E
Eldriken
Guest
Where are any of you getting the idea that I want chip finishes removed? That's not what I'm saying at all. Read the posts again.
Again, I ask: where did I say to remove chip kills? I never did. I didn't even hint at it. You would still lose all the same if you don't have the defensive bars.First of i think chip should kill, so should DoT for that matter. People just need to get over it.
About the last breath, i ageee that it doesnt do much against strings but i dont think this game needs more/better comeback mechanics.
If it is changed like you stated above then it should take 1 defensive bar for 1hit or 1 of each bars if its a string/combo with 3+ hits.
Make the mechanic be usable even if the bars arent full. On the next round offensive bars lost come back with the same amout of meter they had when they got removed. Defensive start with 50% of what they had and slow recovery.
Okay, but if you don't, you've literally just reduced the match into a turtle fest. At low health I will just back up into the corner wait for you to do anything, block and punish. That's the end of every match in your adjusted universe.Again, I ask: where did I say to remove chip kills? I never did. I didn't even hint at it. You would still lose all the same if you don't have the defensive bars.
Okay, that's fine. But what if the character is Erron Black and he does his mid shots? You still lose. A lot of good walking back did you, huh? He uses his projectiles in a way that you block them three times and you've lost.Okay, but if you don't, you've literally just reduced the match into a turtle fest. At low health I will just back up into the corner wait for you to do anything, block and punish. That's the end of every match in your adjusted universe.
Sry if you took this personally. Maybe i should have made it more clear... i didnt mean you by this, it was more of a general statement addressed to people who ask for the removal of chip/DoT kill.Again, I ask: where did I say to remove chip kills? I never did. I didn't even hint at it. You would still lose all the same if you don't have the defensive bars.
How is it too comeback friendly? Look at how the game is played in most cases. Look at what characters can do.Sry if you took this personally. Maybe i should have made it more clear... i didnt mean you by this, it was more of a general statement addressed to people who ask for the removal of chip/DoT kill.
Your idea is still too comeback friendly/in favor of the person utilizing it thats why i made some adjustments with which i would vote "yes". The way you suggest it its a clear "no".
But Flawless Block is nothing like a parry in Street Fighter. Street Fighter doesn't have normal attacks that chip. SFV has gray life (recoverable life) but it can't kill on it's own. Street Fighter doesn't have throw-breaks that chip or DOT that kills. In MK, Flawless Blocking through reactionary skill has the odds highly against the defending players (for doing their job of defending in the first place). SFV has already solved it's issue with chip. It happens like normal, but a chip-kill can only happen through a super attack. The same thing as Injustice. How the hell did MK go backwards or is it a case of being different for the sake of being different?As a Black Adam player who will defend orbs killing to this day, I think the mechanic should stay as is, but flawless block should totally nullify chip when on last breath. Could create some awesome Daigo moments.
Well-said.Hm imo Fatal Blows are a more important Problem they should look into first (the fact that there is such a huge difference between Fatal Blow Range/Startup and that they are armored so you kinda have to play super passiv against it).
Dont think the point of Last Breath is to survive entire multi hitting strings (attacks) but to give some RARE Comeback moments while FB happen every game.
Chip negation isn't a comeback mechanic. Chip-kill without a way to keep it skilled/honest, it's an exploit. I'm not asking for the removal of chip. I'm asking for tools to force a player to earn the very last bit of damage.First of i think chip should kill, so should DoT for that matter. People just need to get over it.
About the last breath, i ageee that it doesnt do much against strings but i dont think this game needs more/better comeback mechanics.
If it is changed like you stated above then it should take 1 defensive bar for 1hit or 1 of each bars if its a string/combo with 3+ hits.
Make the mechanic be usable even if the bars arent full. On the next round offensive bars lost come back with the same amout of meter they had when they got removed. Defensive start with 50% of what they had and slow recovery.
I could make a counter example using yours... What if i block my opponents string, basically costing me nothing as at that point def meter is useless, manage to open him up and cuz i am Baraka, Sonya etc i will kill him instantly. So instead of me being dead i blocked his pressure for free and won.How is it too comeback friendly? Look at how the game is played in most cases. Look at what characters can do.
If your opponent has 50% health and full bars while you're at 1% and full bars, do you really think you're guaranteed a comeback? What if it's Geras? Sonya? Skarlet? Erron? Jax? Almost anyone?
Some can lame you out from afar and others can start their offense rather easily. All they have to do is make you block three different times and you're toast.
They don't -have- to do a blockstring or multi-hitting special move if they choose.
Geras does his bodysplash (block number 1 and defensive bar number 1), he then d1s you (block number 2 and defensive bar number 2). You're now on your absolute last leg and none of your defensive bar has or is close to being full. Anything will kill you.
It can still function all the same. It would just be player dependent on how they go about it.
Last breath and fatal blows are related mechanics because both encourage comebacks. You would like people to "stagger the string and then start pressuring again" to finish each other off, which would only create more opportunities to get hit by random fatal blows. In this hypothetical situation, I would not be staggering anything. Instead, I am turtling and playing defensively considering that any button I tap could get me killed.This isn't about Fatal Blows, guys. I'm not discussing the overall balance of the game, just one particular mechanic within the game.
Fatal Blows need to be adjusted, but this isn't about what needs to be changed first. It's just general discussion about one specific mechanic.
Okay. I see your point and you're 100% right. I honestly didn't think of that. Thanks for pointing it out.Last breath and fatal blows are related mechanics because both encourage comebacks. You would like people to "stagger the string and then start pressuring again" to finish each other off, which would only create more opportunities to get hit by random fatal blows. In this hypothetical situation, I would not be staggering anything. Instead, I am turtling and playing defensively considering that any button I tap could get me killed.
Your idea is fine. Just not in conjunction with the current functionality of fatal blows.
Actually it is in a game were chip is allowed to kill as it raises your chances of not dying/winning so it makes a comeback more likely. We can argue over how to name it but it doesnt change what it does.Chip negation isn't a comeback mechanic. Chip-kill without a way to keep it skilled/honest, it's an exploit. I'm not asking for the removal of chip. I'm asking for tools to force a player to earn the very last bit of damage.
Say both players are at 1% health. Forcing a player to block and lose because of it isn't skill. Opening a player up and cleanly taking them down to 0 is a example of winning neutral.
MK right now with 1% health = blocking with your face.
Chip and DOT should take the opponent down to 1%, where the player now finishes the job. If anything, chip-kill and DOT with no countermeasures is casual. Who can't win in that situation/fashion?
You seem to be against chip killing, that's never going to change - so why would you be against a skill based way to stop being chipped out? Whether or not flawless block functions like it does in SF is irrelevant.But Flawless Block is nothing like a parry in Street Fighter. Street Fighter doesn't have normal attacks that chip. SFV has gray life (recoverable life) but it can't kill on it's own. Street Fighter doesn't have throw-breaks that chip or DOT that kills. In MK, Flawless Blocking through reactionary skill has the odds highly against the defending players (for doing their job of defending in the first place). SFV has already solved it's issue with chip. It happens like normal, but a chip-kill can only happen through a super attack. The same thing as Injustice. How the hell did MK go backwards or is it a case of being different for the sake of being different?
I feel Last Breath is already incredibly strong as is. The bars come back instantly after round regardless of victor.How is it too comeback friendly?
So only if its flawless blocked on first hit it blocks all three hits with Chip Avoided and Last Breath?I never mentioned Flawless Blocking being a part of it. I only likened my idea to how it would work.
If you Flawless Block the first hit of the string, any successive hits from that string get treated as being blocked as such, but only in chip damage mitigation.
All I'm saying is that a defensive bar saves you from an entire blockstring. Chip kills are still entirely possible. If they block with no defensive bar, they're done.