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Interactables and future NRS games

IrishMantis

Most humble shit talker ever!!!
Note I'll be using the acronyms to Interactables as IAs

As usual major props to NRS for being an AAA company that actually experiment and try something new when they don't have to and at the time other FGs did not. From IAs to Variation to Gear, yeah this was prob to some extent done in the pass but that's not the point. The point is they can just settle but instead they try and push the evenlope wheather it works out or not.

Now back when there was a big debate in I1 and even MKX times to ban IAs I was the one who fought for let them rock and I have no regrets, it's good for us to be open minded as a community to see how things roll.

But now after 3 games even though they have balanced IAs a lot better I just find IAs not fun to use or be against, I do not feel I am out playing my opponent nor do I feel outplayed by using them, they feel more of a hinderance for me right now... but I said for me right? That's the thing... this is the only reason I'm doing this thread as I found out every known and respected tourney player I speak to felt the same way! I thought it was just me otherwise I would of done this thread sooner.

Let me create some imagery for you, picture you play a patient char and you playing this super slippy mobile char that's got everything, and you chars biggest strength is the corner, so you're playing patiently out of your mind to get opponent to the corner, finally you do... and then guess what? For the opponent not defending their side of the Neutral they get fucking rewarded with an infinite supple of fast invincible, plus on block dive kicks that can be armoured and even change sides which you also have the option to just cancel and just leap out of the corner that can be used as a Wake up. It's almost riskless a lot of MB F3s whiff... I just don't see the fairness in that, if it's me or the opponent doing it, in fact these tools can be so good you are probably better in the corner than midscreen. Even if the IA was punishable I still feel it shouldn't be an extra get out of jail option to opponent needs to worry about.
Although I'm using corner IAs as example the non corner ones can be stupidly dumb and folllw the same mindstate.
It does not make weaker chars better but can make stronger chars stronger exp Firestorm

Now although me and a lot of the players I asked would love if they just killed off IA's completely following games so we don't have to deal with debate again. I do have to point out non of this is on NRS, they gave us the option to disable and for that I don't put them in this situations not tags at Paulo or nothing.

We have the choice so it's up to us as a community to decide.
Just to point out I am not suggesting we debate to ban them for this game I2 or not.
It's too late in the game now they should stay for the remainder of I2 I'm just speaking about future titles like MK11 and such.

Also it's never too early to discuss, the earlier the better.

Was going to add a poll but decided against it, as many people will not read, think about how many times IA has saved their asses vote no and then leave. We can put a poll later on another time.

So should we take it into consideration to the option to ban IAs?

Discuss.
 

God Confirm

We're all from Earthrealm. If not, cool pic brah.
Interactible combos are the only hype thing left in this game

That being said NRS sucks so hard at balancing so they should probably go
 

gitblame

Noob
I don't see a problem with interactables per se. The problem is their balance and too big impact they have in gameplay. When it's just for simple midscreen mobility or to throw some blockable shit to your opponent it's ok. It adds some additional small element to a game and increases importance of stage awarness. But if you have access to unblockable damage or plus on block multiple corner escapes we know there is something not right.
 

iNoScopedJFK

Silent Salty Solider
I don't see a problem with interactables per se. The problem is their balance and too big impact they have in gameplay. When it's just for simple midscreen mobility or to throw some blockable shit to your opponent it's ok. It adds some additional small element to a game and increases importance of stage awarness. But if you have access to unblockable damage or plus on block multiple corner escapes we know there is something not right.
The interactables with invincible start up are also awful imo.
 
The only interactables I'd very happily see the back of are the unblockable ones. The rest are fine, and background bounce in particular I really like.
 

Roy Arkon

I will leave my seal on you!
I love using the interactables, I use them a lot both in MKX and IJ2 as part of my gameplan in those games. In fact one of the reasons that the Kove and the Pit are my top 2 go-to stages in MKX is because of the interactables. And just like @gitblame said, they add additional element of stage awareness both in terms of mobility and positioning which increase the importance of such. I also remember how other top players like @PND_Ketchup, @PND_Mustard have pointed out those stuff for MKX, and how picking the right stage can be very crucial for your character in MKX. So the interactables are a great addition to the game.

Now @IrishMantis I can understand your point regarding the Interactables for IJ2, but we need to consider that 1) Interactables in MKX and IJ1/IJ2 work very differently, as in IJ1/IJ2 their utility is different depending on the char you play, and in MKX their utility is 100% universal across the whole roster. Even if a char is not as mobile, they can still give that char some form of mobility. And 2) Like you said, NRS already made changes to the Interactables in IJ2. Not to mention that is your job as the player to know how to use them in both games to your advantage and be aware to not let the opponent to use them for his/her.

Interactables in MK11 should stay the same way that they are in MKX, there is no reason why they should be taken out or be changed if the utility is universal. As for IJ3, they should stay the same as IJ2 after the changes.
 
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Cmon on man you seriously think the corner ones are fine?
No real opinion on the corner ones either way. At worst I'd say there maybe shouldn't be the option to meter burn them.

Though honestly if a significant enough proportion of the Injustice fanbase hated them I wouldn't shed any tears if they got scrapped entirely lol.
 

IrishMantis

Most humble shit talker ever!!!
Right there's a lot mixed opinions.

At worse cases I hope they make the corner Interactables punishable without Meter
 
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Wigy

There it is...
I love using the interactables, I use them a lot both in MKX and IJ2 as part of my gameplan in those games. In fact one of the reasons that the Kove and the Pit are my top 2 go-to stages in MKX is because of the interactables. And just like @gitblame said, they add additional element of stage awareness both in terms of mobility and positioning which increase the importance of such. I also remember how other top players like @PND_Ketchup, @PND_Mustard have pointed out those stuff for MKX, and how picking the right stage can be very crucial for your character in MKX. So the interactables are a great addition to the game.

Now @IrishMantis I can understand your point regarding the Interactables for IJ2, but we need to consider that 1) Interactables in MKX and IJ1/IJ2 work very differently, as in IJ1/IJ2 their utility is different depending on the char you play, and in MKX their utility is 100% universal across the whole roster. Even if a char is not as mobile, they can still give that char some form of mobility. And 2) Like you said, NRS already made changes to the Interactables in IJ2. Not to mention that is your job as the player to know how to use them in both games to your advantage and be aware to not let the opponent to use them for his/her.

Interactables in MK11 should stay the same way that they are in MKX, there is no reason why they should be taken out or be changed if the utility is universal. As for IJ3, they should stay the same as IJ2 after the changes.
Its amazing how you just get everything wrong.
 

GLoRToR

Positive Poster!
But now after 3 games even though they have balanced IAs a lot better I just find IAs not fun to use or be against, I do not feel I am out playing my opponent nor do I feel outplayed by using them, they feel more of a hinderance for me right now...
Fully agree. I always thought interactables to be this flavour addition which didn't add anything to the game itself. Being able to wall run out of the corner or even meterburn it to gain armour might be a good balance thing but I really don't like bgb and I'm tired of tires thrown at me. Pun intended. No apologies. lol
 

Marinjuana

Up rock incoming, ETA 5 minutes
I think interactables improve the game and make stage choice something that actually matters. While I'm glad they were nerfed it simply isn't Injustice without interactables. I thought they were great for the most part in MKX.

That said I do think corner escape interactables can unfairly punish characters who rely on their strong corner game.
 

Undergroundepict

I am like the blue rose
Corner escape interactibles are what I have the biggest problem with. I honestly don't mind the unblockables, as they don't do much damage and can only be used once. Corner escapes, however, can be used an infinite number of times and provide characters with an unlimited supply of invulnerable jump-in attacks.

At the very least, remove the I-frames/ability to armor, or make them so they can only be used once a match, similar to the unblockables for power characters.
 

Cursa

Counterpoke with armoured DB2 at all times.
Okay, um, big boy post coming on.

Unblockables should never be a thing. Like anywhere on the screen, pre-patch Atlantis was just free bar if you were a power characters and were player 2 (i.e you can just backdash and throw the ball with almost no consequences at all)

Red Sun left side interactables like the laser or the drone needs to not be a thing either. Makes some characters go from mediocre zoning to pretty strong, and already great zoners into almost untouchable for some characters.

Kick for gadget characters corner escape needs to be not plus on block, or not meterlessly invincible (I am not sure it is fully invincible but I often have trouble punishing it if so, even in practice, so I am assuming it is). At the moment I feel like it's always free for the opponent to escape with the kick. The regular one isn't too bad imo, just a little annoying rather than anything.

OR

Give every character a way to destroy the interatables, rather than just power characters. In this case, Flash could destroy the left side corner escape on Gotham Street, so that the enemy Poison Ivy can't use it to have a plus, invincible escape from the corner, where Flash would shine the most.

You see power characters who have to chase all the time, like Bane, destroy corner interactables that can be used as escapes, such as Atlantis ( The one with the statues either side), in order to keep zoners in check in the corner. I think there should be a choice as to whether you want to keep the corner escape for yourself at the risk of letting the opponent use it, or just get rid of it in order to keep them cornered, with the risk of being cornered yourself.
 

Cursa

Counterpoke with armoured DB2 at all times.
Or make me able to pick a stage in ranked if I select the same character I was just playing?
 

Jhonnykiller45

Shirai Ryu
I like interactables. But I think corner interactables should be just like in Quan Chi Fortress from MKX, where you can only use them once. Even if they are to of the "run up" kind, just disable them anyway after using them once.
 

Skedar70

Noob
I Like the interactables but they need to be more balanced. Currently as a power character user the only interactables I am able to use are background bounces, everything else when I throw them just goes over my opponent and they dont even have to be ducking and then I get full combo punished while the gadget characters get all of these mobility interactables that lead into a full screen jump ins and combos. When it comes to interatables power characters have it really bad in Inj 2.
 

Jaku2011

Filled with determination
Always been a fan of interactables, I think MKX did them best but I really like Background bounces in Injustice, really the only creative thing you could do in Injustice 2.