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I get that KI3 is centered around swag combos but...

Vulcan Hades

Champion
As of right now, everything in the game seems to do like no damage at all. And I have some problems with that.

I swear I look back at the KI footage that was shown in the last few days and Jago's fireball for example does like 1% on hit. I'm not even exaggerating.

From what I've seen so far:

-Throws seem to be around 10%
-Shadow reversals are around 20%
-Optimal combos are around 30% (45% if meter/trait is used)

Everything else (normals, specials, AAs, A2As) does 1%. And I honestly hope that is going to change because there is no way in hell a zoning character can win via zoning with 1% projectiles. To me that's like Green Arrow trying to zone without ice/fire arrows. I mean, imagine if Dhalsim's limbs all did 1% on hit. He would suck because he already does no damage and wasn't designed to have strong mixups, combos or escape options.

Also, the game is so fast paced and rushdown oriented that I doubt we are going to see a lot of time outs, which is a good thing for the casual crowd. But obviously it also hurts any zoning character trying to lame it out / protect their life lead.

Therefore, the way I think they are going to design zoning characters in KI is by giving them "pop up" or "capture" type projectiles that lead into combos on hit. Kind of like Reptile's force ball and Sub-Zero's ice blast/ice clone.

If they just make all zoning characters like that, that's fine with me. It would be a simple and effective way to make zoning characters viable in KI. But I also hope other zoners or even grapplers can get decent damage outside of combos. Just for the sake of diversity. I want to see characters with quick projectiles that do 8-10% on hit. I want to see grapplers with shadow/chain command throws that do 20-30%.

I guess what I'm saying is that I don't want the entire cast to be only about "guess mashing" auto-doubles over and over back and forth. Because that's gonna get old real quick and turn off many players I think.

EDIT:

I'm aware the game is pre-alpha and a lot of things could and will probably change. I'm just voicing some concerns from what I saw so far. I just don't want all character archetypes to be ONLY about combos even if KI is supposed to be about combos. Combos should obviously play an important role but it should not be "the only way" to inflict any sort of damage. Because then all characters are going to be basically the same despite trying to be different archetypes.

On Cross-Counter live I heard that zoners would use projectiles to start their combos. And a grappler's command throw would basically be his combo starter.

So again, no matter if you play a balance, rushdown/mixup, grappler or zoner, it's going to be about landing your starter and mashing/guessing your auto-doubles. So then, the only characters that are going to matter in the end are the ones that will have more safe opportunities to start their combo nonsense.

I think we ought to think for a second about what KI with zoners and grapplers cculd mean for balance and how they could/should be designed to fit with the KI mechanics. I mean do we really want Deathstroke to be able to land 30% from a single projectile? Or should it just do 6-10% on hit and knockdown? Do we really want Zangief to have command throws that lead into 30-40%? Or should he just do 20% guaranteed? Is 20% guaranteed aka unbreakable damage too good? (it could be, I don't know)

Maybe I'm wrong and it's better to keep all character archetypes more or less the same for the sake of balance.

But the more balanced aka uniform/bland KI3 is, the less diversity and interesting/unique characters it will have. And the less players will be interested to keep playing it. Basically, the KI community could end up being 1/3rd of what it could be.
 

MagicMan357

"130 ms is more legit than Labbing" - TYM
Thats exactly how it should be, you shouldnt get high damage from basic combos even with meter.

This is why i dont understand how NRS hasnt updated their combo system, because there are so many mechanics they can add to chains
 
I'm gonna go and assume they're using an old build to show this stuff off, and instead of everybody doing like 70% combos (*cough* FLASH *cough*) they all have like GA type damage atm. I'm sure they'll get buffed a bit later.
 

DuskAlloy

You don't got the cash, You don't get the ass
Well if what you say about the fireball damage is true then I guess KI will try to appeal to the idea that zoning is for pussies and that rushdown will be the only playstyle that should be viable... lol
 

Dizzy

False Information Police Officer
Elder God
NetherRealm Studios
The current build fireballs give hella meter on block, but pretty low damage on hit. Maybe they will buff the damage as it's better to get hit by a fireball than to block it as it gives 20% meter.

They did say this build was 5 weeks old, and damage values are the most common thing to get changed I think.
 

DuskAlloy

You don't got the cash, You don't get the ass
The current build fireballs give hella meter on block, but pretty low damage on hit. Maybe they will buff the damage as it's better to get hit by a fireball than to block it as it gives 20% meter.

They did say this build was 5 weeks old, and damage values are the most common thing to get changed I think.
I hope so... I'm noticing a trend in fighting games that zoning is very looked down upon is a lot of fighting games lol
 

TakeAChance

TYM White Knight
Are you fucking serious. Have you even read what I wrote before hitting reply? No you haven't, because otherwise you would've realized that I'm not even bitching about anything.

I'm aware the game is pre-alpha and a lot of things could and will probably change. I'm just voicing some concerns from what I saw so far. I just don't want all character archetypes to be ONLY about combos even if KI is supposed to be about combos.

Combos should obviously play an important role but it should not be "the only way" to inflict any sort of damage. Because then all characters are going to be basically the same despite trying to be different archetypes.
And I honestly hope that is going to change because there is no way in hell a zoning character can win via zoning with 1% projectiles.


But obviously it also hurts any zoning character trying to lame it out / protect their life lead.
We haven't seen a zoner play yet. Jago is not a zoner. It's a 5 week old build. Deconstructing something that isn't even half ready yet will get us no where. I am sorry if it seemed like I tried to rip your head off...there have just been a lot of threads with people complaining lately about EVERYTHING. Didn't want that train to start on a game that was made 5 weeks ago lol
 

Vulcan Hades

Champion
We haven't seen a zoner play yet. Jago is not a zoner. It's a 5 week old build. Deconstructing something that isn't even half ready yet will get us no where. I am sorry if it seemed like I tried to rip your head off...there have just been a lot of threads with people complaining lately about EVERYTHING. Didn't want that train to start on a game that was made 5 weeks ago lol
No but on Cross-Counter live I heard that zoners would use projectiles to start their combos. And a grappler's command throw would basically be his combo starter.

Nothing wrong with voicing legit concerns. Double Helix even said that they want to hear everyone's feedback, good or bad. So if you don't like this thread, you're welcome to gtfo. :)
 

DuskAlloy

You don't got the cash, You don't get the ass
Now mind you some games you fireballs different then most like KOF, fireballs in that game are for stopping your opponents momentum so you can start your offense, but I doubt KI will have any deep meaning for it imo
 

Rathalos

Play Monster Hunter!
My biggest concern is if the combos end up like BB, where they take forever, and do little damage.

BB fixed that with CP thankfully.
 

DuskAlloy

You don't got the cash, You don't get the ass
My biggest concern is if the combos end up like BB, where they take forever, and do little damage.

BB fixed that with CP thankfully.
Tbh Blaz blue is a very good game and the long comboes fit better due to the high mobility every character had... this game looks like it is as slow as sf4 but you will get a 15 second long combo off of every poke...
 

Hellbringer

1 2 3 drink
We haven't seen a zoner play yet. Jago is not a zoner. It's a 5 week old build. Deconstructing something that isn't even half ready yet will get us no where. I am sorry if it seemed like I tried to rip your head off...there have just been a lot of threads with people complaining lately about EVERYTHING. Didn't want that train to start on a game that was made 5 weeks ago lol
The killer instinct team said multiple times on E3
that they are listening to the community to see what they want.
 

Vulcan Hades

Champion
My biggest concern is if the combos end up like BB, where they take forever, and do little damage.

BB fixed that with CP thankfully.
Most of the damage comes from enders. When you're doing a combo, auto-doubles gain you "potential damage" (combo meter) and the damage the ender is going to do will depend on if that combo meter is green, yellow or red.

I've seen some weird things like a 4 hits combo doing 20% and a 20 hits combo doing 8% (because they dropped the ender). So shorter combos could end up being more practical because they will have better DPS despite doing a little less damage than optimal long ass combos.