God Confirm
We're all from Earthrealm. If not, cool pic brah.
First off, let me make clear that I am not one of those Injustice 2 haters to those of you who haven't seen my posts on the subject, which is probably most of you as I haven't made a lot of them because I'm VERY HAPPY with the game, I'm a big fan of it as well as it's current state of play/balance, I think NRS have done an excellent job and this is one of the most jam packed games I've played in years, let alone fighters none of which are comparing to the content you get for this game, and the DLC plan seems to have a new stream of it coming so you know it's gonna stay fresh.
However there is one massive complaint I have, not about balance or interface, just terrible, terrible gameplay design - the cutscenes. Not the scenes themselves, they are great, NRS have put a lot of time into making dope super animations, stage transitions, and lots of voice lines for clash interaction. The problem is entirely the implementation of these cutscenes, and how they interact with gameplay. Traits emptying and not recharging during the duration of a cutscene is a massive design oversight, and has a really negative impact on gameplay design, and affects different characters to different extents, often really, really silly ones.
This post was inspired by a match I saw recently of a Bane who got to activate his trait ONCE, and then spent the entire REST OF THE GAME in debuff, thanks to getting hit with a transition kill in the first round, opponent opened with super in the second, clashed his combo when he finally got in, and then he was forced to clash himself near the end of the second round to stay alive. I think this ridiculous. Cutscenes should have their intended impact on gameplay and nothing else.
Another example is Firestorm. The nature of his trait means he gets it once maybe twice per game if he's lucky and using it optimally, and usually in the second round. If I hold my clash till the instant he gets his trait, and uses it as intended - to get in and go ham - then clashing his trait completely removes it, and resets it down to level one. i.e. HE DOESNT GET TO USE HIS TRAIT AT ALL THAT GAME that he had to wait to use. Hell, even if I don't want have clash, I can hold block and spam super in the gaps, trigger a transition with a MB B3, whatever, and still end up giving him zero mileage on one of his core characters tools that game.
I honestly doubt it's even intentional, because it makes such little sense from a design perspective, and literally nobody I've ever spoken to thinks that it should work that way, and it's probably the kind of thing that might be tricky to design and maybe got left to last and didn't make it in before gold. But I just want to put it out there that we do notice, and please fix it. Unless someone has some excellent reason why it should stay other than "that's just the way it is it's not that bad", well it is for Firestorm and Bane players so unless you have a reason why it's GOOD design, in which case, do fill me in. Don't say added skillcap. It's absolutely not skillcap to get punished for losing the coinflip on stage select screen.
Sorry bout the wall of words but I wanted to make this as clear as possible. Also, fuck wifi players
However there is one massive complaint I have, not about balance or interface, just terrible, terrible gameplay design - the cutscenes. Not the scenes themselves, they are great, NRS have put a lot of time into making dope super animations, stage transitions, and lots of voice lines for clash interaction. The problem is entirely the implementation of these cutscenes, and how they interact with gameplay. Traits emptying and not recharging during the duration of a cutscene is a massive design oversight, and has a really negative impact on gameplay design, and affects different characters to different extents, often really, really silly ones.
This post was inspired by a match I saw recently of a Bane who got to activate his trait ONCE, and then spent the entire REST OF THE GAME in debuff, thanks to getting hit with a transition kill in the first round, opponent opened with super in the second, clashed his combo when he finally got in, and then he was forced to clash himself near the end of the second round to stay alive. I think this ridiculous. Cutscenes should have their intended impact on gameplay and nothing else.
Another example is Firestorm. The nature of his trait means he gets it once maybe twice per game if he's lucky and using it optimally, and usually in the second round. If I hold my clash till the instant he gets his trait, and uses it as intended - to get in and go ham - then clashing his trait completely removes it, and resets it down to level one. i.e. HE DOESNT GET TO USE HIS TRAIT AT ALL THAT GAME that he had to wait to use. Hell, even if I don't want have clash, I can hold block and spam super in the gaps, trigger a transition with a MB B3, whatever, and still end up giving him zero mileage on one of his core characters tools that game.
I honestly doubt it's even intentional, because it makes such little sense from a design perspective, and literally nobody I've ever spoken to thinks that it should work that way, and it's probably the kind of thing that might be tricky to design and maybe got left to last and didn't make it in before gold. But I just want to put it out there that we do notice, and please fix it. Unless someone has some excellent reason why it should stay other than "that's just the way it is it's not that bad", well it is for Firestorm and Bane players so unless you have a reason why it's GOOD design, in which case, do fill me in. Don't say added skillcap. It's absolutely not skillcap to get punished for losing the coinflip on stage select screen.
Sorry bout the wall of words but I wanted to make this as clear as possible. Also, fuck wifi players
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