kabelfritz
Master
topic: injustices way of scaling may make a sense in terms of balance, but its so counter-intuitive that spectators might not understand whats going on. if the viewers dont intuitvely understand the game, there is less hype.
i mean, some chars doing 22 hits, thats hype and should normally do good damage, but then you see "oh its 25%, didnt the other guy just get 27% from 3 hits?". or different scaling from different moves with the same follow-ups. dedicated launchers have way more scaling than kinda obscure moves, which can result in a 12-hit combo doing less damage than a similar 8-hit-combo (ex. raven).
it might be a necessity though, due to characters which have such good tools that normal damage output would make them op. but then the fault lies even deeper, in the basic character design. if a character has such good tools that the damage output cannot be as high as youd normally expect it from his weapons of choice (lets say sword and guns or sword and fire) to be balanced, you gotta rethink the whole character design to make it balanced, still fitting (in this case the DC Char blueprints) but also intuitively understandable.
same goes for different scaling moves on one character. if they think comboing from a dedicated launcher string is too easy, they should rather give that string worse frame data so its harder to land instead of nerfing the damage output after it, which makes no sense.
this is not against damage scaling overall, even though a perfect game wouldnt have it, cause why would the same attack do less damage when you got hit by it before? but its kinda a necessity in NRS games because of the creative combo system. the other option would be to find every combo themselves and adjust the movelist in a way that the game is still balanced and not ridiculous. but thats kinda unrealistic (or isnt it? maybe its worth a try). i dont like damage scaling at all but as long as its consistent through all characters and moves i dont mind it, cause i still know whats going on. but counter - intuitive damage output and scaling which you can only understand if you have in-depth knowledge of a character makes the game hard to understand for viewers sometimes and therefore less hype.
i mean, some chars doing 22 hits, thats hype and should normally do good damage, but then you see "oh its 25%, didnt the other guy just get 27% from 3 hits?". or different scaling from different moves with the same follow-ups. dedicated launchers have way more scaling than kinda obscure moves, which can result in a 12-hit combo doing less damage than a similar 8-hit-combo (ex. raven).
it might be a necessity though, due to characters which have such good tools that normal damage output would make them op. but then the fault lies even deeper, in the basic character design. if a character has such good tools that the damage output cannot be as high as youd normally expect it from his weapons of choice (lets say sword and guns or sword and fire) to be balanced, you gotta rethink the whole character design to make it balanced, still fitting (in this case the DC Char blueprints) but also intuitively understandable.
same goes for different scaling moves on one character. if they think comboing from a dedicated launcher string is too easy, they should rather give that string worse frame data so its harder to land instead of nerfing the damage output after it, which makes no sense.
this is not against damage scaling overall, even though a perfect game wouldnt have it, cause why would the same attack do less damage when you got hit by it before? but its kinda a necessity in NRS games because of the creative combo system. the other option would be to find every combo themselves and adjust the movelist in a way that the game is still balanced and not ridiculous. but thats kinda unrealistic (or isnt it? maybe its worth a try). i dont like damage scaling at all but as long as its consistent through all characters and moves i dont mind it, cause i still know whats going on. but counter - intuitive damage output and scaling which you can only understand if you have in-depth knowledge of a character makes the game hard to understand for viewers sometimes and therefore less hype.