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Fatal Blows must be changed

  • Thread starter Deleted member 61096
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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.
I agree with you. The issue for me is solely the length. (Sometimes I just can't handle things when they're too long...)
 

F6TUS6AT6R

Tarkatan Specialist
This is not to encourage a debate. This is reserved for everyone who wants to shut their console off every time they see one of these things and loudly express their discontent.

NRS you've successful made the worst mechanic in your history of 5 games.

The neutral is shut down when characters like Geras can walk half screen and win a match he was losing the entire game.

We understand you thought you were being creative with these cinematic. They're atrocious. They're not animated well. They are game breaking. And they spit in the face of players who spend hours in the lab.

Make stricter requirements immediately.
LMFAOOOOO. Your forum title suits you.
 

DragonofDadashov24

Let’s see whose fire burns hotter
It's one of those little things that gives him some more interesting options and extra comeback potential. It's actually pretty useful. I do wish he had at least one useful crushing blow too though.
Agreed about that comeback part, I remembered about it two days ago and it did save me yesterday.
NRS know how to piss people off. Geras has like 5 very viable KBs when Cage has none real usable KB. I was never successful with nut punch KB, who would even do a naked nut punch?
 

Snake Sound 222

Tonight, Tarkata feasts
I think they're ok. Maybe increase the recharge time but's that it. You just have to play more defensively when you know one is in play.
 
It's good to have a mechanism like FBs to allow for comebacks, but they need to be nerfed significantly. The most important change is that they need to be one and done, so that if you miss it, it's gone. That way, you can't just be so fucking YOLO about it and just toss it out randomly. Second is that none of them should be full screen. It completely breaks the meta of the game if someone can just press a button and do 30% damage to you from so far away. Third is to make them even more punishable - like Shao Khan tried to activate a debuff when he knocked someone down on the other side of the screen level of punishable. If you miss, you're just standing there getting fucked.
 
The only ones I have a problem with are the full screen ones. Full screen ones should either have significantly lower damage or recovery time on whiff and block.
 

John Grizzly

The axe that clears the forest
I guess I'll add in my thoughts on this here, too.

  • All Fatal Blows should be punishable on block.
  • They should not regenerate if they whiff or are blocked.
  • There also should be a mechanic that allows a quick input during the animation that immediately cuts it short, like in Killer Instinct when you do one big blow to end your Ultra Combo at any point. Many people are already sick of seeing them, and we are two weeks into the game's life.
 

ETC AdmiralAugustus

Grabble Frazzled
I am a fan of the rage mechanic in Tekken. It's too bad FBs don't have an alternate way to use them like rage drives in Tekken. That way we wouldn't have to watch them over and over. There's only so many smooshed necks I can see after watching Geras konk 'em.

That being said, I think you're blowing this all out of proportion.
 

SaltShaker

In Zoning We Trust
I'm here only because I never miss an opportunity to disparage Fatal Blows. By far, the worst mechanic in NRS history. They took the idea of "comeback mechanic", and made the most terrible, idiotic, skill removing, game changing one possible.

Fatal Blows should be a universal mechanic, all done and applied the same way. There is no justification for Sonya to have to be point blank to punch you into it, and you can easily punish her, but then Erron can be full screen and shoot you for 35% at 10F start up for daring to release the block button. Skarlet must be near point blank, but I can punish you for daring to do anything full screen other than hold block with Cetrion (my main, I even feel dirty hitting it so often). This cannot be defended beyond blind delusion. I wonder how it went when someone said, "yes, this is a good idea".

As for the, "many are unsafe", that removes the element of why they are a problem in the first place. Yea Cetrion's is unsafe, I can show you how to punish it in some video, but in an actual match given Cetrion's meta, how many times are you going to punish me? 1/10? The mere threat of rocks falling on your head for 33% full screen makes it impossible for some characters, let alone being hit. I've legitimately let projectiles hit ME in matches so I can be in FB Mode 3/4 away, because I know how much it changes some MUs in my favor. It shouldn't be this way. Nevertheless, in a vacuum, I still find it laughable that my Cetrion Vine Grab is much more startup and more unsafe than a literal game altering game winning mechanic. #LolWut

Make their application uniform in-game, all close hits, no pushback, -30 on block, disappear once used whether hit/block/whiff. Keep armor and raw damage, but a bit less damage when in combos. Simple.
 

Amneoss

Knowledge is Power
I love Fatal Blows. Even more than X-Rays as a scrub it gives me a fighting chance and lets me play online which is a mode I avoided in the past.
If NRS' plan was to get more kasuals to have fun online then it worked. You can block fatal blows, and if I'm low enough to have it. It usually means I'm dead if you block or if I whiff it.

If you are low enough for a fatal blow to kill you then I wasn't losing the whole match as you imply. I obviously got you low enough that a fatal blow would do you in. You only get 1 per match so no matter what you have to win a round without using it.

I don't see why so many people are mad. I get the feeling that the ones mad at fatal blows also hate fatalities and rage quit when losing. Fatal Blows are fun.
 
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The Gabriel

Mean Man
I guess I'll add in my thoughts on this here, too.

  • All Fatal Blows should be punishable on block.
  • They should not regenerate if they whiff or are blocked.
  • There also should be a mechanic that allows a quick input during the animation that immediately cuts it short, like in Killer Instinct when you do one big blow to end your Ultra Combo at any point. Many people are already sick of seeing them, and we are two weeks into the game's life.
This would make them useless. Of course they need to regenerate if they whiff or are blocked. The answer is your first point - they should all be punishable on whiff/block.
 

The Gabriel

Mean Man
I'm here only because I never miss an opportunity to disparage Fatal Blows. By far, the worst mechanic in NRS history. They took the idea of "comeback mechanic", and made the most terrible, idiotic, skill removing, game changing one possible.

Fatal Blows should be a universal mechanic, all done and applied the same way. There is no justification for Sonya to have to be point blank to punch you into it, and you can easily punish her, but then Erron can be full screen and shoot you for 35% at 10F start up for daring to release the block button. Skarlet must be near point blank, but I can punish you for daring to do anything full screen other than hold block with Cetrion (my main, I even feel dirty hitting it so often). This cannot be defended beyond blind delusion. I wonder how it went when someone said, "yes, this is a good idea".

As for the, "many are unsafe", that removes the element of why they are a problem in the first place. Yea Cetrion's is unsafe, I can show you how to punish it in some video, but in an actual match given Cetrion's meta, how many times are you going to punish me? 1/10? The mere threat of rocks falling on your head for 33% full screen makes it impossible for some characters, let alone being hit. I've legitimately let projectiles hit ME in matches so I can be in FB Mode 3/4 away, because I know how much it changes some MUs in my favor. It shouldn't be this way. Nevertheless, in a vacuum, I still find it laughable that my Cetrion Vine Grab is much more startup and more unsafe than a literal game altering game winning mechanic. #LolWut

Make their application uniform in-game, all close hits, no pushback, -30 on block, disappear once used whether hit/block/whiff. Keep armor and raw damage, but a bit less damage when in combos. Simple.
All supers must be the same! All characters must be the same! Balance above fun!

/NRScommunity
 

Ermaculate_Slim

We are Many but we didnt make MK11 not one
I dont have any issues with the damage output or the duration of the cinematic.I do have issues with the recharge time tho.I think if you use a FB and its blocked or whiffed you cant use it again that round.Right now its the scrubbiest mechanic in the game.Also they should be punishable but how would you punish characters with Full Screen FB's?
 

Jbog

Noob
I feel like if when u get fatal blow your chip goes to 1 percent like old school mk games it would balance fatal blows out. Just my opinion. They do last a while though. But 1 p dr tcent chip on last little bit woulx be nice i think.
 

Dreamcatcher

EFL Founder
If anything, EB's Fatal Blow is the broken one. The rest of them seem fairly balanced, even though the cinematics (just like with fatalities you've seen 100 times) become repetitive.

The "being able to use it again" after it resets in the same round is a pretty strange design. I would have thought it would be a one time hail mary, but not so much unless you actually connect with it. So that can encourage someone to stay alive long enough just to try to use it again.
 
One thing I don't like is if I win round 1 without using my Fatal Blow, I feel like I'm at a significant advantage in round 2. If my opponent is within Fatal Blow kill range there's no reason not to throw it out from a safe distance. If it hits, game over, if not, I'll get it back to try again. This is supposed to be a comeback mechanic mind you. Or if I land 1 hit I can hit confirm into FB to take 40% of your life and the match. Normally to do this I'd need 1 bar of attack meter and my opponent would need to be unable to breakaway, so meter management is gone out the window.

Also, I don't even like how my opponent has to fight when I have FB (as Noob). They're afraid to move and press buttons and shit.
 

John Grizzly

The axe that clears the forest
This would make them useless. Of course they need to regenerate if they whiff or are blocked. The answer is your first point - they should all be punishable on whiff/block.
Why does this work so well in Tekken 7 then? Tekken 7 Rage Arts can only be used once per round, they don't regenerate. They still have armor. They are also punishable on block.

I'm not sure how this would make them "useless". They'd still be a last ditch comeback mechanic as well a massive damage ender for combos. That's what they were designed to be.