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Fatal Blows must be changed

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TheIrishFGCguy

Pew pew pew
Fatal blows are garbage. Insane comeback factor at the press of a button that costs no resources whatsoever and comes back shortly after if you miss. That's not even taking into account how annoyingly long they are.

Super moves/attacks in a lot of games are pretty scrubby, but fatal blows take the cake.
 

grandabx

The Flameater
When it gets down to the wire I'm mindful of it and make sure I don't do dumb shit that will get me hit by it.
That's the problem. You shouldn't have to be mindful of a rubber-band mechanic in a game supposedly based around skilled neutral play. It disrupts the flow of the match no matter who has it because of its momentum-altering effect. That is sorely based on the fact that the player wasn't doing a good job of defending. It serves no functional purpose except to hand-hold and Blue Shell the leading player. It's an illusion of progress.

There's nothing impressive about trying to trip the front runner of the marathon.
 

Agilaz

It has begun
I lost a few games to d2's

d2's must be changed. make them 30f, lower damage to 5%, and ed boon personally comes and kicks you in the nuts everytime you do one

am i doing this right yet

also stop lying, you're not spending hours in the lab if you don't know how to deal with fatal blows. labbing also isn't the only aspect of what makes a good fighting game player. if geras has FB available and you seem him walking within range, you getting caught by it is 1000000% your own scrub ass fault
 

grandabx

The Flameater
I lost a few games to d2's

d2's must be changed. make them 30f, lower damage to 5%, and ed boon personally comes and kicks you in the nuts everytime you do one

am i doing this right yet

also stop lying, you're not spending hours in the lab if you don't know how to deal with fatal blows. labbing also isn't the only aspect of what makes a good fighting game player. if geras has FB available and you seem him walking within range, you getting caught by it is 1000000% your own scrub ass fault
2 Questions:
  1. What's the purpose of Fatal Blow?
  2. Why does MK11 need it?
 

Afumba

Noob
Not a fan of FBs. Everytime i win with them i feel like i stole something. If i lose to them i feel dumb and cheated at the same time.

This is probably mostly cuz its something you just get. I'd prefer them being tied to something else instead of just low heath or that it has at least a drawback. Maybe make the activation remove all offensive meter for the rest of the round. And they should be 1 use only, no matter if it connects or not.

I also think the damage of them should be reduced to the point were a raw FB cant kill an opponent outside of his FB health range.
 

Gaxkang

Banned
I'm fine with them. When it gets down to the wire I'm mindful of it and make sure I don't do dumb shit that will get me hit by it. Certain ones probably shouldn't work from full screen. Maybe all of them should be kotals range but other than that I'm fine with em. Maybe make them quicker. I don't see what the big fuss is about? It's a strong one time use only mechanic. If it misses it comes back. If it lands it's gone. It's not like you get hit by it more than once.
They're already very quick....but yeah I find the idea of a full screen combo or so forth to be eyerolling stuff heh. Is like oops, I'm on the other side of the screen and I wasn't holding block for a half second heh.

When I'm mindful of them I basically just shut down offensively and see if they try it....the big risk I might try is quick pokes and hope it doesn't catch me.
 

Gaxkang

Banned
Honestly, I would prefer the cinematic be removed and an auto 25-30% combo be put in its place, if only to speed up the game. But as it stands, Fatal Blows are one and done if they land. As someone else said, what's your excuse for Round 2 and possibly Round 3? You can only be fatal'd once in a game, so if you're losing matches, the Fatal Blow isn't the issue.
I for one always try to hold onto my Fatal Blow so it's around in case of a close third round. I want that magic reserved for a closer heh.

Using it in the first round...I'd do that if I felt real confident about the next one.

If an opponent uses it in first round....that's a big plus for me since if there's 2 more rounds, they won't have that magic.
 

CY MasterHavik

Master of Chaos and Jax
As someone who is a hardcore SC6 and DOA 6 player, fatal blow isn't that bad when DOA 6 has break blows moves where you can legit throw them out and they are safe on block and only be beaten by lows. SC6 has Ces and a number of CEs in SC6 are literal win buttons. At least with fatal blow if it hits you it is gone for the rest of that game. Also, I am noticing a lot of people getting caught by them are peopel who extend and mash buttons.
 

Bawlah

Noob
Absolutely NOT! It's a mechanic that's meant to encourage comebacks! That's why it's not attached to meters but your health! It's only available in a certain condition(when things are looking bad i.e you being under 30%) so you still have a chance of winning or making things even again! As for the cinematic time, I see it as thinking time, planning your next move and predicting your opponent's next move. Nerfing the damage is also pointless, they're meant to be high damaging (its a super move, its a trump card ffs). NRS clearly wanted to give everyone a chance of winning and I think this was a good direction.

You're just being salty! LOL
Seems like you're a victim of these comebacks I earlier spoke of.
 

Sazbak

Noob
FB is boring mechanic and it gives advantage to the player with a low health so it forces you to play around it in a dumb way e.g. dropping a combo before they go below 30%.
It's not the lack of counterplay that bothers me, but rather that just because something is more complicated it isn't necessary better.
The entire concept of dropping a combo to prevent the opponent from gaining advantage is just idiotic and anti-common-sense.

"meant to encourage combacks"

Doesn't matter what it's meant to do it's boring and dumb concept. I don't see it necessary to encourage a comeback with the press of a magic button.
FB is there to cater to 10 yo casuals who then run into the kitchen to tell their father excitedly that they smashed someone's skull and totally owned the opponent.

A better way to encourage comebacks btw would be something like Soul Charge from Soul Calibur maybe. A mode where you knock away the opponent and your strings get buffed but you still have to play the game normally.
 

grandabx

The Flameater
people keep dancing around the main question: WHY does MK11 need a comeback mechanic to assist a player's skill? IF the game is game is going to reward players for doing the opposite of what they're supposed to, can the game even be played seriously?

It's the equivalent of the 3-point line transforming into a 6-point line with a shorter range for losing player when they get down by a certain amount of points

Rubber-band.
 

grandabx

The Flameater
FB is boring mechanic and it gives advantage to the player with a low health so it forces you to play around it in a dumb way e.g. dropping a combo before they go below 30%.
It's not the lack of counterplay that bothers me, but rather that just because something is more complicated it isn't necessary better.
The entire concept of dropping a combo to prevent the opponent from gaining advantage is just idiotic and anti-common-sense.

"meant to encourage combacks"

Doesn't matter what it's meant to do it's boring and dumb concept. I don't see it necessary to encourage a comeback with the press of a magic button.
FB is there to cater to 10 yo casuals who then run into the kitchen to tell their father excitedly that they smashed someone's skull and totally owned the opponent.

A better way to encourage comebacks btw would be something like Soul Charge from Soul Calibur maybe. A mode where you knock away the opponent and your strings get buffed but you still have to play the game normally.
They could also give characters unique attributes to their special attacks instead.
 
I agree that they are a bit too long. That's my main complain about them. You should rewatch MK9 X-Rays on Youtube and see how short they were, they're like 3-5 seconds each and back to the game. I also think it shouldn't recharge on whiff/on block, it should be one shot per round. I like how they made them unsafe, it's way better that way.

Let's be honest, I'm pretty sure all the devs and game designers agree that it should be one try per round but they keep it that way for now to please and keep the casual audience.

I like that you can press 3 during FBs to make more damage/take less damage, it makes FBs slightly less redundant to watch.

NRS please make the DLCs' fatal blows shorter.
 
the only thing that must be changed is the long ass cutscene. wtf is this shit? i know mk is for dudebros who only play for like two weeks and then drop the game but come on. this already drives me nuts. every match get interrupted with a shitty cutscene. i don't care for the gore. i'm not 12 years old.
 

Afumba

Noob
Absolutely NOT! It's a mechanic that's meant to encourage comebacks! That's why it's not attached to meters but your health! It's only available in a certain condition(when things are looking bad i.e you being under 30%) so you still have a chance of winning or making things even again! As for the cinematic time, I see it as thinking time, planning your next move and predicting your opponent's next move. Nerfing the damage is also pointless, they're meant to be high damaging (its a super move, its a trump card ffs). NRS clearly wanted to give everyone a chance of winning and I think this was a good direction.

You're just being salty! LOL
Seems like you're a victim of these comebacks I earlier spoke of.
Calling people salty cuz they see things differently than you is pathetic. Assuming everybody who doesnt like the mechanic is a victim makes you look stupid. This together with how you phrased everything else makes it seem that you just like the mechanic cuz it helps you personally win.

Dont agree with it being linked to meter as well, just say that instead of being a douche.

Most of the times its not fun to use and making a comeback with it (for me it isnt), its not fun losing close matches to it and it totally sucks as spectator seeing matches be decided by it.

You call it comeback mechanic, i call it a robbery tool as long as you can use them raw and kill your opponent before he is in range of his own comeback mechanic. Especially if some are a lot stronger than others. Tune the damage down to ~25%, adjust the powerlevel of the FBs to be somewhat the same & make it 1 time use even on whiff (or do you need a comeback mechanic for failing with your comenack mechanic).

As they are now they are simply cheap in my book. You disagree? All good, enjoy it. I hope it changes.
 

Scyther

Mortal Kombat-phile
Definitely the only thing I dislike about Fatals is what @ShepherdOfFire said: they're too long. All this complaining about "I was winning, then I lost because of Fatal Blow" is just that, complaining.

• If you lost the round because of a Fatal Blow, then you weren't really winning by all that much anyway, then.

•If you had a massive life lead, and still lost the round after a Fatal Blow, news flash: It wasn't the Fatal Blow that screwed you; the opponent's superior play screwed you.

•If you lost an entire match (2 Rounds), you can't blame Fatal Blow for both losses, especially since you have a Fatal Blow too and if you're opponent has already used their's, then what's your excuse for losing round 2?

I've lost a number of games because my opponent (either A.I. or Human) has dropped a well-timed Fatal Blow on me that I failed to defend against. When it killed me, I'd been in dangerous health territory anyway. When it didn't outright kill me but I still lost the round, it's because my opponent played a better match than me and was able to capitalize on their momentum.

Fatal Blow needs a change to overall speed, not damage or how it's triggered. Make them shorter, and maybe add a second or two to the recharge time, and they'd be golden.