SoundsLikePAUSE
Neptune's Beard!!!
Nice. Both Bats & Supe's showed off at least one new move in that video.
New footage
Atrocitus' super @ 0:40
Batman v superman @ 1: 53
Nice. Both Bats & Supe's showed off at least one new move in that video.
New footage
Atrocitus' super @ 0:40
Batman v superman @ 1: 53
How would they listen to the community if the game was redone from scratch though? Games like SF4 were muchhh more balanced in the final version than the vanilla version. Because they weren't revamping, they were playing over a long period of time and then adjusting with each new game for better balance. I'll give you a better example. MK9 to MKX. Regardless of the opinion on either game.Come on now we know that the lack of balance is because of some terrible patch changes. They could make a balanced but new game if they actually listened a bit more to some of the community. Let's not just blame it on them changing it up because other games that don't change seem to have better balance. With mechanical changes between games things are going to be mesed up anyway and there will be patches to address stuff. The difference between patching the right things and stuff getting yolo patched without a reason plays a huge part in people's opinions of the balance of this game. For everything they change right 2 more things get changed wrongly and/or for no reason.
New footage
Atrocitus' super @ 0:40
Batman v superman @ 1: 53
First look:
New footage
Atrocitus' super @ 0:40
Batman v superman @ 1: 53
Or hold down to block both directions at once like the first game (assuming no overhead)Supergirl's whirlwind + teleport marks the introduction of the Forward-Away Hard-to-Blockable.
I should make an INJ2 version.ggguuuyyyssss, if the normals remain the same for every returning character then that means..
If they are sticking to legacy of this game then you can block that real easy by just holding down.Supergirl's whirlwind + teleport marks the introduction of the Forward-Away Hard-to-Blockable.
I believe that's a bill. Of course you don't have to listen to the entire community but each character community has their universally agreed changes that seem reasonable. Look what happened to Kano, if they'd listened to the Kano community and increased Cybernetic's damage while leaving Cutthroat along (who should never have been touched in the first place) then he'd be a much more balanced character but instead Cutthroat is a top 5 contender and Cybernetic is barely touched any more. They don't even give reasoning for their changes, at least some explanation like what IG does with KI would help a lot.If they listened to the community, the game would be even worse. No one who is competitive is in it for the "balance," they just want their character taken care of and are unaware of the powder keg that every balance change is.
Also, I think a legacy title is a great idea to build from the foundation of a game that was mechanically sound but might have had some balance issues on the surface. Every mechanic appears to have returned (jury's out on pushblock) and even added some new ones to keep it fresh.
I do wonder, though, if people understand the cost of diversity. There will be horrendous MUs. Hawkgirl was amazingly cool, but she was always going to have hard counters, and that's the way it will be with diverse designs. That's not really a problem, as many players of many different games have accepted that over the years and played on, but I hope this community knows what it wants and is willing to accept the costs.
Yo!!! A LOT of new stuff in there!
New footage
Atrocitus' super @ 0:40
Batman v superman @ 1: 53
How would they listen if the game was redone from scratch? Those are two uncorrelated things. People learn more about the game and discuss it then come to decisions on how those tools are and people can listen to those opinions, that's how.How would they listen to the community if the game was redone from scratch though? Games like SF4 were muchhh more balanced in the final version than the vanilla version. Because they weren't revamping, they were playing over a long period of time and then adjusting with each new game for better balance. I'll give you a better example. MK9 to MKX. Regardless of the opinion on either game.
-In MKX, it was released with things like RaidenLolMidStarter, KungJinWinsLol, FtierKitana, etc etc. Highly broken stuff either too strong or too weak. Throughout patches they try to fix and adjust soooo many characters, compensating for sooo many variations, which is very likely an impossible balance job to where we're left with a "kinda balanced to a certain extent but not really" game Game was redone from the ground up while also adding 3 variations.
-Now on the flip side of the coin, imagine if MKX was a semi updated MK9. There would have been no RaidenLolMid in the first place, because they would have taken the MK9 version, adjusted him better to the current game, and then moved on to the next with no variations over complicating things. Or Balanced Kenshi, who has changes that would've worked in MK9 but makes him crap in MKX because the game/chars are so different from what was MK9. All the time not spent on redoing every single character could've went to guys like Kung Jin, who then don't come out as insane on release, Takeda, who doesn't come out getting hit with infinites, Etc. Then all the time not spent patching that stuff after release could be spent on patching the rest of the stuff. 2-3 games later balance is near perfect.
Back to Tekken. Known for its godlike balance. But in the entire series, the most imbalanced Tekken game was Tekken 4, the game where they decided to "revamp" it and do it completely different. When they went back to the legacy formula it regained its balance.
As you already know, I've been superrrr outspoken on NRS balance decisions in the past. Some they get right, some they get wrong, some make no sense. But using the last game as a template will help them balance it better than ever. The easiest way to look at it is "if NRS has to balance a game for a year, is it easier to do it with an existing model adjusted after years of release, or a brand new from scratch model?"
Or hold down to block both directions at once like the first game (assuming no overhead)
Oh yeah, I'll just write that off to a derp moment and me not playing injustice 1 haha.If they are sticking to legacy of this game then you can block that real easy by just holding down.
That's why the left/right mixups in Inj 1 were always overheads.
At around 2:11 batman uses his injustice 1 trait and calls in some bats
New footage
Atrocitus' super @ 0:40
Full Aquaman super @ 0:58
Announcer voice 1: 47
Batman v superman @ 1: 53
I actually noticed a bunch of the combo string animations (almost in their entirety..) look carried over to I2..maybe this is all place holder possibly?A bunch of animations look reused from MKX and Injustice.
Wonder how early this is for them.
Almost died laughing see how far B-Man flew after being hit by that van
New footage
Atrocitus' super @ 0:40
Full Aquaman super @ 0:58
Batman 1:34
Announcer voice 1: 47
Batman v superman @ 1: 53
Not yet lol. I1 you can hold down and it would block all low attacks. Where in sf you have to hold dow backSupergirl's whirlwind + teleport marks the introduction of the Forward-Away Hard-to-Blockable.
Was probably a SubaruAlmost died laughing see how far B-Man flew after being hit by that van