hkriderz
Lin Kuei Scum, yellow robot enthusiast
Since the stress test, everyone from Sonicfox to Maximilian have been complaining loudly about this mechanic. At first, I agreed with most of the complaints, but now, since the discovery of "safe combos" and 16bit confirming on one of the Kasts that you can bait it and D2 it for a raw 12% (the d2 used to scale during the stress test/beta), as well as the length of cooldown it puts your defensive meter on, I'm not against it as the majority of players were. and still are.
But there is one change that I'd like to see and it's a slight nerf, but a very much needed one imo. As of now, you can immediately breakaway a Krushing blow move that launches. I propose that they should make Krushing blow pop ups untechable unless the attacker does a second pop-up mid combo (like Baraka's gutted).
Here's my reasoning:
- Krushing blows are only once per match, so the moment you land it and expect big damage, you just get immediately breakaway-ed. I've seen this happen with literally every Krushing blow in some matches, and I've had it happen to me when I got a scorpion F34 on counter hit. They expect us to fulfill requirements, and then wait for our opponents defensive bar to be low to do them? Doesn't seem fair to me.
- All other Krushing blows don't get affected by this. There are many launcher KBs, but there are also grabs, DOT's, projectiles, etc. All are unavoidable if they land and do insane damage in one hit. Completely guaranteed. Why should launcher KB's be excluded from this? It just makes the launcher KB's weak, and makes the characters that rely on them weaker.
- Again, this doesn't apply to extensions. Only the initial launch. So doing a KB launch into a string/juggle into an ender would still be untechable. But doing a KB launch into a string into another launcher special, that second pop up can be breakaway-ed. Or you can just lock it out for few seconds. whatever it takes to get the job done.
Usually I'm not one to demand game balance changes before the full release of a game, but I feel like this is something that was probably overlooked when being designed, and I hope it gets addressed.
Let me know what you guys think.
But there is one change that I'd like to see and it's a slight nerf, but a very much needed one imo. As of now, you can immediately breakaway a Krushing blow move that launches. I propose that they should make Krushing blow pop ups untechable unless the attacker does a second pop-up mid combo (like Baraka's gutted).
Here's my reasoning:
- Krushing blows are only once per match, so the moment you land it and expect big damage, you just get immediately breakaway-ed. I've seen this happen with literally every Krushing blow in some matches, and I've had it happen to me when I got a scorpion F34 on counter hit. They expect us to fulfill requirements, and then wait for our opponents defensive bar to be low to do them? Doesn't seem fair to me.
- All other Krushing blows don't get affected by this. There are many launcher KBs, but there are also grabs, DOT's, projectiles, etc. All are unavoidable if they land and do insane damage in one hit. Completely guaranteed. Why should launcher KB's be excluded from this? It just makes the launcher KB's weak, and makes the characters that rely on them weaker.
- Again, this doesn't apply to extensions. Only the initial launch. So doing a KB launch into a string/juggle into an ender would still be untechable. But doing a KB launch into a string into another launcher special, that second pop up can be breakaway-ed. Or you can just lock it out for few seconds. whatever it takes to get the job done.
Usually I'm not one to demand game balance changes before the full release of a game, but I feel like this is something that was probably overlooked when being designed, and I hope it gets addressed.
Let me know what you guys think.