Sutter Pain
Your mothers main.
So you guys are saying mk11 is gonna be the NRS version of SFV?
That last bullet point is not true, it should actually say:Let's illustrate the height of the hypocrisy here:
-NRS implements Flawless Block with a 3-frame window, clearly aimed at players who like higher execution and timing requirements -- Cool.
-NRS adds a detailed system of single use Krushing Blows, some of which have very specific requirements -- Cool.
-NRS decides to keep Meter Burn the same as before -- "Omg, execution is dead, NRS catering to casuals"
Huh?
I'm wondering how this would have played out if it was the other way round. At the reveal it was normal 1 button meterburn, but after 2 KK's they say "we decided to change things and add more depth(?) to the amplified moves by changing the buttons".-NRS decides to keep Meter Burn the same as before -- "Omg, execution is dead, NRS catering to casuals"
People did try it, all the people at the reveals and it seems some various others. And in the same way that there's a divided opinion here, those that tried it were the same.-NRS trashes new input system before anyone can even try it
That's what I'm wondering. I don't see the issue with more players being comfortable with execution. I'm just thinking about balancing elements like the weird meter, etc.Honestly why arent you guys talking about the meter system? Thats a bigger deal. Cooldowns like some mobile game lul. That’s the type of mechanic that’ll kill a fg
How many times people have cried about stuff, regardless if they are pros or casuals, and NRS haven't done anything? A lot of times. That's because they not only listen, but they know WHEN to listen. I've seen many times right here on TYM alone many complaints and yet NRS, being the smart developers that they are, didn't do anything and have stuck to their guns. For example, NRS purposely didn't patch IJ2 that many times despite all the cries on TYM for balance patches, because they wanted people to play the game and figure stuff out. So now they do change one thing and all of the sudden you think they are gonna change every single thing attached to every cry from anyone who cries at them, regardless if they are a pro or casual? Not gonna happen.I have no doubt on release people will complain about either crushing blow requirements, flawless block timing, or the being too difficult and NRS will make those easier. Maybe people will complain about the different distance special inputs and NRS makes them track again. That is the biggest concern right now, that NRS is already setting the precedent that for this game if you cry about something being too hard NRS will make it easier
And how many characters have they massacred or over buffed simply because they wanted to see other characters being used on stream? Questionable changes are NRS' entire history (cue Geras intro)How many times people have cried about stuff, regardless if they are pros or casuals, and NRS haven't done anything? A lot of times. That's because they not only listen, but they know WHEN to listen. I've seen many times right here on TYM alone many complaints and yet NRS, being the smart developers that they are, didn't do anything and have stuck to their guns. For example, NRS purposely didn't patch IJ2 that many times despite all the cries on TYM for balance patches, because they wanted people to play the game and figure stuff out. So now they do change one thing and all of the sudden you think they are gonna change every single thing attached to every cry from anyone who cries at them, regardless if they are a pro or casual? Not gonna happen.
As I said, again, both options have their pros, so changing that one thing doesn't really matter that much. There are a ton of other mechanics and systems that a lot of people didn't had a chance to try just like this one mechanic.
You and everyone else are taking things out of proportions. And just because it doesn't fit your narrative that doesn't make it any less true.
And how you know that's what they wanted to do? Or that they did it on purpose for that reason alone? Not to mention that NRS games have become more and more balanced over the years. Both MKX and IJ2 are super balanced. Just look at the number of chars you see on stream and in top 8's, if you really wanna go there.And how many characters have they massacred or over buffed simply because they wanted to see other characters being used on stream? Questionable changes are NRS' entire history (cue Geras intro)
^All of this. Only very few times people are talking about the Flawless Block, and nothing can be put in the gameplay of a game for the sake of having it.Ugh... memorizing an extra input for Amplifying isn't "execution", it's just memorizing an extra input.
A GLORIFIED INPUT JUST FOR THE SAKE OF HAVING IT GLORIFIED ISN'T THE RIGHT ROUTE A DEVELOPER SHOULD MAKE.
I agree that there should always be a specific thing in any fighting game that requires skill to do consistently even if its just character-specific though, but it can't be forced.
For many games it's movement options. (Smash Melee, MvC, DBFZ)
For other games it's characters with hard combos. (SF4, BB, GG)
For other games it's the parry system. (SF3, SC5, Smash Ultimate)
All these things provide that Oooo and aaahhh when you perform it and when you spectate it done well. It's an important aspect to have in a fighting game imo.
Flawless Block seems like that thing in MK11 so I'm not too worried.
Time will tell, but I feel like people are really under selling the Flawless Block mechanic in these arguments.
Your strawman comparison is what makes no sense. There is no added execution. Nothing is 10 inputs to mb. It was 1 direction and 1 button at the most and they all corresponded to the type of move they were hitting you with (FP, BP, FK, BK, or throw). It is zero added execution, it was simply making the execution for specials match the execution for strings. Nrs games already have the easiest execution of all so excuse me for laughing when people actually think this is an execution barrier or for thinking that 4 inputs "keep you from actually grinding what counts" as if you are legitimately scared that you would have had to grind the execution on mb specialsKiller instinct had global powerful mechanics such as breaker, counter breaker, and especially shadow counter. It didn't dumb down the game and it actually made it more balanced.
Having the meter global in this game seems like a bold move but nobody tried it out, as a first glance it seems it might actually balance the game more. This we will have to confirm after we play it.
However, being pro-heavy execution,and especially pro unnecesary heavy execution, is pointless.
Unnecessary heavy execution needs to go ,period.
Case and point:
MK11 comes out, and it has the OFFICIAL following menu option:
INPUT DIFFICULTY:
A. Default specials. The specials in the game will have qcf inputs. On numpad it's 236 inputs.
B. HARDCORE SPECIALS. The specials in the game will have "db uf df ub neutral db d f" inputs. On numpad it's 19375146 input.
Selecting any option will not have any effect on the special frame data or damage whatsoever.
Now pray tell, who and which pro player, or casual player, in their right mind, will ever choose B?
This is the exact case with the thing that started it all, the amplify inputs.
It has literally 0 sense. Given the option, nobody sane will ever chose B. It's counter productive. It will keep you from actually grinding what counts, matchups, and matches with people. You will need to spend hours in training just to put out a special at the end of the string.
This is not skill. Grinding muscle memory separates players yes, but not based on skill but on free time to spend on mindless muscle grinding. This is wrong and it's very obvious that it is wrong.
Indeed, through a lot of complaints in this argument and may others before, I can clearly see that people want this game to turn into an alternative version of SF, even if it's just for the sake of pleasing the SF community and others as well, as if that's what gonna make the scene grow, and that's not true at all. Every game needs to have it's own identity, and just because NRS/WB are now focusing the games more and more into E-Sports ever since MK9 that doesn't change that fact. If all you want is just getting the praises of the SF community, go and play SF instead.So once again im trying to understand if this is true then why is KOF not as big as it should be? Could it be that it has nothing to do with "high" execution but its actually the community that refuses to lab games out until the nest one comes? Remember when you idiots said mk9 had no footsies or AA?
What you guys really want is Street fighter just admit it.
The fact that you can only name run cancels in mkx proves it
Stop lmaoNRS can assign one button special moves, combos, fatalities, etc. for casual gamers (i.e., all the people who voted "yes" in the poll). For this reason, I am arguing for a "tournament" or "competitive" mode with traditional or more involved inputs.
Why would I have to grind it? It makes no sense either way. If it's zero added, why is it there?Your strawman comparison is what makes no sense. There is no added execution. Nothing is 10 inputs to mb. It was 1 direction and 1 button at the most and they all corresponded to the type of move they were hitting you with (FP, BP, FK, BK, or throw). It is zero added execution, it was simply making the execution for specials match the execution for strings. Nrs games already have the easiest execution of all so excuse me for laughing when people actually think this is an execution barrier or for thinking that 4 inputs "keep you from actually grinding what counts" as if you are legitimately scared that you would have had to grind the execution on mb specials
You are the one that said mb inputs would require grinding not me.Why would I have to grind it? It makes no sense either way. If it's zero added, why is it there?
Up 3 looks to you like a normal follow up for a special that has back forward inputs? LoL.
I usually enjoy hearing Reo's take on these things. Not so much Tom or Dave's though.I legit could listen to Brady/Reo all fn day. Sincerely hope this podcast has some legs and goes well into the game's life.
FINALLY give this man a prizeIn the same way that people are saying that an extra button press like pressing f1 to amplify a special wouldn't make the game's inputs any harder and that casuals shouldn't complain about it, leaving in that system also wouldn't make the game any more notably execution heavy for competitive hype then. It's a self-defeating argument, because it admits that there is no significant impact either way.
The input thing is not the talking point, rather, it’s more lack of depth. We are all afraid bc 16 keeps saying these characters are easy to play. We do not want another deadshot or aqua man situation. If this input thing is all we have to compete the paper rock scissors/ppl using 5 characters then so be it.
I’ll keep saying it. Execution adds depth to a game. No character should be top tier and super easy to learn. No respected fighting game had top tiers that were deadshot easy and the relative games top players having a roster of 3 to 5 top tiers that cover almost every matchup.
Ya u bring up a good point with the meter. Have not put too much thought on it.Game needs more depth. Better ways to do it then this new amplify feature. Perfect guard and lethal hits are good additions. NRS should keep borrowing from other games. Technically interactables add depth, I stil dont care for that mechanic.
It just seems tacked on, but they couldve let it rock in the beta to experiment. At the very least you could make only some characters have to do an intricate mb special input to raise the barrier. You know, to” balance” mb moves instead of changing meter for everyone.
Honestly why arent you guys talking about the meter system? Thats a bigger deal. Cooldowns like some mobile game lul. That’s the type of mechanic that’ll kill a fg