There's still plenty of adapting going on (and plenty left to do). There are a number of characters who have been left very strong, and for whom minor nerfs don't change the overall gameplan.
The developers are still within their right to fix things that are actually issues, though. There's no 'adapting' to fully invincible free 1-frame teleports that grant advantage on block; just like there was no adapting to f23 in 2013 -- it is what it is.
I applaud NRS for jumping on these things rather than letting them kill the game. But next game, maybe they'll actually catch these things in testing and design rather than having to fix obviously broken stuff afterwards.
See above, to
@d3v 's post.
Me and you and everyone on here know how to "adapt" to the patching cycle, but we all know that it's because of a number of things.
1: NRS has a limited amount of time and funds before they must work on their next game.
2: This results in the rapid-fire patches and quick fixes.
3: This effectively eliminates any chance of letting a game establish a meta before the patches.
4: For example, we talk about pre-patch Supes so much, including your post that I quoted. This means, effectively, we have "adapted" to the game not having a meta we like until the last patch
5: How can a community survive theoretically, without the "legs" or "foundation" being set up? I don't think MKX and MK9 are really all that different in terms of us finding stuff out, but maybe that stuff would prove to of been weaker later on instead of it needing a insta-patch?
6: MKX feels rushed in some spots for sure, Shinnok getting as many buffs as he did was only because he was a really awful character and there were murmurs of talk from the testers at scenes that he was the most unfinished. So much for the game going "Gold". Same goes for Kitana!
7. This still gives NRS a bad name. They're already known as "a company that cannot create good netcode." "Look at these constant patches, clearly DLC characters are still too strong in NRS games, just look at Tanya and Batgirl!" When it could be argued Tanya may not of needed her landing frames to be negative. CEO will always exist and we'll point back to this when IGAU2 or MK11 comes out and frown amongst ourselves.
8. The constant whiffing of mids against crouching, blocking opponents across the board that needed to be fixed. This to me is kinda inexcusable.
9. All of these points prove this is not good for the community or overall health of the game, especially when we know the game will die out by next year as NRS usually stops patches and support by October.
10. It will make some members of this community look for other games, or stop people from other scenes or brand new players from coming in. This is the most important note of all, and something that shouldn't be neglected or tossed aside so easily. We have not made it yet compared to the rest of the FGC's communities, ESL is looked and laughed at even by pro players. Maybe it wouldn't of been if it wasn't for the netcode, because ESL sounds amazing on paper. Yes, MK is popular, but not as a competitive fighting game, when only the initial core audience sticks around with it. I'd still argue NRS needs a new way on how to do the following:
DLC, patches, character balance, engine design.