fr stack
Noob's saibot or noob saibot's?
sig it naoo!People should stop using shitty Deathstrokes beating shitty players as an argument.
sig it naoo!People should stop using shitty Deathstrokes beating shitty players as an argument.
glad to have u back man <3
Cry more.
Except they might not be shitty Deathstrokes if they are using whats working.[/quote][quote="RYX]People should stop using shitty Deathstrokes beating shitty players as an argument.
I am just looking at this issue from two points of view mainly the DS problem, rather than being a fanboy and siding with an anti-nerf attitude or a pro nerf attitude. Its very likely that DS does not need a nerfing, but it is likely that he does. Lets look at my main Harely, I tried some ideas last night on trainng to attempt to get around DS spam and unfortunately there wasn't much she could do. Walking inch by inch and duck blocking is too risky and inconsistant to use, trying a TS to drop her hit box is too slow and her air gunshots just are not good enough to open a window if they hit there mark. Her options at a distance just become way too limited, but then we say a character like KF, who can use an iceberg and punish a zoning attempt with ease and then cover a large amount space with her slide attack, but not everyone has tools like that to use.I would love to see this handled by Reo and Tom in their next episode. course that is some very valid points.
And that is the problems i have with the zoning aswell. (ofc. Deathstroke in particular)
Thats what assessment I am begining to follow honestly, wasn't zoning an issue in online MK9 back in when it came out, because lagw will certainly hinder a player, even a pro-player will have issues with it.It's mostly online warrior logic. "If I can't beat it online must be something wrong with the game" instead of actually training offline.
It's just an online "issue" as said already. It's because of lag and other things that zoning is abused, it doesn't mean in the game zoning is king. Don't get me wrong, zoning is good in the game but to act as if it beats everything is rather silly and shows lack of game knowledge.
Yea, i dont care much about the anti/pro nerf, the game is new so take a chill pill and learn the characters first.I am just looking at this issue from two points of view mainly the DS problem, rather than being a fanboy and siding with an anti-nerf attitude or a pro nerf attitude. Its very likely that DS does not need a nerfing, but it is likely that he does. Lets look at my main Harely, I tried some ideas last night on trainng to attempt to get around DS spam and unfortunately there wasn't much she could do. Walking inch by inch and duck blocking is too risky and inconsistant to use, trying a TS to drop her hit box is too slow and her air gunshots just are not good enough to open a window if they hit there mark. Her options at a distance just become way too limited, but then we say a character like KF, who can use an iceberg and punish a zoning attempt with ease and then cover a large amount space with her slide attack, but not everyone has tools like that to use.
There are minor bugs that need patching the game and some balance needs to be restored here and there, one notable bug (at least I assess its a bug) is Harley's got this strange habit of automatically roling backwards after performing a TS attack, which seems like a conflict in the coding occuring.
Anyway, what I am trying to get at is that more investigation needs be done about the DS issue and thus far it has been either poeple want him nerfed or people want nothing done.
Yep, I got so much hatemail for maining Sindel in MK9 online. People get all mad over her fb pressure, I admit if I had someone pinned down I'm not going to stop. Why? Well because it's working and people aren't doing a damn thing about it. Even if I didn't zone much with her ppl would still cry about it.Thats what assessment I am begining to follow honestly, wasn't zoning an issue in online MK9 back in when it came out, because lagw will certainly hinder a player, even a pro-player will have issues with it.
Same reason I would spam a D4 with Mileena, hey if your too chicken shit to stop me then why do I need to stop, plus her D4 was her easy way out of a bad situation and then bam hit em with an U4 into the evil ass combo. Same goes with her sais I get a lot of flak for using her.Yep, I got so much hatemail for maining Sindel in MK9 online. People get all mad over her fb pressure, I admit if I had someone pinned down I'm not going to stop. Why? Well because it's working and people aren't doing a damn thing about it. Even if I didn't zone much with her ppl would still cry about it.
I didn't advocate nerfing so please don't get all whiny just because of your fear that your precious DS might require something more than spamming a few moves.afaik, every single character can dash after blocking any of the game's projectiles (cyborg excepted - fix to block infinite incoming I'm sure). So how about you stop crying.
Nerfing zoning will make give all the zoners an uphill battle in 6 month's time when people really have their mobility options down.
Right on the money, like all things in life, there's risk/reward. So far it seems the risk of closing in isn't worth the reward especially considering the damage to be taking trying to get in, and near perfect predictions required to close the gap and punish.After carefully watching almost every character, but mostly the main zoners in this game, I have the following to say:
Personal assessment/opinion subject to flaws yadda yadda. Tis what I think, yo.
1. Zoning has several, conflicting properties regarding game balance.
1.a. A knockback shot should be unsafe on block and very punishable on whiff.
1.b. A shot safe on block and whiff should deal abismal damage.
1.c. Ground-up shots should be unsafe on block and whiff, especially if they are launchers.
1.d. Overhead shots should be unsafe on block and whiff.
2. Zoning is very powerful in this game, but that is not a bad thing.
2.a. The bad thing is how other mechanics seem to merely equal it and only do so within range.
- This means that you take more risk going in to punish zoning than it takes to zone right back.
- And the reward thereof is barely worth taking said risk.
2.b. Thus rushdown and melee characters need more work and are harder to manage.
The game balance needs to reward the character getting in by being able to deal massive damage, because a single shot will force them to come right back in.
hecterrific
Who says I'm not a lab monster doing the same. This'll be my 5th EVO (6th major), and I'm known for extensive write ups on labs in other communities.You complain that the vets are one-eyed but I say you are just as bad.
At least vets have spent time in training mode to see if there is in fact a legitimate way to beat certain tactics. SC4 Hilde was broken and people still knew it 2-3 years after the game was released. Vets (pros) were saying she was broken for a long time. I don't see that happening with DS, in fact anyone who has looked into it in any depth immediately realises he's fine.
The interesting thing about IGAU's gameplay is that being at fullscreen is not safe against zoners. That doesn't make the game any less skillful or focused, in fact I would argue the opposite.
You don't have to balance it to create that much shift in character style. Lets make up a scenario, a character takes 7 dodges from another character to be able to move into a punishable range and that zoner only needs to hit once to reset the distance. The goal would be to reduce the amount of dodges needed, say maybe 3-4. The zoners maintains advantage but can't win the match with a overly skewed pushback vortex.but people who want to zone and have actual good zoning chars which other games leave out. Have that in spades here. If you could get in for free you are pretty much making rush down to strong and who cares about zoners. I mean look I agree that its hard to get in. But everyone has tools for it, and this is how they designed it specifically so zoning is strong and not shit.
I'm not sure there there is much debate at this point, rushdown characters (save for aquaman) aren't likely to get within a punishable range without taking a quite a number hits to do so, and one small mistake, hell even a block escape undos all your progress. I admit the game is new, and probably more testing and exploring to be done, but from just looking at so called "How to deal with [insert character] zoning" against training dummies just further proves the point that melee is significantly taxing.Don't assume worst case innerf/buffs. No one said non zoners should be able to get in for free, just right now it's debatably too taxing.
Like I was saying earlier it is likely been an online issue that possibly is invovling lag, we all know that offline plays so differently than online and one can get away with a hell of lotta craziness onlineLet me ask something.
If Deathstroke's zoning can be avoided with universal dash block mechanics, how is it OP?
If he can be OUTZONED, then what makes HIS so cheap and in need of nerfs?
Answers will be appreciated.
The zoning issue isn´t a Deathstroke only discussion, Deathstroke itself isn´t realy a problem. I have not yet fought any good DS player. The problem/issue is, zoning and the stage interactables. Pick up a char like Green Arrow, Harley or Flash and fight against DS on the Aquaman stage, Deathstroke is cornered. Much fun. Again, I don´t say it is broken or overpowered but the risk / reward ratio is much to your disadvantage. That the Stage interactables are unblockable is the worst thing ever i´ve seen in a fighting game. Have you seen the Final at civil war? Where is the promised layer of depth? Tom Brady and REO, both couldn´t armor react on that pig (nerf the speed, like Reptiles EX Slow Ball). The game favors zoning with 20% unblockables which pushs you full screen back again. The zoning is braindead, the tracking on these grounded projectiles leaves you always in blockstun, you don´t have to make a read and with some luck (adapting the dash timing) you get a full combo. Online you can find a lot of DS and heavy zoners for reasons. Against zoners punishment is essential, but with this stupid netcode which sometimes only recognizes the half of your inputs it is a disaster. If the netcode would be like SF4 or SFxT, the Deathstroke issue wouldn´t exist.Let me ask something.
If Deathstroke's zoning can be avoided with universal dash block mechanics, how is it OP?
If he can be OUTZONED, then what makes HIS so cheap and in need of nerfs?
Answers will be appreciated.
I was playing online the other day with people who actually knew how to get past zoning.Like I was saying earlier it is likely been an online issue that possibly is invovling lag, we all know that offline plays so differently than online and one can get away with a hell of lotta craziness online
I was exagerating, anyway like I said I ws just looking at the issue from a different perspective thats all. I rarely play online, I prefer being face to face with my opponent, so I haven't had the actual luxary of facing DS online anyway. I simply was taking data collected from all those the site and then even replicating the situation several times in practie mode and that is where I have drawn the conclusion that this issue can go either way. Regardless of which way it goes someone is gonna be unhappy about the end result. I agree BTW win however you can within the rules of the game, people hated my Mileena because of the D4.I was playing online the other day with people who actually knew how to get past zoning.
They were still able to get in.....he isn't even an online issue.
And Spore as to your comments about a 10 year old kid using machine guns at a bad player being a bad DS? He could be but he could just be using what works. It could go either way.
If one move is killing the opponent because he is an idiot, new player, controller broken in half, etc. I'm gonna keep using what works, doesn't make me a bad Deathstroke.
In before some idiot says it does.
SO what your saying in sorth is that if the current easy tactic of zoning is nerfed this early on, then the ones who later have perfected the more difficult tactics and strategies will then dominate and the zoners and other easier tactics would become harder to survive in using. Makes sense, because then a Noob would stand no chance at all.For some reason, people have this idea that the effectiveness of a tactic or move, be directly proportionate to the work and effort it requires to execute said tactic or move. This is foolish logic and should be the last thing on your mind. So what if something takes less skill or work than another option. This only matters at the lowest level of play. At low levels the easiest option will win, since the other more harder to execute abilities have either not yet been mastered or even discovered.
At the highest level, where the game should be balanced around, when both players have their tools and executions down pat, the ease of an tactic is secondary to the effectiveness and risk/reward. And as long as the effectiveness and risk/reward for both tactics are relatively the same on screen, it doesn't matter what is going on with the controllers.
At the moment, the risk/reward for the easier tactics only seem disproportionate due to the difficulty of executing the harder options. This is why people want to wait for the game to develop and have people master the harder options and then see if there is an inherit unbalance among the varied playstyles. In the game's early life cycle, no one can accurately predict how the metagame will turn out.
If you nerf based on low levels of play, as the game does mature, once those harder to employ tactics are finally mastered, and can finally hang with the easier options, what would have been a balanced affair is thrown out of whack thanks to knee-jerk reactions that took away the easier tactics ability to fight back.
I understand that it may be discouraging to know you are working twice as hard and losing while your opponent is barely breaking a sweat and doesn't even know why he is winning. But the less you focus on what your opponent's hands and fingers are doing and more with what you are doing on the controller and on the screen, the faster you can leave behind this mentality and truly get better to where mindless application of an easy to do tactic will no longer be a threat.