It doesn't take long for Superman to kill an opponent is why.I love how "slowdown in pace and tempo" is a point for this argument, but Injustice finished more than 30 minutes quicker than EVERY OTHER GAME AT EVO.
smh.
Sig material right hereI'm not really a noob, but just recently figured out what triggers a clash.
A little more like MK9's breakers? A long time ago before they balanced these I brought up in a fan letter to NRS compiling stuff here that the thing that made clashes odd was that they were more to get a do over than to give the player a chance to "create a moment" like other comeback mechanics. Breakers, Mega Crashes, X-factor Cancels, and other comeback mechanics were all setup so that quickly after doing them you had a window to convert your "second chance" into offense and turn the tables where Clashes were designed to put you in neutral corners after some meter changes to start over.Clashing should not reset your position to the center of the map. It should keep you where you clashed IMO.
Like anime burst mechanics. Hell, I wonder how sweet it'd be if we had that kind of stuff in here!
In my opinion... remove clashes entirely. I worked hard to get in on them and force them into a corner, they should have to deal with it.
Transitions are fine as they are, maybe cut them in half. They shouldn't take twice as long as the loading screen to do the same job, especially when half of the processing is going towards the cinematic itself.
Yes but these see once per player so it's more critical when you use itA little more like MK9's breakers? A long time ago before they balanced these I brought up in a fan letter to NRS compiling stuff here that the thing that made clashes odd was that they were more to get a do over than to give the player a chance to "create a moment" like other comeback mechanics. Breakers, Mega Crashes, X-factor Cancels, and other comeback mechanics were all setup so that quickly after doing them you had a window to convert your "second chance" into offense and turn the tables where Clashes were designed to put you in neutral corners after some meter changes to start over.
I mentioned then that this mechanic highly favored zoners like so many other tools and didn't allow for players to "create a moment" directly afterwards that would excitedly shift the flow of the match like other comeback tools do and I still hold this to be true. Do clashes break the pacing and make the game too slow now? IMO no, but they still do favor zoners and they still dont allow for players to create their own moment of excitement. Instead you watch the cutscene, take a breather, and try to start over with a fresh perspective which is also good, but not as exciting to watch.
The only problem I see with some of these ideas is that they take up space on the disk. While that's less of a problem for PS3 users, XBox users only have a DVD drive. At some point you're going to run out of storage space on the DVD, unless you add this stuff via download.I think any problems people have with clashes are not a result of clashes at all, but rather the round system in this game. Because of the way rounds are setup, using a clash is very binary. Are you getting hit with a big combo in the second round and you have meter? Cool, clash. Your problem of getting in would be helped a TON with a better round system as well imo, as losing momentum one round or a clash wouldnt be as big a deal in the grand scheme of things. Let me explain my idea.
Both characters have 3 life bars. Grey, some other color, and red. Like standard fighting games, winning a round resets health bars. Player 1 wins the first round, his grey bar is replenished and the opponent is on his next bar. You get ONE clash per side per match. This opens a lot of depth. Having a really close first round where you are up in meter and think you can clash and take that round? Go for it. Down 2 games straight and on your way to defeat so you pop it, win the round and you are right back into it. The current situation where you have leftover life per round really makes comebacks nigh impossible. How often do you see someone win a round with a SLIVER of life only to take another half your health bar with laser spam or one combo or whatever, making the mountain to comeback too large. The 3 health system would raise excitement, deepen the clash metagame, as well as dampen the effects a clash has on rushdown monsters like bane.
This system would also be an awesome way to amp up the character damage system. What we have right now are holes in costumes with exposed flesh that looks like uncooked bacon. Imagine where depending on how many health bars down you are, you have different battle damage levels. A batman down 2 rounds has his mask cracked like the dark knight rises, blood dripping down his mouth a bit and a dented chestplate. Could even take it further for DC fans and tie this into the win pose. Get a standard one if you won by 1 or 2 rounds. But if it was 3-2 win, imagine superman slumped over in front of the sun regaining power as opposed to racing to save the day.
Just some thoughts from an aspiring designer.
The only problem I see with some of these ideas is that they take up space on the disk. While that's less of a problem for PS3 users, XBox users only have a DVD drive. At some point you're going to run out of storage space on the DVD, unless you add this stuff via download.
If you don't question or criticize these game sometimes you just end up with something you may not like in the end (MK9) or not like right away (SFxT). People criticize the game because they like it or want to like it a lot more. It's a very long push away from just bashing the game for no reason. I think a lot of things can be improved upon the foundation for the game. Obviously we're not game developers but constant feedback is how NRS is going to balance this game unfortunately.I swear people will bitch just to bitch. Clash is fine.