I can agree that FB's could be more punishable if they whiff or are blocked, but otherwise they're fine as is, imo.
Well, this stipulation technically precludes my responding to this thread (NB: PC must'tard racer)... HOWEVER, I think I'm well past qualified to throw my two Vietnamese Dong's worth into this dumpster fire:This is not to encourage a debate. This is reserved for everyone who wants to shut their console off every time they see one of these things and loudly express their discontent.
Point flew totally over your head, and that was just a fake solution to a very real problem.lol wot....I disagree .
If you have 33% and your opponent is at 27%, I would call it pretty even. I wouldnt say you did better just because you are a poke away from being at the same health meter . Moments like these you gotta become vigilant and that's it.
Now, imagine you get your opponent to 27% and you're at 95% health. Suddenly, u get a FB because your opponent has one....that's a terrible idea and essentially brings their chances of a comeback to 0. Especially since FB recharge if they miss.
The biggest problem with FB is that it should be heavily punishable for everyone, without a pushback that makes it safe. And to those who have a long range one (ex: Frost and Erron), then it should take longer to recharge. It should be a high risk/high reward move.
It's the same as any comeback meter as far as i'm aware. The more you die the more meter you get.If fatal blow becomes available to one player, the OTHER player should get access to it as well. Its annoying hitting that spot where you are upset you have more life than them, when they have fatal blow.
Why would you bother? Anyone that even picks up the game for a day can pull off a 15% combo 100% of the time.but another solution is to lower FB from 30% life to maybe 15% life.
Are you serious.... Calling me lost, yet you are having problems with a mechanic that forces you to be more patient....Sorry but the issue of FB has nothing to do with what you're saying. You bring up a fake solution to a fake problem you feel exists. You perceive it like a reward for doing bad. It's you POV and its one that isnt really shared in the FGCPoint flew totally over your head, and that was just a fake solution to a very real problem.
Why should your opponent be rewarded for doing 6% worse than you? They are CLEARLY at a huge advantage; how'd they get there? By doing worse so far.
If you cannot see the utter ridiculousness in that system then truly I say this unto you now: you are lost.
You nailed exactly what I was getting at.All of the bolded is the problem with the gameplay: They're not needed and need to be updated. Tradition is just a binding mentality. There's no logical reason for a block button in a 2d fighter. The Scorpion's teleport excuse is lame because it used to be slower and easily crouched under. It used to be a primary anti-zoning tool and not a combo starter.
Not even Tekken, the game Boon is obsessed with has a block button. It's arbitrary to have to press two button just to block low and two different button commands to break throws. It works in Tekken because you can clearly see what type of throw is being used and characters fight from different angles (dodging). MK only has left and right to worry about. Logic, not just throwing things into the cauldron and calling it "different". They need to have logical application, which the above mechanics do not. The same can be said for how arbitrary it is to delay wake-up and counter from the ground.
Even the dial-a-combo system is conflicting with the purpose of neutral play, where it's more about memorization than reaction and reads. I know it's not going anywhere (facepalm), but can the game and it's characters not be all about who has the best strings? Please? Good gracious! Where are the ground/air 2-in-1 combos at? Where's interaction with specials vs specials and normal attacks vs specials? Special and normal attacks with unique attributes for neutral like how Jade's glow invalidates projectiles for a short time and back kicks that don't knockdown, but allow standing combos. There needs to be more of that type of nuance in strings, normals and specials. More branching points in strings with dash/special cancels, etc. It needs the back-n-forth play in every aspect and keeping players honest. That's neutral.
If the game is going to be based around neutral, a player should have the option of not relying on strings to succeed. Strings are not neutral play. They're the end result of winning neutral and predictable (memory-based) strings leads to a stagnated game.
There's really no purpose to Fatal Blows except to heavily hand-hold. Why not give each character unique traits at 30% or lower health? Something like the traits from Injustice. That would require actual skill instead of some auto-combo that does all the work for the player. Also, change breakaway into a MK 9 breaker. That way, players can break on the ground as well and not drop out with the chance to attack the aggressor right away. It goes right back to a full neutral position. And finally, lose the chip-kill. Make players earn the last hit. Those would be better (and more exciting) comeback mechanics.
I think many of them need balancing but there has to be a middle ground. I want them to be somewhat reactable like Noobs But not godlike speed like Jax's 11f Mid that is half screen but he needs the speed to connect in combos so maybe meet in the middle 17-19f startup seems fine. Btw I play Jax and think his is pretty damn strong considering its unreactable, its damn near impossible to bait, its a mid and it grants him Brushing Blow from full heat. His is meant to gain additional damage and set KB not juST A round closer.Calling people salty cuz they see things differently than you is pathetic. Assuming everybody who doesnt like the mechanic is a victim makes you look stupid. This together with how you phrased everything else makes it seem that you just like the mechanic cuz it helps you personally win.
Dont agree with it being linked to meter as well, just say that instead of being a douche.
Most of the times its not fun to use and making a comeback with it (for me it isnt), its not fun losing close matches to it and it totally sucks as spectator seeing matches be decided by it.
You call it comeback mechanic, i call it a robbery tool as long as you can use them raw and kill your opponent before he is in range of his own comeback mechanic. Especially if some are a lot stronger than others. Tune the damage down to ~25%, adjust the powerlevel of the FBs to be somewhat the same & make it 1 time use even on whiff (or do you need a comeback mechanic for failing with your comenack mechanic).
As they are now they are simply cheap in my book. You disagree? All good, enjoy it. I hope it changes.