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1st Post MKXL Balance Patch?

villainous monk

Terrible times breed terrible things, my lord.
Thanks man, although im starting to think that maybe this thread wasn't the best place to post this either. Most people in this thread seem to be interested in character specific changes. I feel like my post will just get lost in the comments. Should I just make a separate thread about this (or would that be redundant? :S (I'm Pretty new on TYM :p)

But, you hit the nail on the head with my point! I feel like the blocker breaker system is under utilized because its just too expensive, but if a person knows they have all these options after a block breaker, than it will give them an incentive to actually use it!
It is too expensive indeed,if we keep the stamina as the friend above mentioned it will be a worthy move.
The thread is good. Got jacked up hard like Harold in Menace II Society but shits good. Me... I'm about the substance of the thread but it's a good thread so it's enjoyable for me on my night shift.

It is expensive to use. Pulling off the armored reversal in this situation is more tangible but if your underpressure and your being executed but the chip damage, I would definitely pull the blk breaker out instead. I will admit I do agree with you.

But there's something about this that doesn't sit with me and it's the fact I PUT myself in the situation in the first place so I or the mechanics of the game dictates I should be punished for it but it was 2 bars in mk9 and if I remember correctly in MKD you could only do it a few times. So what I'm saying there has to be a risk reward and I agree with yours.

I try to bait my opponents to do what I want them to do but if I'm underpressure from a character who's chipping me to death for sure if I can't reversal out the pressure then that bb has to come out.

As a last resort.
 

DarksydeDash

You know me as RisingShieldBro online.
REO liked the buffs in Balanced, he played him on stream a few times.
He can like all buffs you want, but some of Kenshi's problems are still not addressed. More than half the cast can punish his zoning on block or neutral duck, he has lots of gaps, poor tracking still in possessed, and Kenjutsu can't convert on airborne opponents.
 

MK FIGHTER

Knife Fight
no scrubs are the reason for hate on hate. there's no problem with jump ins. if you have a good anti air you can beat it without using meter. this is all just part of balancing the character's strength and weaknesses that's what kotal has arguably the best jump in in the game. it's fine
No scrubs are the ones who main the upper tier easy win characters and then tell lower tier character players to level up and everything is fine.
 

MK FIGHTER

Knife Fight
I think this game has some really overwhelming mechanics and some characters are fully benefitting from it due the way they were built.

No jump in attack should ever be +2 on block, let alone allow for guaranteed pressure, characters with such strong jump ins and fast lows and overheads starters like Sonya, Cassie etc who cannot be jabbed out of the air will only need you to block one Jip so they can decide to apply an overhead or a low, your only option is to guess right.

Jips should be equally -3 or -4 if blocked and should have no cancel advantage, so if blocked, they could escape, try to grab or bait a pressure, but never guaranteed unless it hits, that is my primary concern.

The second one is the input storage room is still way too big, it gives me the impression that I am twice as faster than the game itself, many times I'm just walking back and forth to stay within enemy's range, when they jump in front of me or press a button, on that window where I could get a punish, my most usable command normal designed for this situation happens to share an input with a special move, so instead of the command normal i get a special.

I know nrs does the games like this intentionally to Cather the casuals, but please next game onwards pls narrow down the input storage room, and add 2 levels of release check for those who have execution problems in getting specials correctly, there is no reason for the game to be as it is, I bet if it was a little bit more responsive we would likely get much better results.
Or maybe your just expecting too much from NRS.
 

MK FIGHTER

Knife Fight
Basically 90% of the community agree Jips are stupid in this game. Stop being salty for the sake of it.

How is laos j2 legit?
Jump ins are not stupid. The real problem is too many players abuse the tactic like jackrabbits. So the ones who can't solve the jump in attack issue are the ones crying about it. But when they play the game they do it too and only hate it when the other player does it better and more effective. lol
 

LIGUE

Noob
The thread is good. Got jacked up hard like Harold in Menace II Society but shits good. Me... I'm about the substance of the thread but it's a good thread so it's enjoyable for me on my night shift.

It is expensive to use. Pulling off the armored reversal in this situation is more tangible but if your underpressure and your being executed but the chip damage, I would definitely pull the blk breaker out instead. I will admit I do agree with you.

But there's something about this that doesn't sit with me and it's the fact I PUT myself in the situation in the first place so I or the mechanics of the game dictates I should be punished for it but it was 2 bars in mk9 and if I remember correctly in MKD you could only do it a few times. So what I'm saying there has to be a risk reward and I agree with yours.

I try to bait my opponents to do what I want them to do but if I'm underpressure from a character who's chipping me to death for sure if I can't reversal out the pressure then that bb has to come out.

As a last resort.
I can see your point, the person on offense should be rewarded for getting the put in that situation. This is especially true in MKX, where the mechanics reward the offensive player with free chip + meter building. With this system though, I do not see it as a huge nerf to the offender, as I see forcing someone out of two bars as a micro win.
 

villainous monk

Terrible times breed terrible things, my lord.
I can see your point, the person on offense should be rewarded for getting the put in that situation. This is especially true in MKX, where the mechanics reward the offensive player with free chip + meter building. With this system though, I do not see it as a huge nerf to the offender, as I see forcing someone out of two bars as a micro win.
Yep. I agree.
 

LaidbackOne

Scrubby nice guy
Didn't even mention crossups so why are you talking about them? Keep living in your fantasy World where you anti air kotals jumpin with Jax's normals without getting hit. The fact that there is more bullshit in this game doesnt change anything about dumb jumpins.
 

UsedForGlue

"Strength isn't everything"
What do you expect for cryomancer?
Literally anything.

Cryomancer is so basic, you really only get F12(2) (You lose the HKD from F12), F42 Grab (you also lose the side switch ender), and a hammer...

All that should be in his core design, it would be the equivalent of Kung Jin having a variation called "Cartwheel" in which it gives him his Cartwheel move, except it comes at the expense of something vital his main variation...or Tanya having a variation in which she gets her Low Drill and Overhead Flip kick...

But specifically:

Regular hammer should push the opponent way back on block, while MB hammer stays as is.
Hammer should block string from more strings, such as 111, F42, 12, B33 etc.
MB Air hammer should launch, and should block OH then LOW.
D2 should be faster.
NJP should include the sword.
111 should be +2
None of these are buffs, they are how the moves should work.

Also, I don't see why F424+2 isn't an actual Grab that the opponent has to jump out of crouch or armour on block...

Other than that, they might do something like Hammer cancels or something, but it won't really help him unless they are plus.

Both Unbreakable and Cryomancer need a total overhaul, both are terrible.
 

dennycascade

UPR_ghastem
Literally anything.

Cryomancer is so basic, you really only get F12(2) (You lose the HKD from F12), F42 Grab (you also lose the side switch ender), and a hammer...

All that should be in his core design, it would be the equivalent of Kung Jin having a variation called "Cartwheel" in which it gives him his Cartwheel move, except it comes at the expense of something vital his main variation...or Tanya having a variation in which she gets her Low Drill and Overhead Flip kick...

But specifically:

Regular hammer should push the opponent way back on block, while MB hammer stays as is.
Hammer should block string from more strings, such as 111, F42, 12, B33 etc.
MB Air hammer should launch, and should block OH then LOW.
D2 should be faster.
NJP should include the sword.
111 should be +2
None of these are buffs, they are how the moves should work.

Also, I don't see why F424+2 isn't an actual Grab that the opponent has to jump out of crouch or armour on block...

Other than that, they might do something like Hammer cancels or something, but it won't really help him unless they are plus.

Both Unbreakable and Cryomancer need a total overhaul, both are terrible.
Looks like a little much for cryomancer. I think he just needs better meter building capabilities to feed his insatiable meter hunger. Not sure how I'd do that though.

Really doesn't matter since he's sub. Just go for a crossup whenever you want with no fear of getting AA'd and get your free 50/50. This is how online cryomancer has played since day 1 lol.
 

stamatis

Όσα δε φτάνει η αλεπού. ........
Literally anything.

Cryomancer is so basic, you really only get F12(2) (You lose the HKD from F12), F42 Grab (you also lose the side switch ender), and a hammer...

All that should be in his core design, it would be the equivalent of Kung Jin having a variation called "Cartwheel" in which it gives him his Cartwheel move, except it comes at the expense of something vital his main variation...or Tanya having a variation in which she gets her Low Drill and Overhead Flip kick...

But specifically:

Regular hammer should push the opponent way back on block, while MB hammer stays as is.
Hammer should block string from more strings, such as 111, F42, 12, B33 etc.
MB Air hammer should launch, and should block OH then LOW.
D2 should be faster.
NJP should include the sword.
111 should be +2
None of these are buffs, they are how the moves should work.

Also, I don't see why F424+2 isn't an actual Grab that the opponent has to jump out of crouch or armour on block...

Other than that, they might do something like Hammer cancels or something, but it won't really help him unless they are plus.

Both Unbreakable and Cryomancer need a total overhaul, both are terrible.
let's talk about this,if F424+2 become a throw this will put the opponent in 50/50 situation right?i believe that a char with his damage potential should not get a buff like this.Just to inform you,we are having a conversation here,i am not saying you are wrong or anything like that.