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Improving Injustice!

Juggs

Lose without excuses
Lead Moderator
Also, real quick, I realize we haven't discovered everything about the game yet. The game is still extremely new so we still have so much to learn. I'm very much with the notion that we should just play and not patch the game. But that's not the route NRS has taken, so it is what it is. Regardless, this game is fun and I want to see it and our community thrive.

i agree with everything he said. i just think only certain people need a dash buff. i believe only rush down characters need it rather than the zoners. like raven, cyborg ,etc . like can you imagine raven running around the screen like black adam. that would be ridiculous

If you're referring to my post, I'm talking about walk speed, not the dash. For the most part the dashes are fine, some characters need help in that area though (Ares).
 

Eagle Eye

I Seek To Depose!
Also, real quick, I realize we haven't discovered everything about the game yet. The game is still extremely new so we still have so much to learn. I'm very much with the notion that we should just play and not patch the game. But that's not the route NRS has taken, so it is what it is. Regardless, this game is fun and I want to see it and our community thrive.




If you're referring to my post, I'm talking about walk speed, not the dash. For the most part the dashes are fine, some characters need help in that area though (Ares).
i got you. but ares has a teleport. cant he just get in for free
 

Gesture Required Ahead

Get on that hook
Another reason why 1 bar would be useful is that it would create a whole other option to defend against Interactables that are near the starting point of the match.

As for the walk speed and D2 buffs. I don't think it should be universal. But I do believe there are characters who are in need of it. But for example don't give it to characters who can already counter zone really easily. Same for characters who can already AA easily.
 

Rathalos

Play Monster Hunter!
Make the wager system more strategic. If character X uses full meter for a wager and character Y uses 3/4, then the winner should only heal/damage based on the remaining difference. That way I could choose to use my meter to keep you from getting max-health even though you won the wager.
.... um wut?

Unless I'm misunderstanding what you typed, that's how it works right now.
 

Bildslash

Goro Lives 
My only fixes:

Clash System. In my opinion they need to increase the amount of life the Defender can recover to boost its potential as a comeback mechanic. The % should be as follows:

------------Defender-------Attacker------
1 Bar---------15%------------15%---------
2 Bars--------25%------------25%---------
3 Bars--------33%------------30%---------
4 Bars--------40%------------33%---------

Basically, the Attacker gets solid damage by betting up to the 3 meters and can get an extra with 4. Whereas the Defender keeps a steady life recovery the more meter is burned.

Interactables that reset after Transitions. There are some interactables that reset after a transition. An example that comes to mind are the lightbeams in the Insurgency stage in Lex's lab; after using them if 2 transitions are done to get back to Lex's lab the lightbeams respawn. colt
 
Projectiles- I really wish projectiles would cancel each other out. This would alleviate some of the zoning problems.

Parrying Intractable- would be nice even at the expense of 1 meter, this would also balance out Power users versus Gadget users.

Online- I don't have issues with the lag but more with the lack of functions. Simple things like automatically queuing to the next Rank fight. Allowing me to go to practice mode, single player, while I wait for online games especially KOTH. Only reveal character selection after you both picks to prevent Counter picking or wasting time with hidden cursor.
 

RiverHB

Mortal
1. Faster walk speed for all the reasons AK Juggs mentioned, especially since there's no dash cancelling.
2. Reduce Damage of interactables from 18-20% to about 10-12%
3. More health regenerated/damage dealt as a result of clashes. Perhaps an extra 5%? (20, 25, 30, 38)
4. Start with a bar of meter and slightly reduce the meter build rate across the board. This adds a little more strategy.
 

MrAvA

Smashing.
I personally believe that Bounce Cancel should only be one meter. This give everyone a safe ender for their unsafe string for the cost of one meter or use it for a overhead ender. Also it will gives everyone more practical bnbs instead of wasting two meters to bounce cancel mid combo.

I would like it if you also gain small meter when your blocking so it would help defenders out.

Edit: This is nothing to do with gameplay but I want the ability to mute people in Koth when you the King. I hate having to lose on purpose because some asshole won't turn off his 5 cent mic.
 

Gesture Required Ahead

Get on that hook
Projectiles- I really wish projectiles would cancel each other out. This would alleviate some of the zoning problems.

Parrying Intractable- would be nice even at the expense of 1 meter, this would also balance out Power users versus Gadget users.

Online- I don't have issues with the lag but more with the lack of functions. Simple things like automatically queuing to the next Rank fight. Allowing me to go to practice mode, single player, while I wait for online games especially KOTH. Only reveal character selection after you both picks to prevent Counter picking or wasting time with hidden cursor.

1- I really hate this suggestion because it's basically saying: "Make it more like SF pls". Leave the system how it is. We have to make it better, not change it.

2- You can already do that. MB F3/B3 cancel into your punish.

3-Most of these I believe are undoable. But would be good things to imply on MK10. Well I think it'd be better if the character select was more like SCV where you only see your own cursor.(Irony how I said to not make it like SF. Although it's 2 completely different things)
 

Zoidberg747

My blades will find your heart
My list (without turning this into a character specific mess) is as follows:
  • Faster walk speed---- People jump so much because its fast and safer than dashes agree
  • Lower damage on transitions and interactibles---- We can agree that its a bit much in damage. Many feel that transitions are fine and it baffles me...I can MB B3 and its an armored attack that in one hit is an unclashable kill that does ridiculously huge damage...like a third or more of your health and it resets us to fullscreen allowing zoners an advantage. This is a bit much agree but not too much
  • No respawning interactibles----self explanatory. They become abusable Wouldn't mind
  • Level the interactible reward for non power types-----There is zero doubt gadget types got shafted here. Interactibles favor power types and they can even MB armor the things to make them even more dangerous. They get unblockable damage, they get to remove the few stage interactibles gadget types can reuse by throwing them and just in general win in their stage options. Level the playing field here because the mobility these tools offer gadget players is punishable and poor This just shows you really don't understand the game. Most gadget characters get either 18% unscaled damage or get a reset into another full combo. It takes more positioning and strategy but the reward is MUCH greater than throwing stuff for 20%
  • No unblockable interactions-----self explanatory No. That is the entire point of interactables, to force your opponent to dodge them or pay the price. Lowering the damage is fine.
  • Retool redundant or nigh useless strings into having purposes-----there just seems to be a lot of filler in movesets that either push folks too far away, that have bad frame recovery or startup, or that in general have poor pacing for combos as openers or enders or ...well...or anything. Mess with these to at least make them serviceable for combos. You dont have to buff a character to death, but just make their tools have a purpose if they have strings that have no use what so ever even if its just an option with similar frame data to something else just so it makes folks harder to read on approach with your blocks. It'll keep matches from being so redundant. Again, no. Every game has strings that are useless. Buffing stuff just to buff stuff is never a good idea.
  • Better Anti Air-----D2 buff was fine, but things are still kind of tough out there in terms of AA. Perhaps other tools may need buffed for this or selective D2 further tweaks. In any case folks are still pretty threatening on jump in this game...that wont change even if they get a better walk to give them another approach. Agree
  • Zoning is just too favored------------I have no idea how to really fix this, but so many of the cast become unreliable and the top tier is pretty easy to use since so much of the game favors zoning. Clashes favor zoning, interactibles are used mainly for zoning, the dash system suffers to zoning, and just in general so much of the cast sits in the wings because zoning was made too favorable...it also brings down crowds and dulls excitement which loses the game support at tournies over time. The game pace gets slow and it just wears down over time...many are getting bored and I feel this is probably some of that. It never really turns into the slugfest of MK9 that people hoped to get occasionally. Faster walkspeed will solve this.
  • Pushblock should be free-------I seriously dont like paying a bar for this. Meter is SO rewarding in this game for armoring b3/f3 and interactibles not to mention for damage on moves. It is nearly NEVER used for defensive purposes and honestly its not worth it as a pushblock is not a guaranteed way to convert and punish offense. It should be free. LOL. This would make zoning unbeatable.
Answers in red.

I would honestly rather them change nothing though as people still do not understand basic parts of this game.
 

Zoidberg747

My blades will find your heart
My only fixes:

Clash System. In my opinion they need to increase the amount of life the Defender can recover to boost its potential as a comeback mechanic. The % should be as follows:

------------Defender-------Attacker------
1 Bar---------15%------------15%---------
2 Bars--------25%------------25%---------
3 Bars--------33%------------30%---------
4 Bars--------40%------------33%---------

Basically, the Attacker gets solid damage by betting up to the 3 meters and can get an extra with 4. Whereas the Defender keeps a steady life recovery the more meter is burned.

Interactables that reset after Transitions. There are some interactables that reset after a transition. An example that comes to mind are the lightbeams in the Insurgency stage in Lex's lab; after using them if 2 transitions are done to get back to Lex's lab the lightbeams respawn. colt
NO

NO NO NO NO NO

The clash system as it is already screws rushdown characters. You get in just to get clashed and then you have to get back and make up that life they gained. Increasing the amount you gain would not help comebacks, it would kill them.
 
i got you. but ares has a teleport. cant he just get in for free
No. Teleport is punishable on reaction

I honestly think the walk speed needs to be increased, aswell as interactables need to be toned down aswell. Being able to armor through pressure and have the opponent take 20% or more damage is a jail out of free card. It should be toned down to about 10% and only be able to use them once per match. As for respawning interactables I think it should limit you to about 3 or so per match maybe? I don't know, just throwing suggestions out there. This is good stuff Juggs. I would like to see this added to the game, would make it much better imo
 

serge

Mortal
I agree with respawning interactables being a little too much. I had a game where a DS player just camped the laser gun on Watchtower and threw every robots he could at me. It was painfullllllll
 

NkdSingularity

Truth and Ugly
Walk speed buff.

No more respawning interactables, or at least double the cool-down.

Characters like Killer Frost and Superman need to be more balanced within their own moveset, having one tool that does almost everything is a large part of why people don't enjoy watching this game at tournaments.
 

chief713

Vertebral Subluxationist
Less damaging interactables, trait timer stopping during animations and variable health values for each character as opposed to standardized health. Also, meter gain when blocking. That not existing already is really kinda absurd.
 

Sonson21

Noob
Interactables need to be blockable. Have some hit high, and some hit low, to keep people on their toes, but right now, they are too powerful, some are guaranteed after a knockdown . Or they need to create a stage that has zero interactables so people at least have a 50/50 shot of not having to play a stage with them.
 

MK_Al

Apprentice
I love the idea of having a faster walking speed and one meter in the beginning.
I think canceling strings into MB f3/b3 should only cost 1 meter; at the cost of 2 bars no one will ever use this tech.