cgerrr
Tourney id: Gfc_alekS
Greetings, fellow enthusiasts.
As a long timer I’m obliged to give some critique and suggestions concerning core MK11 mechanics: Crushing Blow and Meter/Stamina system.
I see current implementation of Crushing Blow as a bit gimmicky: it’s unclear, has arbitrary conditions and it’s a one time use; which combined limits it’s usefulness, dumpers creativity, feels bad/wasteful to use and foremost is boring to watch (saw Kabal vs Sub lately – all Sub was doing is fishing for slides doing it over and over again just to do 40%+ one button combo once, while Kabal didn’t do anything with his Crushing blows almost at all: obviously it wasn’t entertaining to watch).
Suggestion on improving Crushing blows:
- CB can be done at any time players want with holding button down if there is resources for it
- additional resource: CB counter - replenish itself with time, has capped maximum (for example 3 uses or character dependent) and allows to use CB
- tweaks for damage and properties of different CBs needed obviously
We’re all love damaging creative combos and setups. Mentioned improvements will allow those, while making use of CBs much more creative and interesting to watch, while feeling good doing so.
____________________________
As for Meter System.
Simply put it’s bland, inconsistent and again – limited. It doesn’t create much tension between your actions and how/when you spend it mainly because you can’t earn meter/stamina now (it simply refills with time). It limits creativity and spectacle because of this as well: you can’t rush an opponent with half a meter hoping to boost it with your string on block then to use said meter in that same string etc.
Suggestion on improving Meter System:
- it doesn’t refill with time
- defensive meters refills only when you receive damage
- offensive meter refills when you do specials or do block damage with normals or command normals; both ways mutually exclusive (specials don’t gain additional meter by hitting block)
- (self-explanatory, but needs to be mentioned: refill rate is consistent and isn’t dependent on how you used meter)
Ability to make something out of your actions, other than position, frame/life advantage are gratifying for players and provides more robust viewer experience, especially when it’s clear cut and easily understandable as represented improvements.
Combined with mentioned improvements for Crushing blows it may add to the viewership and better gameplay overall, which any game can’t have enough.
Thank you for reading and what do you all think about it?
As a long timer I’m obliged to give some critique and suggestions concerning core MK11 mechanics: Crushing Blow and Meter/Stamina system.
I see current implementation of Crushing Blow as a bit gimmicky: it’s unclear, has arbitrary conditions and it’s a one time use; which combined limits it’s usefulness, dumpers creativity, feels bad/wasteful to use and foremost is boring to watch (saw Kabal vs Sub lately – all Sub was doing is fishing for slides doing it over and over again just to do 40%+ one button combo once, while Kabal didn’t do anything with his Crushing blows almost at all: obviously it wasn’t entertaining to watch).
Suggestion on improving Crushing blows:
- CB can be done at any time players want with holding button down if there is resources for it
- additional resource: CB counter - replenish itself with time, has capped maximum (for example 3 uses or character dependent) and allows to use CB
- tweaks for damage and properties of different CBs needed obviously
We’re all love damaging creative combos and setups. Mentioned improvements will allow those, while making use of CBs much more creative and interesting to watch, while feeling good doing so.
____________________________
As for Meter System.
Simply put it’s bland, inconsistent and again – limited. It doesn’t create much tension between your actions and how/when you spend it mainly because you can’t earn meter/stamina now (it simply refills with time). It limits creativity and spectacle because of this as well: you can’t rush an opponent with half a meter hoping to boost it with your string on block then to use said meter in that same string etc.
Suggestion on improving Meter System:
- it doesn’t refill with time
- defensive meters refills only when you receive damage
- offensive meter refills when you do specials or do block damage with normals or command normals; both ways mutually exclusive (specials don’t gain additional meter by hitting block)
- (self-explanatory, but needs to be mentioned: refill rate is consistent and isn’t dependent on how you used meter)
Ability to make something out of your actions, other than position, frame/life advantage are gratifying for players and provides more robust viewer experience, especially when it’s clear cut and easily understandable as represented improvements.
Combined with mentioned improvements for Crushing blows it may add to the viewership and better gameplay overall, which any game can’t have enough.
Thank you for reading and what do you all think about it?