Testurmight19
Mortal
They have to change it back, thats just too much shit to remember and even all the krushing blows have shit to do to activate.
Yeah, it would be asking too much from me. I could see it feeling cooler if you didn't have any problems doing it, but I get mixed up all the time as it is.I liked the old way but I'm sure all of us can adapt. But the casual... might be to much to ask of casuals...
I like the old way, but I don’t mind the new way as long as it’s intuitive.I'm a bit mixed on it personally. I can live with it even though I don't quite get the point of it. We have always just pressed a single button to meter burn specials but with MK11 it looks like every special has a different way to be enhanced as Ketchup & Mustard stated in one of their recent videos.
I am sure that most of us will get the hang of it in no time after practicing our characters and it will become second nature just as our strings/bnbs do but I still don't know what the point of the change is other than just to have an extra thing for us to have to memorize. Maybe one day the devs will explain why they decided to make this change?
Anyway what are your thoughts? Like? Dislike? Don't care?
Petition to enable liking posts more than once?I LOVE it! Anything that goes in the opposite direction to the rollicking, downhill "casualisation" of the fighting game genre, is unequivocally a good thing.
Let's be honest: Literally, EVERYTHING that has happened to this genre since cira 2000, has served only to water / whittle / dumb-down the learning curve that once sought the mice from the men (...to make games more "a¢¢e$$ible"). It is refreshing to see (presuming the system works: moves don't clash, the inputs are logically selected etc.) that NRS still have an eye for refining the mechanics of their games, and for those who look for depth over easy-of-access.
Frankly, I'm kind of surprised they would go this way: NRS game's have never been considered the "hardcore" representatives of the FG genre -- Capcom and SNK games historically sharing that mantel. In this sense, I'd be far less surprised if the system were change by the time the game drops, and turned into some 'auto enhance' pacifier -- where little-to-zero player / neural input will be required to execute the erstwhile "burn" specials. Time will tell...
Now that’s an interesting take I haven’t considered. I like it.R2 for both MB and blocking was a horrible thing in MKX. Some moves were almost impossible to block after attempting without triggering meterburn.
I'm not sure this is the answer to that issue though lol. However if it stays it won't be difficult to adapt to.
Man... I was JUST about to post this exact same thought, lol. If they are natural in what the amplification does, it’s basically not much different than a combo string.At first I thought it was weird but then I just looked at it as if it was just part of the combo. If you can remember 3-4 differently strings and timing of those in a combo then enhanced shouldnt be to hard. To
Me it’s no different then remember a string to extend the damage... If you can pull off a full Cyrax combo this should be nothing lmao.
That's my stance as well. I was trying to find some examples, but you've conveniently done that.I like the old way, but I don’t mind the new way as long as it’s intuitive.
Raiden’s makes sense because he switched hands and then gets lower to make the second projectile hit mid.I like the old way, but I don’t mind the new way as long as it’s intuitive.
For example, Baraka’s Chop Chop move says to “rapidly press X” to amplify it. And that makes perfect sense, considering the move. Blade Spark: df1, then b1 to amplify. Okay I guess.
Sub-Zero’s Slide... bf3, then L1 (throw) to amplify... makes sense.
However, Raiden, on the other hand... Lightning Bolt: bf1 to perform, then d2 to amplify... that just doesn’t make sense. Lighting Strike: df2, then 1 to amplify. Why?
It is inconsistent across characters. Skarlet and Sonya are like Raiden (using different buttons), Scorpion is a mix, Geras barely seems to have any at all...
So I dunno, it just makes me torn on the whole thing. I mean I’m sure we’ll adapt and learn our moves, but it does seem like an unnecessary input. Especially when it involves a completely different button.
This! So much this!Maybe you guys want to block after a move instead of amplify it, think about that.