You all play online way too much
Well when you live in Wyoming... :feelsbad:You all play online way too much
D1 walk back into a button and it works is not footsies, that's offense and running a guess on somebody. This game doesn't have footsies.I agree with the mostly everything crimson said. Fb on block should mean I’m about to eat your lunch. Some of them totally dictate the pace of a match once they are active and people just throw them out willy nilly.
KBs I don’t really care about the Sonya scenario which albeit isn’t that great, isn’t as bad as having KBs u can’t even access or land ever. Also some KBs spend a bar for something that is like 20 damage more than what you coulda got with a bnb while geras is exploding fools.
That cherney post tho... what the heck bro. What game u playin? Geras/Kabal/Jax getting FB every round? why don’t I just start the match with 65% Hp every round. Also wave dashing is good and all but a regular dash still is quite useful. I usually wave dash to bait whiffs or cover ground after knockdown but normal dash to get in on most zoning. Cherney you make it sound like whiffing is nonexistent because everyone can cover the entire screen in a frame which just isnt true. Competitive mk11 has a great deal of whiff punishing/ footsies.
Seems like a cool state to me. I've been wanting to plan a family vacation there for awhile.Well when you live in Wyoming... :feelsbad:
Don't. Do. It.Seems like a cool state to me. I've been wanting to plan a family vacation there for awhile.
I've been thinking about FBs and honestly think it's fine that you can get them back after whiffing. What I would prefer is if they permanently deleted both your meter bars for the rest of the round (akin to how last breath works for defensive meter). Sure you can just throw that shit out there, but good luck if it doesn't kill or it misses cause you basically just fucked yourself for the rest of the round. Toss in your idea of them being 100% punishable across the entire cast (as they very well should fucking be) and you have a REAL comeback mechanic. You're truly betting it all in any situation where you know it isn't going to kill or you're trying to call out the opponent. I'd potentially also say up the recharge to 12s from 10s.So it's been a few months, and I've been greatly enjoying this game. That said, here are the quality-of-life things I'd love to see changed in a future update:
1) Fatal Blows
I think it goes without saying at this point, but being able to whiff something as powerful as a Fatal Blow, or have it blocked, and simply get it again within a few seconds, is at odds with the careful bit-by-bit way that this game's meta is played. Fatal Blows are simply too powerful to regenerate; and if you use them you should lose them, no questions asked. In addition, although some of them are easily punishable, the pushback on some of these should be lessened. You should always have to take a major risk to use a move that in many cases leads to 30+% unbreakable damage.
This has been one of my biggest gripes with the game since release: the HUGE spectrum of KB power and accessibility. I do agree that KBs should be predominantly setup focused, specifically POSITIVE setups. Liu's Bicycle Kick, Jacqui's reverse grapple and clinch, Sub's Slide, etc. are fantastic examples of this. On the opposite end are the "negative" setups where you're expected to play terribly to get a KB (Cetrion's Geyser KB comes to mind). Grab KBs are fine, but I think no one should have them for both directions (Baraka, Liu, NW) because that just means they're all but guaranteed to autopilot their way into at least one of the grab KBs.2) Krushing Blows
The idea of Krushing Blows is something I like, and many of them are fine. But I think they should function as a reward for actually setting them up. Krushing Blows that gift 30% life by accident via spam (like Sonya's second ring KB) are mindless and don't actually reward intelligent gameplay.
If it were up to me I'd replace some of these with ones that require some forethought and planning to set up in a match (which was the initial attraction of the krushing blow system). It might also be worth supplementing them for characters with requirements so impractical that they're seldom used in competitive play at all.
KL needs an entire overhaul at this point and I'm too tired to list all the issues with it.3) Kombat League
Starting from the lowest rank each season defeats the point of a ranked system altogether. It means that the majority of people are in-transit to their presumed rank, rather than being at their real rank.
Although I rank up pretty quickly, I am often fighting/beating Demi-God and God-level players at the start in ranks like Warrior and Champion. If I know that I have to go through them to get to my eventual rank, how frustrating must that be for players who are actually low-ranked and just want to play with players around their skill level?
The beginning and end of each season is a complete ranking soup, and it must be discouraging to lower-ranked players (the majority of the playerbase) who have no idea why the players they're meeting are crushing them with ease.
I get that the designers want to make Kombat League into a sort of grindy progression in order to get skins and unlocks, but I believe that the way it's currently done actually works against the point of having a ranked/tiered league at all. So I think that NRS should find a way to separate the grind from the league tiers, and let people start where they were ranked last season (like pretty much every other ranked competitive system out there).
Jump kicks aren't nearly as bad as people make them out to be save for a few specific outlier characters. Make jump kicks slightly slower on startup (like another 3-4 frames across the entire roster) and fix their hitboxes. Done. They're MEANT to be the air-to-ground aerial attack option, but their speed right now makes jump punches (save for outliers like Kabal and Geras) borderline useless. Make them slow / heavy to match their impact.Possible 4) Jump Kicks
While it makes sense that the jump kick would be a powerful option for air to airs, etc, the fact that they are plus on block seems overtuned. I like the idea of having jump kicks jip crush air-to-airs and maybe still even contest AA's, but be negative on block. Your turn ends when your jk is blocked. That way jump in punches lead to pressure on block -- but you take the risk of being AA'ed more easily for that reward. And if you jik instead and it's blocked, your pressure ends there.
Alternatively-realize that W/L doesn't effectively measure anything about a persons skill and then play on.A quality of life change for the benefit of online play is NRS needs to stop displaying peoples' win/loss records and win percentages in casual sets and game rooms.
People see a person's W/L ratio and decide that they won't fight them in order to preserve their own win/loss ratio! And then other people see the W/L ratio of someone that appears to be new to the game and then decide to try to pick them off to get easy wins. Removing the W/L ratio would eliminate this entirely.
The only area of online play that should display a W/L ratio is Ranked. Kasual sets, KOTH lobbies and rooms should strictly be for learning the game without people feeling penalized for losing matches.
Instead of having a win-loss ratio and win percentage, the opponent's connection type (wired or wi-fi) and signal strength/volatility should be visible to everyone.
Oh I'm well aware of this, but when your W/L is too "low", you get mad challenges from predators trying to pick low-hanging fruit. And when it's too "high", many of the people with the best pings duck your challenge because they assume that they will lose.Alternatively-realize that W/L doesn't effectively measure anything about a persons skill and then play on.
Yeah but people are fuckin' dumb... have you met people?Oh I'm well aware of this, but when your W/L is too "low", you get mad challenges from predators trying to pick low-hanging fruit. And when it's too "high", many of the people with the best pings duck your challenge because they assume that they will lose.
People should be playing the game to learn and have fun, not desperately try to preserve some stupid W/L ratio that really means nothing in the end because of the nature of online gameplay.
Actual footage of footsies being played:D1 walk back into a button and it works is not footsies, that's offense and running a guess on somebody. This game doesn't have footsies.
Even you posted a few times about online experiencesYou all play online way too much
Right and I'm not gonna buff/nerf the game based on those experiencesEven you posted a few times about online experiences
Im fine with removing w/l record in casual but the ppl who decline when they see your winrate would also be the ones who leave after they lose a game when they reliase its not going to go well. I rather have those ppl to decline right away cause i rather fight ppl who play more then one game and dont leave after they lose a game.People see a person's W/L ratio and decide that they won't fight them in order to preserve their own win/loss ratio! And then other people see the W/L ratio of someone that appears to be new to the game and then decide to try to pick them off to get easy wins. Removing the W/L ratio would eliminate this entirely.
I really only wanna see fatal blows changed. you mean to tell me you don't feel in the slightest that fatal blows could use some changing?Right and I'm not gonna buff/nerf the game based on those experiences