Matador Fiend
Kombatant
This game has reasonable zoning. Its called hqt predator, kitana and shinnok to a lesser extent. If you go much more than pred and kit you are getting into mk9 freddy and kenshi crap. No thanks
Its not the same thing, in MK9 these character were extremely powerful because some of their tools were poorly designed which was the reason of major complaint of the game, it wasn't system questionable design choices in general gameplay issues.Yeah, I just don't see it. So many characters in that game were over-matched. At least the vast majority of MKX characters (I would argue almost all of them) have a viable variation. And writing "although there was Kabal, Cyrax, and Kenshi . . . " is like writing "although I have terminal brain cancer . . . "
If I take my vintage-glasses off, I'd still see MK9 as a better balanced game (outside of the LOLKabals and LOLCyraxs.) This game is still fair in comparison to I don't know... Marvel vs Capcom 2 where if you didn't pick Cable/Storm/Sentinel or Cable/Storm/Psylocke or god forbid as the 3rd character, you were toast.I have no problem with anyone feeling that MK9 is more fun than MKX, or even just a better game. That is an opinion and we all have them. But, I'm just tired of reading revisionist history about how flawless MK9's game mechanics are. I'm just not sure how anyone could objectively state that MK9 is a better-balanced or more competitively viable game than MKX, regardless of how anyone might actually feel about which game is more fun/entertaining.
Jason doesn't depend on his grabs though, ticks maybe. In relentless you're not trying to grab unless you want a red screen or trying to salvage up from lost time. Unstoppable is all about the safe activation of your power ups, if I'm not mistaken. Please correct me if I'm wrong in any of this.I would argue that Relentless and Unstoppable Jason definitely depend on their grabs, but I guess it's really semantics in that in comes down to how you are using the word "depends."
i hear ya man.. wot did you think of injustices backdashing system, did you think it was overly defensive or good ? i thought it was great , i mean reading a backdash is like reading any other option from your opponent imoI realize that, but the invincibility frames are why backdash costs stamina while forward dash does not. Screen positioning has nothing to do with the resource cost
I don't think that backdashing should cost stamina personally. Since many characters can blow up a backdash if they read it anyway I don't think it would be defensively "over powered" to have backdash not have a resource cost. Especially since the offense in mkx is so insanely strong.i hear ya man.. wot did you think of injustices backdashing system, did you think it was overly defensive or good ? i thought it was great , i mean reading a backdash is like reading any other option from your opponent imo
Jason doesn't depend on his grabs though, ticks maybe. In relentless you're not trying to grab unless you want a red screen or trying to salvage up from lost time. Unstoppable is all about the safe activation of your power ups, if I'm not mistaken. Please correct me if I'm wrong in any of this.
This but maybe bring back the dual story mode from that awful MK vs DC game for the heroes and the villains and then a third portion that ties both stories together.Make 2 variations and have a bigger roster. Longer story mode, where you can also play the bad dudes. And they can leave MKX mechanics.
People say this with rose-colored glasses, but it wasn't true. There were come core issues with MK9 that went across nearly the entire game.Its not the same thing, in MK9 these character were extremely powerful because some of their tools were poorly designed which was the reason of major complaint of the game, it wasn't system questionable design choices in general gameplay issues.
The poke thing is relative, MKX has way more ways to escape offence yet it doesn't work, the poke was a tool just to reverse pressure, and if many people got punished for having their pokes blocked its either because they mashed, aside from Kabal, Skarlet and Johnny cage no one had a mid fast to punish D1 when blocked. There is nothing against MKX d1 being -6, -7 what ever, the gripe is that it low profiles, which in consequence allows people to mash when they poke was already blocked, there isn't really a true turn, the moment you block one you're already guessin.People say this with rose-colored glasses, but it wasn't true. There were come core issues with MKX that went across nearly the entire game.
-Extremely inconsistent design on pokes, people being punished for pokes that they needed to escape offense
-Spikes of random advantage on block creating inescapable offense
-Randomly losing a bar when EX/armored moves didn't probably come out
-Overzealous chip damage
-Input Bug
-P1 Advantage
-Poor networking code
-etc.
While the game did do some things correctly, I think it's disingenuous to say that there weren't problems that were universal to the game's design and the engine's implementation. It was still lots of fun to play -- but as a 'first love' a lot of people have problems admitting that the game wasn't as rock solid as it's said to be.
Each game so far has had its own universal strengths and weaknesses, and MK9 is no different. You can also bet that if MKX had been the first game to galvanize this community, people would look at it differently than they do now.
I completely agree with number 9, just like I imagine anyone who doesn't like guessing to take priority over skill, by just doing number 9, 80% of MKX issues resolved.My opinion - build from MK X, but with the following changes:
1. Only 2 variations.
2. Everyone gets a viable backdash with similar invincibility frames (if any).
3. Backdashes don't cost stamina.
4. No fucking 3/4th or full screen normals.
5. If it's attached to the character's body, it has a hurtbox.
6. Remove cancels completely. No cancels, at all. You commit, delay or you don't. None of this cancel hogwash.
7. No whiff cancelling. No whiffing an air normal then cancelling into a divekick or teleport.
8. Universal gravity scaling.
9. Less 50-50s. No strings that go OH->Low and shit. Tone down the mix-ups. Just less guessing will be nice.
10. Give anti air normals more priority than air normals. No air normal should bit on the way up.
11. Tone down the freaking + frames. Nothing should be more than + 6 on block.
12. Remove the hideous blockstun animations. If you're -17, I should be able fo punish you without waiting for some silly staggering animation.
13. Remove all guests. Seriously, fuck guests.
14. Fix all the hitbox issues.
15. Make zoning more viable. Reasonable zoning, not fucking MK9 Kenshi or Zod.
16. Consistency across moves. For example, if a move is armoured and launches, it shouldn't be safe. You only get 2. Choose 2 between armour, safety and launch. There's no reason for any move to have all 3.
17. None of this hard to block nonsense. Seriously, it's pure cheese and nothing else.
18. More emphasis on movement. Actual movement, not run in and jump.
19. Proper grapplers. As it stands, I don't even need to grapple with the grapplers right now. I can get my damage off their strings without even having to use the command throws.
20. Patching with less frequency. If you're going to make a balance patch, can we atleast have 3-6 months gap between them? Let things ride out a bit before buffing or nerfing.
That's all, I think. As much as I like MK X, I'm not blind to it's problems.
Edited to add a few points that I forgot to mention and made it easier to read. Sorry about the brick wall of text earlier.
But, in terms of overall balance, all that matters is the overall result. The bottom line is that this game is considerably more balanced than MK9 is.Its not the same thing, in MK9 these character were extremely powerful because some of their tools were poorly designed which was the reason of major complaint of the game, it wasn't system questionable design choices in general gameplay issues.
in MKX is different, people are either complaining because defense is too weak, or because some characters just have tools they don't really need, can't deny the balance is better, but the game would be even better than MK9 if those general tools just did their job when used rather than use and hope for the best.
In MK9 you weren't guessing all the time as if you're a goalkeeper in a penalty situation.
While the game did do some things correctly, I think it's disingenuous to say that there weren't problems that were universal to the game's design and the engine's implementation. It was still lots of fun to play -- but as a 'first love' a lot of people have problems admitting that the game wasn't as rock solid as it's said to be.
Each game so far has had its own universal strengths and weaknesses, and MK9 is no different. You can also bet that if MKX had been the first game to galvanize this community, people would look at it differently than they do now.
jumping attacks being so strong is my main gripe in mkx
I strongly agree with these points.No fucking 3/4th or full screen normals...
More emphasis on movement. Actual movement, not run in and jump.
Proper grapplers.
Make zoning more viable. Reasonable zoning, not fucking MK9 Kenshi or Zod.
Tone down the freaking + frames. Nothing should be more than + 6 on block.
Ok but what if I don't want to counterpick? Say I prefer playing his variation but yet I am forced to switch bc the MU is to hard? I don't like variations they make no sense to me. Then have to come up with something and they just throw something in. I believe it's to much for them and for what? Two three different moves? Scrap variations plzIt actually depends on who u use with Takeda for example you can deal with MU by switching variations and people do
Removing variations won't remove counterpicking though. It will make it worse, because if you have a bad matchup with your main and need to counterpick, you need to learn a completely new character. Variations allow you to simply learn those 2-3 extra moves and have a much easier time. That's an argument in support of variations, when they're done right.Ok but what if I don't want to counterpick? Say I prefer playing his variation but yet I am forced to switch bc the MU is to hard? I don't like variations they make no sense to me. Then have to come up with something and they just throw something in. I believe it's to much for them and for what? Two three different moves? Scrap variations plz
But wouldn't you switch anyway but instead of switching variations and keeping the familiarity ur character gives you you'll have to go to someone completely different with another set playOk but what if I don't want to counterpick? Say I prefer playing his variation but yet I am forced to switch bc the MU is to hard? I don't like variations they make no sense to me. Then have to come up with something and they just throw something in. I believe it's to much for them and for what? Two three different moves? Scrap variations plz
Yikes; that's almost exactly the opposite of what I'd like to see, except for the challenge tower / single player ideas.Don't want Sonya, Johnny, Kenshi, Kano, Jax or Kitana/Liu/Kano playable. Make the former group not in game at ALL or given story cameos. The latter group should be boss/sub boss/story antagonist. As much as I love Mileena, if they don't revive her with a clone or something let her stay dead... Quan can go for a game too. Please a better story as well. Fire everyone and get the guy who wrote the comic. Rebel Tanya+Mileena+Rain again (Outworld civil war pt2?) Good guy Sindel, Fujin vs Dark Raiden, Hotaru+Seidan army. Just some thoughts. Really want to see Onaga or a good original boss.
Variations are a yes. They just need to fine tune and for Pete sake please give characters more variation specific strings. Just overall make it so that at LEAST 90% of the roster has tournament viable all 3 variations (a guy can dream right?) I really don't wanna see the same characters over and over. Some characters should get improved versions of existing variations, complete overhauls, or a mix of both.
Outworld marketplace, Kuatan Jungle, and The pit are all phenomenal stages. Most others are pretty bad. The temple and Sky Temple are great as well. Maybe new versions of those, but the rest needs to be new GOOD stages and a lot at that too.
Challenge tower should return, along with many fun other single player content. Single fight is a must. Improve the A.I even more, I love fighting against it.
Sky is the limit with NRS when it comes to finishers, they wont disappoint.
I know I probably missed a lot, but this is good (for now).