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Are chip damage and meter building wrong or am I crazy

insignis

Apprentice
Hello everyone,

I know that mechanics in the title are the parts of Mortal Kombat but can't help but wonder if they are questioned by anyone but me...

Are chip damage and meter building for hitting in block "too damn high"? I'm a rush down character jaling you. Want to counter attack? I just got a bar of meter because you were blocking succesfully and now can use an armor launcher!

And maybe chip damage shouldn't kill like in a number of other games?

Or maybe I'm just salty of watching Kung Lao and Tanya alike pressing buttons against characters which are not about killing you in block.

p.s. nerf Quan Chi Summoner damage -_-
 

buyacushun

Normalize grab immunity.
Yeah this game is not balanced in terms of offense and defense. I hope Injustice 2 has a more balanced approach on a system/mechanical level. I'm only putting up with this because I invested in my characters already and some matchups are actually fun and don't have lopsided moments to them. At least almost every character has a variation that can take advantage of the way MKx plays. Some characters more than others.
 

The Highlander

There can be only one
Hello everyone,

I know that mechanics in the title are the parts of Mortal Kombat but can't help but wonder if they are questioned by anyone but me...

Are chip damage and meter building for hitting in block "too damn high"? I'm a rush down character jaling you. Want to counter attack? I just got a bar of meter because you were blocking succesfully and now can use an armor launcher!

And maybe chip damage shouldn't kill like in a number of other games?

Or maybe I'm just salty of watching Kung Lao and Tanya alike pressing buttons against characters which are not about killing you in block.

p.s. nerf Quan Chi Summoner damage -_-
I mean the high chip isn't unique to rush down, specials do huge chip so if you can lock someone down full screen like predator can you can build a lot of meter/ do a lot of damage. It's not something I particularly like but it's nothing we can change.
 

xxFalcon Loverxx

Ignorant slaves, how quickly you forget.
You're crazy:DOGEOk seriously i kinda agree,characters like kung lao and liu kang chip chip chip chip away.................They're really kinda dishonest characters but without that pressure they just wouldn't be good its sad i know. P.S Nerf Quan Chi
 

insignis

Apprentice
Wrong as in numbers? I believe they are intended
Gaming balance. Yes, they're wrong
In numbers at very least. They could make chip damage happen only on specials like everywhere(?) else.

I mean the high chip isn't unique to rush down, specials do huge chip so if you can lock someone down full screen like predator can you can build a lot of meter/ do a lot of damage. It's not something I particularly like but it's nothing we can change.
Don't get me wrong, zoning is kinda alive in MKX :) Point is that pressure characters overweight it drastically.

Yeah this game is not balanced in terms of offense and defense. I hope Injustice 2 has a more balanced approach on a system/mechanical level. I'm only putting up with this because I invested in my characters already and some matchups are actually fun and don't have lopsided moments to them. At least almost every character has a variation that can take advantage of the way MKx plays. Some characters more than others.
I liked Injustice more in these terms BTW. But I hated that many MUs ended up in pew-pew from full screen all day long.
 

Goat-City

Banned
You're right, it's not balanced. I can see their reasoning for making it this way though. They probably figured that since chip damage obviously is not nearly as good as normal damage, then in order to make block pressure effective as a play style, they have to give it an added benefit to compensate, but that doesn't take into account a couple of things. For one, you gain a lot of meter while you're being hit, but the player hitting you does not, so characters who get most of their damage from normal damage and have no chip damage game are already at a disadvantage in that regard because their offensive game requires giving the opponent meter.

Second, normal damage has a definite end. You get combo'd, the combo ends. Now you have various methods of getting your turn started, especially after all that meter you gained from getting combo'd, but with run cancel pressure and stagger pressure you are in an indefinite state of losing with no way out without a correct guess, which if you guess wrong you take huge consequences. It's ridiculous that many times when you're losing a round to stagger pressure, it's actually a better idea to just let them hit you so you can gain some meter for the next round and stop serving meter to your opponent for free. It should never be a good idea to let yourself get hit in a fighting game ever; it makes no sense and proves how unbalanced block pressure is without a second thought.

They could fix this by making block breakers 1 bar so you have a guaranteed way out for a reasonable price, but because pressure characters gain so much meter, it will buff the pressure characters even more because they'll be able to block break every time you get on them. I think they could balance this though by giving slight meter gain to the person blocking. The amount of meter they gain should be exactly half of what the player on offense gains for attacking your block. So if a normal on block gains the offensive player 4% meter, then the person on defense should gain 2% meter. If they made this 1 small change on top of making block breakers 1 bar, this game would instantly become much more balanced, fair, and fun. Every S tier character in the game would immediately drop to A+ or even A tier except Summoner Quan Chi, but he just needs a mid hitting bat with more damage scaling and he'll be balanced regardless.

Aside from that, matches would last significantly longer, zoning would be used more often and become more effective, enhanced tools would become less of a constant threat since meter would be used for block breakers a lot instead, and 50/50s could be denied in some situations without having to guess. If NRS doesn't make these 2 simple changes it will be a huge disappointment. Even just adding a bit of meter gain on block by itself would be a big improvement.
 
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skater11

The saltiest
I'm ok with meter building on offense when my opponent is blocking but the chip dmg has to go or reduced drastically by like half or more. Though, a character like Tanya where her rekkas are technically "special moves" I don't know how special only chip could work out. She'd be useless without her chip. meter + chip is what makes her really good aside from her pressure and mind games
 

DDutchguy

Stand 4'ing airplanes out of the sky
I think meter building and chip is generally fine, with the exception of characters like Kung Lao and Tanya that benefit very greatly from people blocking their attacks. Besdies those two, it's all well and good.
 

God Confirm

We're all from Earthrealm. If not, cool pic brah.
The mechanic is fine, the characters aren't. Eg it's fine in fact it's good for the majority of the cast including dedicated chip damage / pressure characters like A List and Hellfire, a lot of pressure characters are just balanced OP like Lao and Dragons Fire

Not being able to die from chip would be a good change tho
 

IrishMantis

Most humble shit talker ever!!!
I think for the next game if they go this route is to make unique to each char because the universal system is more rewarding for some more than others