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How do you rate the patches, the hotfixes, and the balance changes?

How do you rate the patches, the hotfixes, and the balance changes?


  • Total voters
    84
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Eldriken

Guest
There are characters with straight super garbage moves that are downgrades from base variations or have 0 utility for a long time. Theres no excuse for this.
This is exactly what I don't understand. Are people rating it so fairly even playing the same game as everyone else? Like, how the Hell...? lol
 

M2Dave

Zoning Master
@M2Dave, you mentioned that characters have lacking abilities and such in variations because of knee-jerk reactionary changes in previous NRS games. Okay, I understand that. But why does that make patches for this game come at a snail's pace and barely change anything? If NRS' aim is to deliver them at a slower, but more meaningful pace, then they're failing and miserably at that.
While the meta of the game remains the same, the game itself, meaning its gameplay elements and characters, has changed significantly in the last 11 months. Fatal blows, certain krushing blows, flawless blocking, blocking mechanics, and jumping kicks function differently than they used to. Top tier characters like Cetrion, Geras, and Jacqui have become a lot weaker while low tier characters like Frost, Kollector, and Kotal Kahn have become lot better. So claiming that NRS barely change anything is inaccurate and dishonest.

Every NRS game prior to this is the reason why Shao Kahn has received NOTHING substantial to improve him as a character? Why, for the second time in a row, is Kitana getting buffed to no effing end while other characters who need far more attention receive nothing? Saving it for a later patch is a possibility, but then that just goes to show their patching system and logic is clearly flawed.
As I stated the other day in the character's sub-forum, the vast majority of Kitana's buffs involve fixes and functionality to special moves. To name a couple of examples, razors (in Highborn) finally connect on block and on hit now and fan lift (in Fan-Fare) cannot be broken away, which is a property that characters with similar "frozen while airborne" special moves like Cetrion and Geras have enjoyed since day one. Kitana's most significant change was to EX fan, but even this buff brings the move in line with other traditional EX horizontal projectiles. If she were "getting buffed to no effing end", you would think that a competent tournament player would pick up the character and start winning. Instead, Semiij could not even win a round with Fan-Fare at Final Kombat.

For the record, Kitana is (strangely enough) my main character in this game, and I believe Highborn is top 10, but this discussion is unrelated to the main topic.

I could probably write an entire essay on what still needs to be addressed that could even begin to make my rating go up. Again, this is all just personal opinion and there's nothing wrong with anyone whom voted a higher number.
There are characters with straight super garbage moves that are downgrades from base variations or have 0 utility for a long time. Theres no excuse for this.
Most of your criticism ought to be specifically directed toward the variation system, which, in my humble opinion, inherently sets up the game for failure no matter how hard NRS developers try. The reality is that certain variations will always be a lot better than others and only a handful of characters with universally strong tools will have three viable variations (i.e., Jacqui). I shared my opinion on the variation system here a while ago.
 

M2Dave

Zoning Master
@M2Dave I agree with you there. Variations suck but why has all this gone unaddressed when they are addressing shit nobody even cares about
I may be wrong, but I assume that balancing 90 variations requires a lot more work, time, and effort than reducing AI difficulty level in Towers or adding a couple of new brutalities. When they were initially included, most third variations were useless, but then Upgraded, Outtake, and Eternal caught tournament players' attention and... well, you know the rest of the story.
 

Arqwart

D'Vorah for KP2 copium
@M2Dave I agree with you there. Variations suck but why has all this gone unaddressed when they are addressing shit nobody even cares about
Didnt realize jump-ins, fatal blow armor, throw KBs, Geras/Cetrion/Liu/Johnny/Jacqui/Sonya/Cassie being notably powerful, and Kollector/Kano/Kitana/Kotal/Frost/D'Vorah being notably weak are things nobody cares about. Good to know.
 
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Eldriken

Guest
Didnt realize jump-ins, fatal blow armor, throw KBs, Geras/Cetrion/Liu/Johnny/Jacqui/Sonya/Cassie being notably powerful, and Kollector/Kano/Kitana/Kotal/Frost/D'Vorah being notably weak are things nobody cares about. Good to know.
He obviously didn't mean those, Arq. You can't seriously tell me you read what he said and didn't gather that he was talking about Towers and the like? Dave responded to it and he clearly got it. So...is this intentional ignorance?
 
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Eldriken

Guest
I may be wrong, but I assume that balancing 90 variations requires a lot more work, time, and effort than reducing AI difficulty level in Towers or adding a couple of new brutalities. When they were initially included, most third variations were useless, but then Upgraded, Outtake, and Eternal caught tournament players' attention and... well, you know the rest of the story.
I understand that balancing X amount of variations are hard. But why release a third variation for the entire cast when you're obviously struggling to balance the two characters already have? They're adding more workload when it seems like they're already overburdened as it is.

I guess most of my issue is I don't understand what they're trying to accomplish by adding more things when they couldn't address things that already existed.
 

Ram

Buluc Chabtan
I understand that balancing X amount of variations are hard. But why release a third variation for the entire cast when you're obviously struggling to balance the two characters already have? They're adding more workload when it seems like they're already overburdened as it is.

I guess most of my issue is I don't understand what they're trying to accomplish by adding more things when they couldn't address things that already existed.
It may be because their priority is increasing the amount of overall content in the game for the large casual audience. This meant adding additional variations, rather than balancing the existing two variations (which may be what the competitive community would have preferred, but we are a small group, relatively speaking, and probably not NRS's first priority)
 

Arqwart

D'Vorah for KP2 copium
He obviously didn't mean those, Arq. You can't seriously tell me you read what he said and didn't gather that he was talking about Towers and the like? Dave responded to it and he clearly got it. So...is this intentional ignorance?
Still also is an inadequate argument because while many people do predominantly play for the PvP aspect, there's still plenty of people who genuinely enjoy this game for its single player gameplay via Towers. Also, who's to say that working on Towers takes away from development time of balance changes? I HIGHLY doubt the people working on adding new brutalities / skins / holiday towers and the like are the same people scanning tournament footage / reddit / forums to see who and what needs balance changes.
 
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Eldriken

Guest
Still also is an inadequate argument because while many people do predominantly play for the PvP aspect, there's still plenty of people who genuinely enjoy this game for its single player gameplay via Towers. Also, who's to say that working on Towers takes away from development time of balance changes? I HIGHLY doubt the same people working on adding new brutalities / skins / holiday towers and the like are the same people scanning tournament footage / reddit / forums to see who and what needs balance changes.
Fair enough. Can't argue those points.

It may be because their priority is increasing the amount of overall content in the game for the large casual audience. This meant addition additional variations, rather than balancing the existing two variations (which may be what the competitive community would have preferred, but we are a small group, relatively speaking, and probably not NRS's first priority)
Could be.

So, yeah. Points taken and I guess I'm just venting frustrations in a not-so-constructive manner. Thanks, y'all. :p
 

M2Dave

Zoning Master
I understand that balancing X amount of variations are hard. But why release a third variation for the entire cast when you're obviously struggling to balance the two characters already have? They're adding more workload when it seems like they're already overburdened as it is.

I guess most of my issue is I don't understand what they're trying to accomplish by adding more things when they couldn't address things that already existed.
Why did Capcom release Street Fighter V without a story mode as well as (if I recall correctly) an arcade mode? LOL. Probably to satisfy due dates set by executives. Fighting games on release turn out incomplete, glitched, and unbalanced arguably for this reason.

I get the impression that NRS are listening to fans. We need to be a little patient. Changes will come.
 

Arqwart

D'Vorah for KP2 copium
Fair enough. Can't argue those points.


Could be.

So, yeah. Points taken and I guess I'm just venting frustrations in a not-so-constructive manner. Thanks, y'all. :p
To be fair, there's a lot to be frustrated about when it comes to how NRS has chosen (and, more worryingly, NOT chosen) to balance the game. For example, Shao Kahn as a whole and a ridiculous amount of variations being left to rot is really awful. However, those not being touched up adequately doesnt detract from the fact that characters like Kotal, Kitana, and D'Vorah were absolute garbage on release but have since been brought up to mid/high tiers. Geras and Cetrion have been powerhouses since day 0 and have received nothing but nerfs accordingly. Still powerful, but at least brought more in line. Cassie's release state was beyond stupid as well.

Overall, I gave NRS an 8 for patching. 1 point off for the randomness of timing and lack of communication on upcoming balance. 1 point off for being a little too focused just on things with the spotlight on them. They're using a much gentler touch for balance than in MKX where patches would often overhaul a dozen entire variations and characters all at the same time, resulting in everyone having to basically relearn the game. NRS has also been focusing on adjusting core mechanics as time goes by which helps adjust the flow of the game as a whole.
 
I understand that balancing X amount of variations are hard. But why release a third variation for the entire cast when you're obviously struggling to balance the two characters already have? They're adding more workload when it seems like they're already overburdened as it is.

I guess most of my issue is I don't understand what they're trying to accomplish by adding more things when they couldn't address things that already existed.
As I recall, they added the third Variations around the time that people were hardcore complaining about custom Variations not being allowed in Tournaments, and how the existing Variations were all simplified and boring. I believe this was a means of addressing that situation by adding "more" for "variety."

I personally feel one of the great weaknesses of the game is the Variation system. In Mortal Kombat X, it was something new they were trying, and it made sense. You have a character with a base-kit, and three "versions" of that character designed to address different situations (i.e. a rushdown, zoning, and defensive Variation). The theory being a single character now has options to better handle multiple types of match ups.

It didn't work out exactly how they wanted, but I get what they were trying and it still worked to a degree.

For this game, releasing only two Variations made sense since they still wanted a little variety, but greater ease of balancing. That's fine.

What I don't get is why aren't the proper (Tournament) Variations the default and standard ones across the board like they were in Mortal Kombat XL? Why didn't they focus on those, and simply have Custom Variations an option specifically marketed to casuals as opposed to an actual focus of the game? The fact that you need to actual "create" all the Tournament Variations for anything outside of Tournament Mode or Ranked/Kombat League just to use them is a design decision that boggles my mind!
 
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Eldriken

Guest
Why did Capcom release Street Fighter V without a story mode as well as (if I recall correctly) an arcade mode? LOL. Probably to satisfy due dates set by executives. Fighting games on release turn out incomplete, glitched, and unbalanced arguably for this reason.

I get the impression that NRS are listening to fans. We need to be a little patient. Changes will come.
Yeah, being patient is the way to go. I suppose it's safe to say I'm not used to having to be this patient with them.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
Yeah, being patient is the way to go. I suppose it's safe to say I'm not used to having to be this patient with them.
I mean, there were literally threads here in MKX and Injustice 2 asking NRS not to touch the next game they release for a year. A year. Think about that.

Obviously patience is something that can be tough to get used to; but I think this shows that the community really doesn't know what they want. Patch faster and they get blown up for patching. Take the patient approach and people don't want to wait.
 
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Eldriken

Guest
I mean, there were literally threads here in MKX and Injustice 2 asking NRS not to touch the next game they release for a year. A year. Think about that.

Obviously patience is something that can be tough to get used to; but I think this shows that the community really doesn't know what they want. Patch faster and they get blown up for patching. Take the patient approach and people don't want to wait.
Well, if they'd communicate with us better, the wait wouldn't seem so unbearable.

Have they outright said anywhere (Twitter, forums, etc) that they were approaching patching differently this go around?
 
I mean, there were literally threads here in MKX and Injustice 2 asking NRS not to touch the next game they release for a year. A year. Think about that.

Obviously patience is something that can be tough to get used to; but I think this shows that the community really doesn't know what they want. Patch faster and they get blown up for patching. Take the patient approach and people don't want to wait.
Yup. As I've said before, I would never want to be a game developer. No matter what you do, you get hated on.

Do what you think is right and best for the game? Get hated on. Do what your community is asking you to do? Get hated on.

It's a no win situation for them.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
Well, if they'd communicate with us better, the wait wouldn't seem so unbearable.
I can get behind that -- but the way I see it, the Reveal event was the beginning of an unprecedented level of transparency from the devs. I mean, they even told us about gameplay features that they weren't sure would make the final game yet. That's something pretty new for NRS.

And the reaction was that they got blown up, people held them to things which they clearly said might not be around or might be different in the final game, etc. And since then, they basically said "F it".

The community burned this specific bridge by being immature. So now, here we are.
 
Who wanted that? The nerf that Johnny got is way more generous than the one cassie received. It would have made it completely useless
that's what some people were hoping because they took that away from cassie and just turned around and gave it to johnny. i don't see what's wrong with being able to see that your opponent is about to use an ex special so you now have the knowledge to flawless block
 

Blewdew

PSN: MaxKayX3
that's what some people were hoping because they took that away from cassie and just turned around and gave it to johnny. i don't see what's wrong with being able to see that your opponent is about to use an ex special so you now have the knowledge to flawless block
Because there is no reason to amplify it when you can flawless block it, there is no mix, you can punish both options easily. The way johnnys rising star was adjusted is better imo because it doesn‘t take his best tool away while loosing the ability to break away.
 

Dankster Morgan

It is better this way
I think they have done a fine job from what I can tell. The variations just sucked the enjoyment out of the game for me though. Saying that it's variations that makes the game harder to balance and that some variations will naturally be weaker and not useful doesn't absolve NRS from this criticism of having weak variations. If a system makes it to where a large portion of the cast (I'm counting variations as separate characters) isn't worth using, they wasted their time. They bit off more than they could chew.
 

DixieFlatline78

Everyone Has A Path
The game is on the right track. Most of the shit that made me quit the game has been addressed and I'm feeling very good about it now. I think the variation system is super half baked and shouldve been abandoned, but they're generally moving it in the right direction. The balancing cycle is on the right track too but obviously some characters desperately need more adjustments.

I've quit games over patch cycles. MK11 is one of the only games I've come back to because of patching. It's been much better handled than MKX or the first couple years of SFV, which had the worst balance patch I've ever seen with Season 2
 
Because there is no reason to amplify it when you can flawless block it, there is no mix, you can punish both options easily. The way johnnys rising star was adjusted is better imo because it doesn‘t take his best tool away while loosing the ability to break away.
well it would have to be punishable by flawless block u2/u3. you have to come off your resources to punish their resources
 

Eddy Wang

Skarlet scientist
Balancing fighting games is a delicate thing. One change in a character can mean so much, it either makes the character good or bad. So, I apreciate the way NRS is handling stuff in this game, they're careful. Most characters are balanced and no matter how good your balance is, there is always going to be characters that are better or worse than the others.
There is only one play tested character in this game, and its kitana.
 

Eddy Wang

Skarlet scientist
Why did Capcom release Street Fighter V without a story mode as well as (if I recall correctly) an arcade mode? LOL. Probably to satisfy due dates set by executives. Fighting games on release turn out incomplete, glitched, and unbalanced arguably for this reason.

I get the impression that NRS are listening to fans. We need to be a little patient. Changes will come.
They always catchup sadly too little too late though