Jhonnykiller45
Shirai Ryu
I don't think the meter changes really have anything to do with casuals/casual play. Casuals don't even understand how to build meter and always end up spending it on X-Rays anyhow.
DBFZ doesn't build meter automaticallyMK11 seems to be taking notes on mechanics from other successful fighters into their own game.
!POP QUIZ!
What other game has this mechanic and is wildly successful ?Question mark?
*Drum Roll*
But it builds meter by walking. Looks like NRS wanted to implement the same way but in a different fashion. Thats why walking is the main form of movement with no running.DBFZ doesn't build meter automatically
Makes sense, but then like I said - I'd rather them remove autogeneration period and just give it to you by advancing forward since it's an Offensive meter. Kinda silly how it's still regenerates even if you stand stillBut it builds meter by walking. Looks like NRS wanted to implement the same way but in a different fashion. Thats why walking is the main form of movement with no running.
Yeah....I feel you on that. Adjustments can always be made but the game isnt even out yet for us to determine if its a problem or not. All we can do is wait until the beta at the end of March. Best believe Uncle JBeezY will be all over that shitMakes sense, but then like I said - I'd rather them remove autogeneration period and just give it to you by advancing forward since it's an Offensive meter. Kinda silly how it's still regenerates even if you stand still
I was thinking Shao Kahn might be the exception because you could always taunt with him in other games. Will he have a benefit to gain meter or health back or faster remains to be seen but if Baraka gets a supposed buff when he plants the flag I suppose Shao Kahn will have something similar.i always wished everyone had a quick taunt move to build a tiny bit of meter
Remember Kabal in MK9? Instant air Gas Blasts meant that he could pin you down while gaining insane amounts of meter. You would gain some meter for blocking but not as much as Kabal did. He was then free to close in on you with an EX spin and punish you for any attempt to counter.i think mk11 has many interesting new mechanics, but the new meter-building seems like a questionable one to me.
im fine with having one offensive and one defensive bar. the usages seem to be well-thought in mk11 (like off. meter for juggles and def. meter for wakeups).
the crucial question is the way you build the meter:
i always thought meter building went the wrong way in mk: gain by hitting on block and getting hit. basically meter build was a reward for playing badly. i'm glad thats gone.
BUT: is auto-refill over time really something that makes meter-building better on every level of play or is it just a casual friendly-measure?
i would have prefered to gain meter for successful offensive (hit) or defensive (block) moves.
for now i cant really see the benefits of auto-load meter vs meter as reward for certain action. it looks like it would take an important tactical aspect of the game away. surely new tactics are gonna be build around the new mechanics, like extra-long juggles or turtling, but i dont feel they can get as deep as the alternative.
thoughts?
In a perfect world that's obviously the best solution. But NRS is working from behind in that respect, and balancing an attack in some games (like MKX) requires a difficult dance between the damage an Attack does or a wholesale shift in the meter-building formula itself.Or crazy idea here guise. What if they just balanced moves meter build properly?
woah
It’s really not that hard. For example, we can solve Kabal’s instant air gas blast meter build issue right now.In a perfect world that's obviously the best solution. But NRS is working from behind in that respect, and balancing an attack in some games (like MKX) requires a difficult dance between the damage an Attack does or a wholesale shift in the meter-building formula itself.
I think you're overestimating how easily this is done, but more importantly I think NRS should be trying to play to its strengths--achieving the ideal is hard enough for developers with years more experience.
Why not? I'd say it's better than strictly encouraging offense.It rewards walking backwards and turtling... is that really a good thing?
im imagining tournament moments where players go ham at each other and then in mutual agreement retract to their corners when the meter is emptyIt rewards walking backwards and turtling... is that really a good thing?
Nope, there is no way to spin it. This is the most balanced approach.It’s really not that hard. For example, we can solve Kabal’s instant air gas blast meter build issue right now.
“Kabal’s instant air gas blast meter build om whiff is reduced”
“Meter gain increased for blockimg projectiles”
Done. Believe it or not these are concepts already realized in competitive fighting games that happen to not die after their first year.
I do think that a detailed, move-by-move balancing approach would be more "perfectly" balanced. But the timers are a very achievable form of balance, especially given it's NRS we're talking about. Their track record with this hasn't been good, but MKXL turned out well in the end and this system should help them achieve their particular best.Nope, there is no way to spin it. This is the most balanced approach.
How is a hardline stance that doesnt consider any context balancedNope, there is no way to spin it. This is the most balanced approach.
See this mentality is exactly what MK11 is going to expose. People are talking about what could be instead of what is. The facts are that this approach gives NO excuses not to execute on any playstyle possible. The same people saying there should be no offensive meter seem to forget that executing a 2 bar combo all the time can actually backfire. Once again, this all depends on the move but on knockdown i can u2 you into a bar combo and now i have 1 of each. This meta alone changes how to manage resources with not only the character but the variations. Once again different moves use different meter.I do think that a detailed, move-by-move balancing approach would be more "perfectly" balanced. But the timers are a very achievable form of balance, especially given it's NRS we're talking about. Their track record with this hasn't been good, but MKXL turned out well in the end and this system should help them achieve their particular best.
Because the context is sematics for an excuse to cry for no reason. Im still waiting on how wasting 2 bars on combo off the bat is broken.How is a hardline stance that doesnt consider any context balanced