If it really only affects casual gamers why do you even give a shit? It isn't gonna affect anyone who's past the most basic execution barrier of FGs either way so who caresIf they were not difficult to do, why did NRS change the inputs "based on feedback" on social media? I know the reason. Casual gamers.
And again for the 100th time, nobody is arguing the difficult inputs would have turned Mortal Kombat 11 into the next Virtua Fighter, but the idea was a step into the right direction in terms of the game being more difficult to play, even if this difficulty involved mere memorization. Besides, Tekken 7 has a plethora of memorization, yet the game is universally acclaimed as one of the best fighting games in recent times.
1) How just pressing a different button, no skill or timing required, just memorizing more stuff, makes anyone a scrub? Those inputs added zero depth to input complexity, they were different because potato. The argument here isn't that they were hard, it's that they weren't necessary as the skill level was the exact same.I presume people will argue about the inputs of amplified moves in this thread, and I purposely created a publicly visible poll to identify the scrubs.
However, someone in this community must speak up about the apparent lack of Rain in this game. Look at the results of this poll on Event Hubs. Just yesterday I saw ignorant comments on various status updates about Rain having no fans. Apologize. Every single one of you.
This."Execution Barrier" is a slang word for "Fake Difficulty".
Fighting games take skill to play well even if your fireball doesn't break your hand.
I already hate justframe blocking in soul calibur tbh.This.
I love that MK11 is focusing more on universal fundamentals rather than pressing more stuff than needed per command which is fake difficulty.
And btw, no one is talking about MK11 introducing a hype mechanic that NEEDS SKILL AND TIMING and will create awesome moments for sure:
Flawless block.
This mechanic by itself is going to generate a lot of cool moments only achievable by pure skill. This is how you make skill useful in a fighting games, not by changing inputs of a command.
The good thing here is that flawless block costs resources that you can just expend on other stuff if you don't think you can rely on them, so there are different things you can do with the resources, but for the competitive scene it's great. If a grand finals ends with a pressure string on pixel health being flawless blocked for a comeback it would be magical.I already hate justframe blocking in soul calibur tbh.
Nrs specifically said on the kast they changed it because of people complainingI get that you guys are arguing about setting a precedent but I think this is a bad example. I don't think the old amplify inputs add any real depth to the game it's just 10 extra minutes learning inputs in training mode. also I have enough faith in nrs to think that they didn't just make this change because people were whining. I'm sure that if they really thought the old system was the best way to go they would have just stick with it. I'm sure that both the qa and design team agreed that this was a better direction to go in.
I realize this site is focused on competitive-level play, but this would be the most bonkers possible approach to game design.the idea was a step into the right direction in terms of the game being more difficult to play
Slippery slope arguments are still invalid. The changes aren't significant enough for this to be in the ballpark of truth. For the record, I'm in favor of it being an optional system.Tom Brady said it best. If learning special move inputs is too hard now what will be too hard next? They already changed command grab inputs for being too hard, now the new mb specials are being reverted because learning inputs in general is too hard.
My guess is flawless blocking will be the next mechanic deemed too hard and everyone will complain that the window is too small and it should be bigger so any online joe can pretend like theyre Daigo without putting in the work. I mean execution doesnt matter right so as long as you know that you have to flawless block a move to punish thats all that matters, you shouldnt actually be expected to do the flawless block input yourself.
Try actually showing up to a tournament and complaining to a TO that that last game you lost due to an execution error shouldnt actually count as a loss because you had the read but not the execution lmao
No. it's not because people deem something too hard that it's actually a tool that will help people learn and get better at a game. Some things are just complete shit. Like how DBF is cancer, they could have used quarter circles instead which are 100x better.Tom Brady said it best. If learning special move inputs is too hard now what will be too hard next? They already changed command grab inputs for being too hard, now the new mb specials are being reverted because learning inputs in general is too hard.
My guess is flawless blocking will be the next mechanic deemed too hard and everyone will complain that the window is too small and it should be bigger so any online joe can pretend like theyre Daigo without putting in the work. I mean execution doesnt matter right so as long as you know that you have to flawless block a move to punish thats all that matters, you shouldnt actually be expected to do the flawless block input yourself.
Try actually showing up to a tournament and complaining to a TO that that last game you lost due to an execution error shouldnt actually count as a loss because you had the read but not the execution lmao
There was a reason to change, accidental MB, EX moves and such, which is why i still don't trust this new one button amplify thing even if they say that its safe now, there is a reason why isn't on the block button anymore.I don't think that the game being more difficult = it's taking a step in the right direction. Isn't the entire point of NRS games is the fact that they are simple to play? Like don't get me wrong, I don't want to see them become too simple -- just that they stay the same. That's part of the reason why I wanted the universal Amplify input to be a thing, because that's how it was done in past games and there wasn't really a reason to change it.
As for unique Amplify inputs being a step in the right direction specifically, I disagree with that also. If NRS were to make their games deeper and more difficult I would want them to achieve that by giving characters more moves and things like that, not by adding unnecessary inputs.
What's shit and useless are these arguments. "X is cancer" is not a point that anyone will spend any time to considerNo. it's not because people deem something too hard that it's actually a tool that will help people learn and get better at a game. Some things are just complete shit. Like how DBF is cancer, they could have used quarter circles instead which are 100x better.
Universal inputs to enhance are fine, IF they would have made the extra inputs, for example, tapping the same face button as the special another time, then sure whatever, but different directional inputs for every move? That is useless.
As a stick player your argument makes perfect sense. I play controller so it is far less of an issue.There was a reason to change, accidental MB, EX moves and such, which is why i still don't trust this new one button amplify thing even if they say that its safe now, there is a reason why isn't on the block button anymore.
One of the things that makes me like less its due how i have to change my button layout on stick, and it will feel a bit odd to readjust to, so the extra inputs options allows stick players to keep their layout and not accidentally trigger interactables per say.