- CB can be done at any time players want with holding button down if there is resources for it
Meter regenerates -- it's not a proactive or reward-based system (...even if more so, when compared to the 'meter for method acting as a punching bag' systems of the past and in most fighting games). As such, an input as facile as holding a button would likely result in CB spam fiestas that, among other shortcomings, would slow gameplay down to an 'X-ray' slideshow.
A system like that would only work
with proper, dedicated command inputs, and appropriate execution barrier/s -- an anathema to the modern-day, causal cosseting focus of the pastime.
- additional resource: CB counter - replenish itself with time, has capped maximum (for example 3 uses or character dependent) and allows to use CB
The system is already capped: "four or five per char.", of which each can only be used once per match.
- tweaks for damage and properties of different CBs needed obviously
I agree... Albeit, probably contrary to what you're actually intimating --
i.e., the CB's should do MINIMUM of 25% HP damage,
un-scaled. A pipe dream -- I know... Given "big damage" = ~30% HP in 2019 v_v
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.
The cancer of "bala*ce" will supersede any arguments relating to 'fun factor'... 'Cause games are no longer just games -- they're primarily consumer fleecing tools.
Simply put it’s bland, inconsistent and again – limited.
Yes and no: it's "bland" because (as far as we know) meters regenerate at universal rates (silly, given some characters should clearly have more / less 'spirit' / 'stamina' than others); and it
is consistent, for the inherent reason hereinbefore stated.
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).
Correction: Meter was not (or barely)
earned before what M11K has brought to the table -- it was
divvied for begin punched in the mush and / or having one's attacks blocked.
NB: "Meter" is meant represent SPIRIT -- vigour for the fight -- but, as a result of the invasive malignancy of "bala*ce", such systems have been rendered skill-plateauing mechanics--primarily--if not explicitly, which are designed to level the playing field / bridge the skill gap (i.e., unless one is Rocky Balboa, they do not get stronger, nor gain access to more potent abilities, the more they LOSE a fight), and not about rewarding skilled, or even proactive play. Sure -- meter gained for one's attacks being blocked is kind of proactive--on the attacker's part. However, in the context of how difficult / luck-centric blocking was in the 50-50 orgiasticity of the MKX environment, and how rush-down-centric the game was -- with the incongruity of combatants exhausting themselves in order to gain access to their most potent weapons, notwithstanding -- meter given to an opponent for [you] blocking their attacks, is almost as dumb as meter for 'blocking' with one's face...!
It limits creativity and spectacle
That's a hackneyed homily, rev. Jim Jones. Anyone whelped before Y2K knows that, nowadays, most of the restrictions placed on specials, EX's, supers, desperation moves
etc., are in place to
bridge the schism between those who like to hone their skills and demonstrate them as such, and those who only want to be titillated and fooled into thinking they can play at a given level of proficiency in a given game... 'Cause we don't wanna hurt a pussy-willow -Generations' feelings, of course (see:
"I have to do WHAT to throw a projectile!?" .meme/sirlin_the_vermin_sermon). As a tangential: Why do people think the 'down-thumb' ("dislike") option was removed from most Internet comments sections?
(Clue: It wasn't for the lack of use of said functionality...)
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)
- As alluded to, the only other option (
that they would go with) would be the old one -- meter gained for role-playing as a wooden board -- a worse one.
- Nope. If anything, it is the LACK OF ROBUST DEFENSIVE OPTIONS that render fighting games so homogeneous, repetitive and exploit-happy.
- Yeah... nah... PROPER METER should function as SPIRIT (exemplar: Art of Fighting series) -- a logical concept wholly incompatible with modern fighting game development philosophies and their marketing. Verdict: It ain't gonna happen.
- On one hand, you want diversity; on the other, homogeneity. You cannot have your enjoyable game and casual cosseting too... And Shao Kahn does not have the same statistical parameters as Meat(!).
tl;dr -- All suggestions are welcome. Few, if any, will come to fruition.