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Recommended Change to Balance Interactables - Simple

Agreed?

  • Yes ?

    Votes: 24 46.2%
  • No?

    Votes: 28 53.8%

  • Total voters
    52

RYX

BIG PUSHER
Is that what happens? I noticed it once did HUGE damage once.

That said, its a bit like the bug in the menagerie. Very crappy hitbox.
It hits twice for twice the damage. Not sure why but it even has two interaction spots (From practice mode if you turn them on)
 

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
can someone nerf pig of the huts tear output please.
Im speaking for the overall balance of the game

Ive won my first local so far and doing well. Again, speaking about the bigger picture.....not me

Maybe if you'd get your head out of my ass youd see this as well
 

kabelfritz

Master
my head in your ass? who do you think you are? sorry dude you cry for buffs and nerfs all day while the game isnt even explored. i just dont want you to ruin the game. i mean, what the hell is the demand you make in this thread? you wanna give someone 20% damage for lets say a ji1 ? its so obviously stupid i dont even know why we are even discussing this. if you dont like interactable damage learn to avoid it. if you see someone jumping close to an interactable, its normally two dashes and youre under and behind him for full punish. also theres backdash and b3MB cancel option.
 

DuskAlloy

You don't got the cash, You don't get the ass
I figure that the interactibles will be hard to balance, I'll be honest and say it may be easier to ban them. But if they can fix them then I say go for it.
 

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
my head in your ass? who do you think you are? sorry dude you cry for buffs and nerfs all day while the game isnt even explored. i just dont want you to ruin the game. i mean, what the hell is the demand you make in this thread? you wanna give someone 20% damage for lets say a ji1 ? its so obviously stupid i dont even know why we are even discussing this. if you dont like interactable damage learn to avoid it. if you see someone jumping close to an interactable, its normally two dashes and youre under and behind him for full punish. also theres backdash and b3MB cancel option.
I dont mind them at all cause i play ds and sinestro

But other characters have no options in mid screen distances when the opponent next to the interactable can just jump up and throw it
 
D

Deleted member 5032

Guest
Ha, as a Deathstroke player I would be all over this. I already shoot people out of their interactables like it's going out of style.
 
You do more damage punishing with combos than any damage an Interactable will cause.
The risk is already so high on them, and you want about 20% from a tracking projectile? Hell no bro piss your name backwards in the snow.
This is like picking up rockets in halo and being vanerable to instant kills while loading it even tho your already risking so much with its limitations and just trying to get to it.
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
Every character has a projectile in some fashion first off

Make it where: If you get hit for trying to go for an interactable then you should be punished for the same amount of damage it would have taken on your opponent and this changes everything

I came up with this idea using by using Sinestro and using my trait shot for anytime i see anyone go for any interactables to blow them up for trying but the issue here is i would have taken 16%-20% on hit where as i believe they take somewhere near 5% now and some do absolutely Z E R O extra for me stopping them?


Im not sure what to do about the InjusticePig - He might need to stay the same :)
i wouldnt agree with or like if those changes happened.
your talking about stuffing with projectiles/advancing moves but what about stuffing a interaction on a air to air? (which happens alot)
air to airs dont scale unlike in mk, so you would get 16-20% on top of your full damage follow up combo,
so say with grundy,air to air into his b1 reset for major damage along with a 16-20% on top, the attacker risking near a whole health bar for 16-20% puts the risk/reward factor too far in the oppisite direction,imo.

only MAYBE suggestion ive have is add tad bit more cooldown to the robots in watchtower/rooftop. no biggie though.
ah yea dont touch the fucking pig, unless its to buff him :)
 

Dulllyanna

You're going to shoot guns at me?
I agree with cooldown on the flying robots. The only other appealing suggestion is having the damage on most interactables be 50-75% of what it is now, or adding scaling after combos as if they were a part of them, so that you don't see 50% combos followed by another 20% because some stupid jackass robot happened to be flying around at the wrong place at the wrong time. They're an interesting part of the game that emphasizes the importance of stage positioning outside of just the corner, I'd hate to see them banned or nerfed into irrelevance.
 

ApertureBlack

The Only Player On The Wii U
Every player has this button that when pressed shows:
Interactables On Off

Turn them off and enjoy a more balanced game.
 

shaowebb

Get your guns on. Sheriff is back.
What if your Grundy and they jump for the missile in Ferris or something? Not everyone has a normal long range option and are still limited.

How I feel interactibles are is simple...I honestly try to avoid them. I'm a purist. Only ones I like are bounce ones like the helicopter because its a launcher and escape option interactibles.

If I were to change interactibles I'd make it so there were no unblockable ones, so that they dont respawn if they did before and I would have them do less damage...only about as much as a B3 or something or less. Course I come from a background of ditching Marvel for KoF and I'm pretty damned purist and anti shenanigan by nature so take my bias for what it is.
 

Primiera

Wonderful Woman
I think interactables do too much damage. 10% is fair, ESPECIALLY on the GTFO interactables you can camp corners near.

Situation: you're gonna spray me with water in Atlantis because I just chased you down for the last fifteen seconds, and took 30% chip doing it. I have to take a guaranteed near 20% after spending a damn bar just so I can armor it and punish with 40%. That's assuming I can make the read and not get hit while charging f+3 up, waiting for it.
 

7r17r1

Noob
The only change I would like to see for the interactable is that if you block it, you lose the life as chip damage.
But you don't get knockdown / launched, to avoid imblocable reset

Maybe some could be a little bit easier to dodge, especially the long ranged ones since you can armor the short ranged ones for a punish
 
Every character has a projectile in some fashion first off

Make it where: If you get hit for trying to go for an interactable then you should be punished for the same amount of damage it would have taken on your opponent and this changes everything

I came up with this idea using by using Sinestro and using my trait shot for anytime i see anyone go for any interactables to blow them up for trying but the issue here is i would have taken 16%-20% on hit where as i believe they take somewhere near 5% now and some do absolutely Z E R O extra for me stopping them?


Im not sure what to do about the InjusticePig - He might need to stay the same :)
I think the cooldowns on a lot of these interactibles need to be toned down significantly, or they need to only be throwable once.

Particularly on the Watchtower (Flying drones) and Metropolis Rooftop (Flying Robot).

I think the water valve on Atlantis for gadget characters also needs to have a longer cooldown or only usable once. There should also be a visual indicator on some of the cooldowns for when they are re-usable, sometimes it's difficult to tell and you're just mashing on the interact button.

The trash can on Gotham Alley also needs to be toned down for Gadget characters, but not unless all of these other cooldowns for power character advantageous stages gets nerfed first. They must know our pain.

Nightwing not being able to interact with half the stuff in this game in Staff form is very frustrating as well, but I have a feeling that was a design decision and technically he can use the stuff in Escrima so...
 

Vulcan Hades

Champion
Some people are still salty about interactables? lol

You can meter burn dash cancel through them for a full combo punish, you can avoid them with a delayed jump, by using the invincible frames of your backdash or wake up attack.

Just adapt. They're really cool once you know how to use them, how to represent them, how to avoid them and how to punish your opponent going for them. (btw I agree the player trying to use an interactable should receive 18-20% damage on failed attempts)

I mean, why did you even buy this game in the first place knowing very well that interactables would play a major role? I don't mind if they nerf some of them but they shouldn't be banned.
 

ApertureBlack

The Only Player On The Wii U
Some people are still salty about interactables? lol

You can meter burn dash cancel through them for a full combo punish, you can avoid them with a delayed jump, by using the invincible frames of your backdash or wake up attack.

Just adapt. They're really cool once you know how to use them, how to represent them, how to avoid them and how to punish your opponent going for them.

I mean, why did you even buy this game in the first place knowing very well that interactables would play a major role? I don't mind if they nerf some of them but they shouldn't be banned.
Right now, they benefit zoners far more then rushdown characters, they have ginourmous hitboxes and are unblockable. Sure they can be punished by some characters, but not all either. Ive seen some tournies with them off, and with them on. The ones with them on was basically camp the corner stuff while the other character tried to avoid them. The ones without em was a pure fight.

To me they are like the Items in like SSBM, sure they are fun and unique, but if you want to have a good rounded player fight you pick a stage with no hazards and let the characters duke it out. People said the exact same thing before.
 

xWEBSx

Too old for this Shit
Right now, they benefit zoners far more then rushdown characters, they have ginourmous hitboxes and are unblockable. Sure they can be punished by some characters, but not all either. Ive seen some tournies with them off, and with them on. The ones with them on was basically camp the corner stuff while the other character tried to avoid them. The ones without em was a pure fight.

To me they are like the Items in like SSBM, sure they are fun and unique, but if you want to have a good rounded player fight you pick a stage with no hazards and let the characters duke it out. People said the exact same thing before.
Play Arkham Asylum (either stage, either starting area) and explain to me how they are not a huge factor? At the start of the match.. Call it cell block.. 2 tv's a jump back away from each character.. Before announcer says begin.. Both characters have a 50/50 chance at eating a tv...don't you see what this adds to the game? Shit.. Is he power character or gadget? I'm going for my tv, is he? If he doesn't, and I get mine off, what combo am I going to hit with next to put him in range of the other tv off knock down? THIS IS BEFORE THE MATCH HAS EVEN STARTED!

Lets move down to the basement:
Each player starts out on either side of the large stone mask.. 2 man jump, 1 man live...Am I going for the mask! Is he? If he does, what am I doing? Right side player on a successful mask throw has the PIG to contest with if they want to charge in.. Then the match comes about controlling the PIG.. AND THIS IS BEFORE THE MATCH HAD EVEN STARTED!!!!!

To me it is a no brainer... Interactables add elements of thought, strategy (offensive/defensive), excitement, dread, anticipation (from both playing and watching perspectives), timing, additional need for meter management, makes meter that much more precious to where a possible heavy meter burn character has to think twice about dumping meter with a damn drone flying overhead every X seconds.

In closing.. NRS decided to put them in the game.. They ARE there.. They should NOT be banned, and players need to learn how to use/avoid them, and stop acting like damn babies. Why do people use S tier characters in tournaments? Because of character loyalty? Please, to up the chances of victory.. Go for the PIG or Die by the PIG.. Quit the "Bannnnn the PIG so my Soopes can't lose" attitude.

Edit: which is why I stand by Pigs OP, that making the stuffed character on a failed interactable eat the damage because it adds THAT MUCH MORE TO IT.
Lets evolve, not simplify!
 

Smarrgasm

What's a Smarrgasm?
Black Adam has no projectile that hits high enough for this change to matter. The best thing I've come up with for interactibles is to make them blockable for half damage or just nerf the damage overall and let them still be unblockable.
 

xWEBSx

Too old for this Shit
Black Adam has no projectile that hits high enough for this change to matter. The best thing I've come up with for interactibles is to make them blockable for half damage or just nerf the damage overall and let them still be unblockable.
Pardon me for sounding ignorant... But doesn't BA have a floaty jump, good dash and nice dive kick that all help him avoid obstacles? And therefore does not really need a ranges option to make it count? Not being a smart ass troll.. Only experience I got with BA is getting my ass smashed by him.. Thanks