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THE OFFICIAL Injustice 2 COMPLAIN/RANT THREAD

RM NoBrows

Supah hawt fiyah
Nerfing his meter gain IS nerfing him are you high
I meant he doesn't need nerfed as in his zoning shouldn't be touched at all, nor his frame data. obviously adjusting anything on any character is gonna be a nerf/buff to them. And yes, I am high.
 

DixieFlatline78

Everyone Has A Path
Well, since I stopped playing fighting games competitively, my biggest gripe is the gear system. Why can't we have a mode that lets us use gear abilities without the stat modifications? Biggest misstep.
 

EntropicByDesign

It's all so very confusing.
Tl;Dr - OPINIONS ABOUT THINGS.



So, the game is over-all amazing. Really enjoying it, though between work and getting sick as shit for a week I haven't had the time to do dig into it like I had hoped - yet.

There are some little disappointments that I feel like NRS could , and hopefully will, some with a patch before too much longer has gone by..

1. Ranked should have an option (default imo) for FT3 sets instead of a one-and-done. If a player wants they can bail after the first match, but the option to play should be there.

*2. KOTH and non-ranked matchmaking should have the option to disable gear entirely if you want. I should be able to create a Comp Mode KOTH that follows all the rules of ranked matches and I should be able to queue up in regular matchmaking to search for exclusively gear on it gear off opponents depending on what my preference.

3. I think boxes should open faster, or there should be a way to open several at a time.

* - I'm guessing the idea behind the current system is to keep from further separating the player base between gear on and gear off. In theory, any community segregation can be detrimental to the game and should be limited within reason (ie Ranked and Normal matchmaking modes segregate the community but it's an important separation) but I feel like the current default to gear, you have no choice, is a bad way to go about it things and is/will cause far more harm than good.


Those are my minor niggles with the game that I feel like will be ironed it in time. NRS very likely planned for them to be different from the get-go in all honesty, since they, at least to me, seem like glaring omissions.. but perhaps budget and time constraints meant they were among the features that were shelved for the launch build, and we'll see them implemented in a future patch.

My one REAL complaint though, is the extra ability system... I feel like we are staring at an astoundingly large wall of potential that isn't going to be tapped, and will in effect, be wasted. It's two-fold though, NRS would have to change some things and we as the competitive community, would have to accept the slottable abilities in a tournament setting.

It's actually kind of crazy that so many people have just screamed NO THATS DUMB NO and walked away from the discussion instead of taking the time to think things through.. this is an enormous opportunity if handled correctly. It feels to me like if we had gotten MKx and said "ok cool, but you can't use variations in tourney, just vanilla version of each character.. because the moves of one variation might be unbalanced or too strong"

So, how do we handle it? Well, it has to start with NRS. They have to curate the slottable abilities in to two catagories, Competitive and Fun. Competitive abilities would be designed and implemented by NRS with balance and competitive play in mind. This is no different than balancing anything else.. and anyone who thinks the workload behind all that balance would be impossible.. MKx had three variations for each character. We accepted and dealt with the balance changes and such in that game, I don't see why it's such an impossibility here. After the curation and separation of abilities, NRS implements a "Tournament Mode" that when accessed, unlocks and makes available all competitive mode abilities for every character. When you choose your character and lock him/her in window pops up that let's you choose your ability (s). There should be a short timer on this. 10-ish seconds. Most characters aren't going to have more than a few of these so choosing shouldn't take long. As people do it more snd get used to it and have preferances and such they will likely be choosing these abilities so quickly the 10s timer will be pointless. It will take 1-3 seconds.

Now, we as the community, would just need to add a couple simple tournament rules to this and we'd be fine. First, winner is locked in to abilities just like they are character. Second, once you choose your character and lock him in, that is your choice for that match. No backing out from the ability screen to try to counter pick it mess with anything. Third, we as a community just accept the damn system. Some abilities are going to be s little OP. But ya know what? Some characters are going to be a little bit op as well.

I mean, we have the potential for a system here that can add ENORMOUS variety and customization and tactical flexibility to our game. Allowing players to really express their style of play and who their character is and the system if handled correctly could act as a buffer against extremely bad MUs or make a winning MU more-so, or change s character's gameplan significantly. There is so much potential here for variety and difference it's wild. I'd hate to see it just founder in obscurity as a tiny piece of the game the competitive community totally ignores.

The trick here is NRS creating moves with the right mindset though. Slottable abilities shouldn't be "better" than stock moves, they should be different. They shouldn't be designed to always and automatically replace certain moves, or be so good they are 100% auto-losing vs everyone (though that's bound to be the case in a couple instances) they should be designed to change the way a character plays, whether that's to totally change their style or to shore up a hole in a bad MU , help cover a general weakness in some way, or further solidify an already strong tactic..

Anyway. This has been ridiculously long. Just how I feel. We as a community have been to old and cantankerous for our own goods here imo.
 

Shadow316

You inspire no fear.
Maybe it's just me and I'm doing it wrong, but do some combos not working at all? Specifically talking about Poisnon Ivy and Supergirl's combos that start 1212.

I just cannot get them to work.
You need to input it quickly. Best way to do it is just roll your thumb between them quickly, assuming you're on pad.
 
More papercuts of mine:

Anti-airs still trade for jump ins. I actually take more damage when I d2 Batman's j2 then I deal to him. wtf.

You can pin inputs to the top of the screen in pretty much every mode _except_ story mode. Which, playing through the game the first time, is when it's needed the most. First time through story was a stream of constantly pausing the game to figure out how to play 10 different characters I was thrown into. Why would they disable this feature in the mode where it's most needed?? (This was also an issue with

Any hit at the end of the round sends you bouncing comically to full screen for no reason

There's little reason do stage transitions. They're hype but in almost every case you get way more damage but f3-ing into a combo instead- and also you don't give up the corner. Feels like they nerfed a mechanic out of the game.

Stages too dark at recommended brightness. Select Gotham City and then turn up your television's brightness a tad- still a bit dark but looks 1000 times better.

6 frame d1's that are -2 on block. NRS stahp.
 
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Why the hell is the timing to jail jump ins so small and feels so shitty? It feels like you're mashing when you are actually jailing the jump in. Its already hard enough to get in for that jump in why make it even harder to get the jail as well?
 

GrimJack

Rock paper scissor specialist
Do anyone got hit while trying to switch from blocking high to low or vice versa. I got it a lot. Is there a problem with myself or is it just something in the game
 

Methysan

Noob
Flash inputs are killing me. I'm getting the hang of his hit confirms now but for the life of me I can't cancel B2,2 into lighting punches (HCF+1) I get the kick (QCF+1) or nothing. No problem canceling into QCF+2 however. Not sure what's up.

edit: Having a bit better luck by letting the stick go back to neutral. Is the Back input of my half circle being eaten by doing a B2 and holding it? If so, that's quite dumb.
 

TheBoyBlunder

They love my Grayson
I prefer Injustice 2 over fightings like SFV and Marvel because the animations, playstyles and traits specific to a character just makes the game more enjoyable. NRS games always been my favorite since MK1. MKX was just a classic and I feel like I2 will follow as well.

I just feel like there is no reward for making the right read or blocking or evading projectiles.

If you block projectiles or trident rush and Black Adam's orbs...you still take damage. Significant damage.
If you evade the rushdown or zoning, the opponent builds loads of meter back so the clash will always wage in their favor.

This is nothing new, we faced this in IGAU. Most of us adapted and moved on from this. I am one of those people. I2 is a fun game just heavily favored to the characters with superior offensive tools.
 
Shitty shitty shitty inputs. I've lost count on how many times I'll block and go for a punish with a directional input and get a special move. Example is blocking low with Superman, going for foward 2, and getting uppercut. I don't know why it exists. No one liked it in Inj1, no one liked it in the beta, and no one likes it now,
Are you sure your problem isn't having release check on? It's set to on by default in the menu...
 
I might be wrong, but trying to play player matches is dumb right now. Why isn't competitive mode the default and both people have to agree to switch to gear mode instead of the opposite? I want to play the game not see imaginary specials.
Some of the gear is part of the basis for the fun of the whole game. Just play Ranked, dude. You can keep at modded costume without the stats in Ranked.
 

bishbash

Magic as easy as 1 2 standing3
My biggest complaint about the game is that most of the legacy characters retured untouched and in some cases better than inj1 but Wonder Woman got demoted to basic tier? She doesn't even feel like half a character now

Also some of the new characters seem like they are in a different game to the legacy ones. Cheetah has no advancing normals, no priority on her jump attacks, no full screen game.. how can a rushdowm grappler have no advancing normals? How the hell does she establish pressure when all the opponent has to do is walk back scout dashes and jump in attempts with d1 and d2? the likes of batman, superman, flash, aquadouche all feel like gods compared to her.
 

Snibbor

Yarrrr Matey
Some of the gear is part of the basis for the fun of the whole game. Just play Ranked, dude. You can keep at modded costume without the stats in Ranked.
Ranked isn't really an answer for that though, you can't get better doing one and dones all the time in ranked, and you spend more time searching for matches then you do playing them. Plus, someone else said this too, getting bullshitted for an entire fight and having no chance to adapt afterwards because it's just one fight is pretty much infuriating.
 
Ranked isn't really an answer for that though, you can't get better doing one and dones all the time in ranked, and you spend more time searching for matches then you do playing them. Plus, someone else said this too, getting bullshitted for an entire fight and having no chance to adapt afterwards because it's just one fight is pretty much infuriating.
Sure you can get better when playing ranked; I've done it in dozens of games...
 

bishbash

Magic as easy as 1 2 standing3
Sure you can get better when playing ranked; I've done it in dozens of games...
You improve by playing extended sets against players of a similar/higher skill level, I don't think you can grind out the match ups by playing random one round games and if you're not grinding the match ups how do you improve? I had a 95% win ratio on inj1 ranked which is in no way an accurate reflection of my skills and more speaks to the skill level of the average player playing ranked matches. Fighting against people who don't really know what they are doing breeds bad habits which will actually devolve your play not improve it

Also weren't you complaining on another thread about how to bear 'teleport spammers' seems that your dozen games haven't even taught you the basics...
 

BunLantern

Long live b13 minigun
Gameplay- I don't know if it's a glitch or something I'm doing wrong but I can't get strings to come out after a blocked jump in. For example, I'll jump in 3 with GL and after it's blocked I'll put in 223 to continue pressure. 99% of the time just standing 2 comes out and I'm left looking dumb. It can't be the timing because the 2 comes out, I'm perplexed.

Gear and Boxes- Like everyone else is saying, it takes too long to buy/open boxes. I also feel like the higher level my character is the less chance of me getting gear for that character. My friend who NEVER plays GL has 4 of his epic chest pieces while I have 1. But on the flip side I never play Blue Beetle, Harley, or Catwoman but I get PLENTY of gear for them. I'm thinking of leveling up characters just to counter act this but I'm not sure if it's just bad luck.........
 

HanSolo

Noob
1. Need a competitive player match mode. Many reasons for this.

2. Opening boxes is ridiculous. Seriously, who has time to open all those boxes? This is not overwatch.
 

TrulyAmiracle

Loud and Klear~
Ok so I made my peace with player 2 not being able to use the player 1's gear loadouts (it's stupid but I'm over it as I had my wife play and basically built a second gear inventory), but now I have a new issue.
I have ultimate edition with the god/demon shaders, if I equip them on the second profile and then play versus, these shaders get reset to default shaders when we play.
Figured it's because I bought the ultimate edition on the 1st profile so i tried it the other way, playing versus through the 2nd profile and have player 2 as 1st profile, same issue. The god/demon shaders get reset to default.

This also sucks because they get reset in costumization too not just in versus, so I have to go and put them on the characters again.


My other issue is a gameplay one, how jump ins work. If you do the jump in really late you have to be dialing in the string before landing the jump in or it wont come out. Same thing with trying to jail after a jump in or combo, needs to be dailed in before you land. I don't remember it being like this in i1.
If anything it encourages doing your jump normal super early just to have time to dial your string in instead of trying to time your jump ins properly.
 

Solo

Shadow Priest
Biggest complaint I've seen is this gear. I literally just got the game, can someone explain it?