Chernyy Volk
Wolf lord, footsie bully, chronic corner abuser.
So I know I'm a meme to some on this site, and maybe some of you think I rage quit on you during this beta or the stress test and had to pop off about it yada yada yada but I want to talk about this game. I'm not rage quitting, this game SO FAR, knowing it can change in the future, is really boring. Both from a spectator AND players point of view at the highest level if you're trying hard. So... I've played this pre-order beta 8+ hours a day, and when we're talking about like, I'm REALLY trying hard to win, there are a few things I'm already picking up on that're going to hurt this game if it stays as is. Before I go into the negative, I'll talk about what I really like about this game so far.
Footsies feel great
The strategy around bar expenditure in this game is really cool. Meter management still exists, but it's now more proactive management directly related to gameplay instead of gain optimization.
Mind game heavy up close which I dig. There's a distinct lack of hit confirms in this game that aren't highs or stubby at the first normal.
Strategizing KB usage is also pretty engaging, even if so far the meta amounts to basically saving them for round two/final round.
So my gripes with the game, as we're currently experiencing it, are...
1: Passivity is rewarded even more than in Injustice 2. None of these characters can force each other to act except Skarlet at CERTAIN points on screen with tongue, and Scorpion because Fireball is a mid.
2: Custom variations turn the game into MOBA tier hard counter picking based on move differentials, this contributes to 1. This is exactly what I was worried about with people begging for customs to be allowed in tournament. The worst case scenario is already true in microcosm in this beta. I've had sets where the only alternative for me and the other guy to not fight an uphill battle was to go to character select EVERY LOSS and re-counterpick.
3: Every character has oki that completely circumvents the wake up system entirely, rendering it almost non-existent. Due to the plethora of wakeup options, if you're the guy with the life lead, oki is pointless. You gain so much advantage and power by just using that knockdown to walk backwards the other guy just doesn't get a chance to use them + everyones already found wake-up roll stuffs with buttons.
4: Launch MKX style variable blockstun/punishment inconsistencies that I find absolutely maddening. I know it's a beta, I just feel like they would've ironed this out by now considering this game is on a new engine. Perfect reversal punishes with say, Scorpion's Demon Dash are imperceptibly unreliable because the distance line between punishable at this space but not this one is literally micro inches.
I'll discuss with people in more detail as you guys respond, but I just want to know if anyone else here has felt, or noticed ANY of this besides me?
Footsies feel great
The strategy around bar expenditure in this game is really cool. Meter management still exists, but it's now more proactive management directly related to gameplay instead of gain optimization.
Mind game heavy up close which I dig. There's a distinct lack of hit confirms in this game that aren't highs or stubby at the first normal.
Strategizing KB usage is also pretty engaging, even if so far the meta amounts to basically saving them for round two/final round.
So my gripes with the game, as we're currently experiencing it, are...
1: Passivity is rewarded even more than in Injustice 2. None of these characters can force each other to act except Skarlet at CERTAIN points on screen with tongue, and Scorpion because Fireball is a mid.
2: Custom variations turn the game into MOBA tier hard counter picking based on move differentials, this contributes to 1. This is exactly what I was worried about with people begging for customs to be allowed in tournament. The worst case scenario is already true in microcosm in this beta. I've had sets where the only alternative for me and the other guy to not fight an uphill battle was to go to character select EVERY LOSS and re-counterpick.
3: Every character has oki that completely circumvents the wake up system entirely, rendering it almost non-existent. Due to the plethora of wakeup options, if you're the guy with the life lead, oki is pointless. You gain so much advantage and power by just using that knockdown to walk backwards the other guy just doesn't get a chance to use them + everyones already found wake-up roll stuffs with buttons.
4: Launch MKX style variable blockstun/punishment inconsistencies that I find absolutely maddening. I know it's a beta, I just feel like they would've ironed this out by now considering this game is on a new engine. Perfect reversal punishes with say, Scorpion's Demon Dash are imperceptibly unreliable because the distance line between punishable at this space but not this one is literally micro inches.
I'll discuss with people in more detail as you guys respond, but I just want to know if anyone else here has felt, or noticed ANY of this besides me?