What's new

Are interactables too good?

Are Interactables currently a little too powerful?

  • Yes

    Votes: 131 77.5%
  • No

    Votes: 38 22.5%

  • Total voters
    169
Interactables need to go. We've given them a chance, now it's time to get back to the core gameplay of injustice.
Forgive me, but this is what I mean by "refusing to adapt". The interactables are a core factor of Injustice's gameplay. Without them the game is a broken cluster-fuck.
 

RexyWrecks

RTSD All Day. I'm going in. No Vaseline.
Forgive me, but this is what I mean by "refusing to adapt". The interactables are a core factor of Injustice's gameplay. Without them the game is a broken cluster-fuck.

You're making an assumption. They gave us the option to turn off the interactables for a reason. I doubt the game would be broken without them.
 
Reactions: RYX
You're making an assumption. They gave us the option to turn off the interactables for a reason. I doubt the game would be broken without them.
Indeed, because TYM asked for it and they figured "what the heck, lets play it safe".

It does not mean gameplay is optimized for use without interactables.
 

GodsLonelyman

Kombatant
Well, it is what it is I guess. It's hilarious how interactables can skew a matchup number by a large margin. In fact, It's so cheesy that it's good, kinda like one of those so bad it's good Z grade action flicks. You have to admit, this games comedic value is amazing. It's over the top and major fun. You will be doing alot of SMH when palying this game while laughing. This is all fun and games from your couch, but when you travel hundreds/thousands of miles, invest hundreds of dollars on travel and rooming expenses, etc etc, to attend a tournament, And get exploited, it's not as funny anymore and loses it's appeal really fast.
 
Wait... with interactables off the game is a cluster fuck, and the random high percentage damage evens it out?

Move along now.
Lol fine, I'll move along...erm...into the future, where there's multi-dimensional 2d-fighting games and every character is viable. :cool:

Other than phantom hitboxes (which should be fixed), what is so random about the interactables? Whether static or dynamic, each object seems to operate with defined functions that both combatants are aware of when the match begins.
 

Jer

I'm a literal Sloth
Lol fine, I'll move along...erm...into the future, where there's multi-dimensional 2d-fighting games and every character is viable. :cool:

Other than phantom hitboxes (which should be fixed), what is so random about the interactables? Whether static or dynamic, each object seems to operate with defined functions that both combatants are aware of when the match begins.
Just because you're aware of it, doesn't have anything to do with it. Say I'm a mobility character against a power on mansion outside, Im in the corner. Naturally I should use the car to get out right? Wrong, they can neutral jump full punish me. Let's say I manage to get out, Im safe right? Nope, they MB the car that hits full screen and I get hit.
 

Primiera

Wonderful Woman
There are two ways how my friends and I would change interactables.

1. Leave the damage as it is. Make them blockable, but on block they do acceptable chip, in the 5% area. Also, they would give great block stun, enough for a character using them to get in to get a dash or a mix-up if close, and enough for a zoning character to get some more chip or retreat a bit. OTGs would stay the same except they're blockable, and would still be worthwhile, like a standing reset after a combo instead of an extra 20%. There would be no recharging interactables with this setup, so a corner escape could help get you out but if you get cornered again you gotta play like everyone else.

2. Scale down the damage a few percentages, and make every interactable cost a certain amount of meter. Could be half a bar, could be a bar - there just should be something you put out to have such a great tool. No OTG interactables, you should be able to wake-up attack to dodge them since they do so much. Armored interactables would be quite a bit more expensive this way, and let's face it, there are some corner camp spots where you're basically not allowed to approach unless you spend a bar to MB through it and eat 20% regardless.

We'd go with the first option, but the second one would probably be a more realistic change since it's closer to the original intent and flow of the game.
 
Just because you're aware of it, doesn't have anything to do with it. Say I'm a mobility character against a power on mansion outside, Im in the corner. Naturally I should use the car to get out right? Wrong, they can neutral jump full punish me. Let's say I manage to get out, Im safe right? Nope, they MB the car that hits full screen and I get hit.
Naturally you should not use the car to get out, because you can be punished for doing so. Instead, since you're already in the corner, make it a priority to disallow your opponent from using the car. Stick a flag in the ground and claim the corner as yours. Or use your opponent's desire to snatch the car against him (if he meter burns make sure that you're able to jump back to the corner and out of the car's hitbox, which can be done). Or combo them out of the corner altogether and DO NOT go back voluntarily. Come to think of it, wtf were you doing in that corner in the first place? How'd you get there? Could you have prevented it? Whatever the reason, odds are interactables weren't to blame.

Don't get me wrong, crazy shit happens in this game. I don't know of a more unforgiving fighting game. IGAU epitomizes the axiom "the best defense is a good offense." What seems random now will simply be realities in the future, realities that every person can successfully account for and deal with.

I'm too tired to type any longer. Maybe tomorrow.
 

Jer

I'm a literal Sloth
Naturally you should not use the car to get out, because you can be punished for doing so. Instead, since you're already in the corner, make it a priority to disallow your opponent from using the car. Stick a flag in the ground and claim the corner as yours. Or use your opponent's desire to snatch the car against him (if he meter burns make sure that you're able to jump back to the corner and out of the car's hitbox, which can be done). Or combo them out of the corner altogether and DO NOT go back voluntarily. Come to think of it, wtf were you doing in that corner in the first place? How'd you get there? Could you have prevented it? Whatever the reason, odds are interactables weren't to blame.

Don't get me wrong, crazy shit happens in this game. I don't know of a more unforgiving fighting game. IGAU epitomizes the axiom "the best defense is a good offense." What seems random now will simply be realities in the future, realities that every person can successfully account for and deal with.

I'm too tired to type any longer. Maybe tomorrow.

The way I got into the corner doesn't matter, it's just what it is. Lets say they're in the corner and im full screen and they do it, how should I have avoided that then? Besides interrupting it (lets say I was put into a splat into that). FYI I never use that interactable to get out. I have maybe one time and I got punished for it so that was the end of that.
 
The way I got into the corner doesn't matter, it's just what it is. Lets say they're in the corner and im full screen and they do it, how should I have avoided that then? Besides interrupting it (lets say I was put into a splat into that). FYI I never use that interactable to get out. I have maybe one time and I got punished for it so that was the end of that.
I disagree, how you got to the corner does matter. Causality is important.
 

Ermaculate_Slim

We are Many but we didnt make MK11 not one
This game doesn't need the interactables to be entertaining imo. Injustice is so scrub friendly its ridiculous, it sucks that u spend so much time training your execution and MU's just to go to a tournament and be down one game because one side of a stage favors the other player.Like Arkam Asylum for instance,that retarded regenerating flower(not to mention the piggy) .I hate to see people lose because of interactables and their stupid damage ,it completely turns me off of the game when that happens and id rather see a straight up fight instead of some asshole camping near a interactable cause hes getting outplayed.I like to see and play in straight up fundamentally sound matches.Besides I'm tired of going back and forth to character select every freakin match to change stages.
 

Treadmill

Champion
Dude the car, respawning robots, the tree, so many of them need reworked. None should track unless lower damage. It's ludicrous that you can spend half a round playing your opponent to open them up for a 25% combo, then 2 seconds later you get hit with a full screen unlockable, unjumpable, car that does basically the same damage...ridiculous.
 

Treadmill

Champion
Haven't gone through the thread yet , but I feel like you retards don't understand how extremely powerful interactables make the game incredibly more interesting and fun. Basically hold that shit and learn to play.

This the first 2d game where positioning matters outside of the corner. This should be encouraged , not made a simple mini game.

Edit: I know the MK community is a bunch of whiny bitches but please do not fagify the game because you suck dick at learning.
Saying "retards" and "fagify" not only invalidate your opinions, but also make you look like an uneducated fuck.
 

GodsLonelyman

Kombatant
I like to see and play in straight up fundamentally sound matches
Agreed. IMO I feel that solid fundamentals can really help you in almost any fighting game. In this game however, there are too many variables, random factors and conflicting mechanics that prevent exclusively relying on traditional fundamentals. To me, matches in this game are comparable to playing a game of russian roulette. I find it to be very luck based and situational. Just because you are playing on point and making good reads, playing smart or what have you doesn't mean you will be rewarded accordingly.
 

webreg

Apprentice
Juggs
I don't agree because this demand assumes the interactables to be an option of lesser importance. If you but shift your point of view to the assumption that stage selection is equally important as character selection then the interactables are perfectly fine. Your demand assumes that your opinion on the importance of interactables is correct and that they should play a lesser role. This is fine as is every opinion. But calling it "a fact" is simply wrong.

The problem as of now is that the community still hasn't found a way to deal with stage selection. UFGT9 is a prime example of this. Some people lost their matches because of bad luck at the stage selection. That's bullshit. If the interactables and the stage are equally important to the character selection then it should be treated the same way. Looser's choice.