner game, but what if I don't have meter? Am I supposed to rob myself of my own corner re-positioning?
By the looks of things 10 or so frames more to move after trance would be enough time to get close enough and crossover into either J1/J2 for sure, and I would suggest increasing the recovery on Bat Summon/Sorcerer spells accordingly to ensure there aren't any inadvertent loopholes to use them for free during trance. If any Summoner/Sorcerer players know of other situations that these recovery changes would be detrimental to, let me know.
EX Sky Drop:
Well I'll be honest, being a Warlock enthusiast I have no reason to use this move anyway, but I'd like to point out the supposed faster startup is still nowhere near sufficient enough to do anything differently. The move is still trash, I know it, Summoner/Sorcerer players know it, everyone damn knows it, and anyone trying to argue otherwise is kidding themselves.
With the regulations that Summoner/Sorcerer have received in the beta, I don't think there's any real danger to now give them a properly reliable armored reversal that is still vastly inferior to Warlock's.
So that about does it for what I've noticed and I don't think I've missed anything, in my next post I will be detailing the changes I'd like to see for Warlock's specific tools, coming up shortly.