GLoRToR
Positive Poster!
- Are Fatal Blows based off of Signature Specials or off of Normals?
- Will Fatal Blows track or not?
- What damage do Fatal Blows do for what tradeoff?
- What is a Fatal Blow at all? A last resort move? A tide turner? Something to hype up the end of the match?
The rest of the Fatal Blows in the game vary from a brick you can try to toss at someone's head and probably miss, a rusty switchblade that will cut you and you die of blood poisoning if you mess up, and a hollow paper baseball bat.
Now anywhere in Game Design you'll find that the more powerful an ability is, the bigger the downside to it needs to be, or it will overperform and be detrimental to the overall game performance and playability.
With Fatal Blows like Kabal, Erron or Cetrion or non-buttonpress damages varying between one fifth and one fourth of the healthbar for no visible tradeoff or weakness, and the strongest Fatal Blows being the safest as well, we are left wondering as to what NRS considers Game Balance.
- Are throws mids or highs?
- What determines a move's speed, range and safety? What are the tradeoffs?
- How was the Neutral supposed to be played?
- Do we want characters to be more like Erron with no weaknesses, or more like the lower tiers who have tradeoffs for benefits?
This ties in with how some characters have 9f, advancing mids / lows into launchers while other characters have stationary, 11-16f mids and lows with horrible reach that lead to no damage.
We were promised a neutral based, more honest game, and then suddenly one third of the cast has hitbox priorities, reach, speed, damage and all that at once.