nodq
wicked
I am kinda ok with a comeback mechanic. But Fatal Blows do not feel good at all. And I do not understand why it triggers at 30% health but every FB does more than 300 damage. Which leads to very awkward situations sometimes. Also when both players have FB, the game slows down very much because none wants to do a mistake or stop blocking because FB = dead. This also happens when you are better, get your opponent to like 2% health and you are just above 30% which means you do not have an powerful full screen 8 frame attack or whatever. But your opponent has and can kill you with just that one single simple move. That is really really annoying to a point that you do not want to do anything because of this one move alone.
Also Fatal Blows are too long, when both players do a FB back to back. That was one point in Injustice 2, these breaks in a game are annoying, where you can not do anything but just watch a long ass animation which becomes boring when you saw it hundreds of times already. Krushing Blows for example are just fine, very short explosive moves and back right to the action and gameplay. I mean Xrays weren't that long too, not like Fatal Blows are currently.
I would like to see the damage nerfed so that they do not do more than 250 damage. Some FBs are much better than others depending on character. I think that is also a problem. The length of those moves needs to be cut in half at least. And it should be gone when it was wasted and not recharge. I don't know who came up with that stupid idea, seriously.
So, in that particular scenario I just mentioned. It is not a comeback mechanic. It is, after getting owned to below 30% health, you get a WIN condition as a gift for failing, because FB will kill your opponent even tho you could have a 2% and the opponent 32%. That is not a comeback, that is a win condition. If the FB would do less than 30% damage it is a comeback. Because a player with 32% can get hit by a FB but then had like 7% health left, if FB did only 250 damage. Then you have a comeback situation. 2% vs 7% health. Which means, that the other players has also access to his FB then to even that out. This also means, the player with 2% would think about getting a starter kombo out which leads into the FB to kill his oppponent. That would be fine imho. But getting hit by single overpowered full or half screen 8 frame moves that kills you right away... just sucks. That has nothing to do with a comeback mechanic.
Edit: Or another Idea. Let the FB scale based on how much health the opponent has left. Lets say you get to 2% and your opponent has 90% let the FB scale full to its 320 damage. Or the opponent has 32% left, let the FB do 200 or 250 damage only. So it would be a comeback mechanic at any point and not only when the opponent has good health left and a win condition when he is just above 30%.
Also Fatal Blows are too long, when both players do a FB back to back. That was one point in Injustice 2, these breaks in a game are annoying, where you can not do anything but just watch a long ass animation which becomes boring when you saw it hundreds of times already. Krushing Blows for example are just fine, very short explosive moves and back right to the action and gameplay. I mean Xrays weren't that long too, not like Fatal Blows are currently.
I would like to see the damage nerfed so that they do not do more than 250 damage. Some FBs are much better than others depending on character. I think that is also a problem. The length of those moves needs to be cut in half at least. And it should be gone when it was wasted and not recharge. I don't know who came up with that stupid idea, seriously.
So, in that particular scenario I just mentioned. It is not a comeback mechanic. It is, after getting owned to below 30% health, you get a WIN condition as a gift for failing, because FB will kill your opponent even tho you could have a 2% and the opponent 32%. That is not a comeback, that is a win condition. If the FB would do less than 30% damage it is a comeback. Because a player with 32% can get hit by a FB but then had like 7% health left, if FB did only 250 damage. Then you have a comeback situation. 2% vs 7% health. Which means, that the other players has also access to his FB then to even that out. This also means, the player with 2% would think about getting a starter kombo out which leads into the FB to kill his oppponent. That would be fine imho. But getting hit by single overpowered full or half screen 8 frame moves that kills you right away... just sucks. That has nothing to do with a comeback mechanic.
Edit: Or another Idea. Let the FB scale based on how much health the opponent has left. Lets say you get to 2% and your opponent has 90% let the FB scale full to its 320 damage. Or the opponent has 32% left, let the FB do 200 or 250 damage only. So it would be a comeback mechanic at any point and not only when the opponent has good health left and a win condition when he is just above 30%.
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