You're really going to equate running and traits to what MK 11 does?Not to mention games like Injustice, Injustice 2 and MKX with traits, stamina, etc.
What?Just bc you have the meter when you start doesn't mean there isn't risk when using it. Damn near everything that is worth using has risk. There isn't an issue of risk vs reward in MK11.
Wreckless players get their shit kicked in if they don't actually think about their decisions when using meter.
Fatal blow coming back and meter regeneration are 2 different things. Personally I believe FB should be 1 and done once used. But when it comes to meter you completely ignore the consequence of using it and it being read. In a real time situation it matters whether you have it or not. And you have to make sure you use it at the right time
If you read the next sentence after that you would realize I don't want the FB to come back or have a cool down once used. They are too powerful and a missed/blocked fatal blow should never come back.What?
It's basically telling the player "you failed at doing your job, but try again". Promoting artificial comebacks. Coddling. Rubber-band mechanics. The equivalent of the Blue Shell item in Mario Kart. It doesn't even have a real distinguishable start-up activation (most-likely on purpose).
Unlike supers, you don't have to build it up. It comes automatically as soon as you reach a certain health threshold.
They were two examples of mechanics that use cooldowns. I don't think it's that complicated.You're really going to equate running and traits to what MK 11 does?
You have to build general meter manually in MKX/InJ. How often do you see a trait on average in a match compared to meter burn in MK 11? How often can you break or amplify in X/Inj compared to 11? Can you sit back block/crouch with no meter and rely on a Clash?
After using meter, 11 basically goes into Halo-mode. Nothing else is required of the player to use higher power/tech options. Your "power" heals on its own.
Participation award/benefits...
Running is like a held forward dash in Guilty Gear or fly/unfly mode in Marvel, BUT requires meter. Without additional offensive/defensive applications, they don't do anything on their own. Traits are like once a match.
Those mechanics don't allow for ultra passive (do nothing) play and the way they're designed they can never be. They're not something to rely on because of how infrequent they are. They have one function while meter in 11 is multi-purpose.
Like Tom said in the video, regenerating meter homogenizes character archetypes and creates function/goal imbalance.
Here's an example of how when meter is earned, archetypes and skilled desicion-making open up.
You’ve never actually watched and Injustice match have you? Look up any pro competition or War of the Gods or any ranked video from any YouTuber you can find that traits recharge very quickly, and are pretty much the main mode of offense for some characters. While they obviously might not recharge as fast as you might a bar of meter, but that’s because the frame data was vastly different. So many characters had very good staggers (better than those in MK11), lots of plus frames to enforce (even armoured plus frames) that allowed them to build a lot of bar in a relatively short amount of time, all the while their trait was recharging to help them do more offense.Traits are like once a match.
MK11 already added several new mechanics to cut down on zoning: shorter stages, stronger counter-zoning options, a cap of two bars for amplifying attacks, and passive regen eliminates any meter-building advantage for spamming projectiles. I think those have all been good adds, and I hope they make it into the next game (hopefully Injustice 3!).@Obly I agree meter was awful in Injustice 2. Imo meter building would work best as a disincentive for abusing a move or mechanic that’s otherwise hard to balance. Imagine in Injustice 3 there’s passive regen and spamming projectiles could result in your opponent gaining extra meter if they flawless block the projectiles. Meter could reward skilled defense and discourage predictable offense
My bet is the next Injustice will iterate on mechanics from the Injustice games, pretending like MK11 never existed. If NRS does choose to forgo meter building for passive regen then that might suffice for the meter system, but then again maybe not. Long stages are prob returning along w traditional 4 bars of meter and a roster full of power zoners (nearly every DC hero or villain has a trademark projectile eg Superman’s eye-lasers, Batman’s batarangs; it’s no wonder zoners are the dominant archetype in these games). Passive regen would favor the stronger zoner still since they could keep the opponent outside of their effective range while regenerating meter, rinse, repeat. With really strong zoning tools, it’d effectively transpose into the same dynamic we had with projectile-spam meter building.MK11 already added several new mechanics to cut down on zoning: shorter stages, stronger counter-zoning options, a cap of two bars for amplifying attacks, and passive regen ...
Especially characters like Atrocitus. He almost lived and died by his trait.Look up any pro competition or War of the Gods or any ranked video from any YouTuber you can find that traits recharge very quickly, and are pretty much the main mode of offense for some characters.
I'd say more often in MKX/Injustice to MK11. In MK11 the defensive bars take something like 15-20 seconds to come back, so I think it's basically twice at most per round.How often can you break or amplify in X/Inj compared to 11?
After using meter, 11 basically goes into Halo-mode. Nothing else is required of the player to use higher power/tech options. Your "power" heals on its own.
From what I can see of watching competitive play though, this doesn't equal passive play by the players. Just watching top level players in tournament and online, none of them seem to be adopting what I'd call ultra passive game styles.Those mechanics don't allow for ultra passive (do nothing) play and the way they're designed they can never be.
Meanwhile you have MKX Mileena where you can break 3 times per round while doing 35% meter less combos, or Thunder God Raiden who can build 7 bars of meter in a round for his safe armoured attackI'd say more often in MKX/Injustice to MK11. In MK11 the defensive bars take something like 15-20 seconds to come back, so I think it's basically twice at most per round.
Oh oh Reo burner account.Meanwhile you have MKX Mileena where you can break 3 times per round while doing 35% meter less combos, or Thunder God Raiden who can build 7 bars of meter in a round for his safe armoured attack