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What is wrong with Injustice 2 (and NRS games)

Belial

Kombatant
I know a lot of people think its too early to judge the game. On the other hand, when its out it might be too late, because I firmly belive NRS games have been featuring some design flaws for a long time, and INGAU beta proves they are here to stay.

1) NRS really needs to pick up on a "rule of three": fast, damaging, safe: pick two. It is a staple in fighting games for a long time. Othewise you end up with Supergirl with 7 frame start-up string, that is +7 on block and confirmable into combo on hit. I understand its much easier to shove stuff like this down our throats saying "its her gameplan" and balance the game around 1-move-characters, but we, as the community have to say "no" at some point.

2) NRS has to re-evaluate Risk/Reward. Lets look at the recent MKX balance patch, that had 50/50 nerfed and everyone seems happy about it. However 50/50 go all the way through FG's and there have been no complains about it. If you think about it a bit you realize its not 50/50 but Risk Reward off them: you got overhead/low mixup that's advantage on block into full-combo restands.
A good mindgame is when you have to set-up you strong options. For example when you have a safe, but weak-damage low-atack and powerful, but unsafe overhead. Or when both low and overhead are unsafe, but you can pay a bar and make ONE of them safe or plus etc. Then its skill: get into his head, annoy him spamming weaker option FORCE him into doing something. NRS safe mixups require no skill to use and thats what everyone hated.

3) NRS have to understand that characters cannot have it all. If you give something, you must take something. Top characters in NRS barely have any weaknesses. Actually lets look at Sorcerer Quan Chi - not even a top tier. He has mixup that can be made plus for a bar, has great damage, Hard Knockdown into setups, one of the best zoning, crazy range of normals and insane corner. His only weakness is lack of proper armor that makes other characters beasts against him in the corner. However he is a beast when he has you in the corner. That is not really balance, since his other tools are so good. Take away either zoning or mixup, allow rune to only be meter-burned on hit unsafe otherwise, so its only safe and powerful in the corner when you have portal out. And you have a character with a lot of weak spots, and one really-really strong. You made Alien terrible, if you cant have it any other way - make all characters terrible. It wont make balance perfect, but when everyone is bad ITS BETTER than when everybody is broken. Terrible character has lots of weaknesses to be exploited, where strong character has barely any.

4) Consider characters having a "role". In INGAU 1 NRS tried to create zoning, it was sort of terrible for a lot of reasons and now they butcher zoning in every game, creating lots of "hybrid" characters. Partially that stems from NRS poor implication of Risk Reward and rule of three.

Basically FG has 4 ways to win (it can be expanded, but as a framework)
- Zoning (everything concerning distance and range control)
- Mixup (everything that forces a guess on the enemy)
- Pressure (any mechanic that forces action, like chip damage, building a bar for atacking block etc, other FG have more of these)
- Defence (punishing unsafes, wiffs, parry, high or low crushes etc)

In regards to game mechanics that factors are supposed to be equally effective. A balanced char has these in some sort of equilibrium. For example char A has all 4 at 5/10, char B has Zoning and mixup at 10, but Pressure and defence at 0. These characters are equal in terms of mechanics. If disbalance occurs, its for either reason:
a) These 4 factors are not in balance (ie someone has all at 10)
b) Game mechanics favor a particular way to win making other 3 less viable thus favoring characters that have that one particular strength

5) NRS have to re-evaluate mechanics that are already in the game and look elsewhere for inspiration. I understand they may believe it makes game unique, but there's a lot of confusion in how they do things. For example some mechanics are aimed to force a reaction from people who block a lot. NRS have that covered by introducing the most ridiculous chip damage ever and on top of that meter is built for atacker. Its fine. But when at the same time you dont provide any means to actually "react" (parry, lowcrush, highcrush, invulnerability etc) you have that very mechanic work against itself. Ironically all defencive options cost meter and meter is only built by atacker. Thus this mechanic totally contradicts itself. And thats just one example.

As always share your thoughts on the matter. If anyone can bring this thread to NRS attention it would be most welcome.

PS: FYI I am a top player for various FG, having most succeded as Soul Calibur player (9 at EVO, top 8 at MLG, top 1 at EBO (european major), that really wants to love NRS games for their support and open approach to community, but I just cant enjoy them right now.
 

Rude

You will serve me in The Netherrealm
You don't know anything about Quan Chi if you think his only weakness is a bad armor attack.

He's very good, definitely top 10 but really?

Sigh.
 

Komatose

The Prettiest
You don't know anything about Quan Chi if you think his only weakness is a bad armor attack.

He's very good, definitely top 10 but really?

Sigh.
This thread is not about Quan Chi. He gave input on a character, very reasonable input. Why not speak on the general ideas and opinions rather than just come in here and focus on how your character's name was brought up? Lol.
 

HateMe!

Noob
The actual problem is that people are still gonna buy Inj2 hoping NRS will get it right this time, but they won't, because THEY DON'T HAVE TO. People still buy their games because 'hey mk was my favorite game when I was a kid, imma buy it', 'oh shit I love DC heroes, and it can't be as bad as their previous games, right?'
And the cycle continues.
 
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Belial

Kombatant
You don't know anything about Quan Chi if you think his only weakness is a bad armor attack.

He's very good, definitely top 10 but really?

Sigh.
I took him as example (even realizing it might raise some ire) exactly because he is not top 3 and beacuse he has a glaring weakness weighted out by particular strength that I could appeal to. I have no grudge against quan-chi, I realize he is totally fine in MKX enviroment, but its the enviroment that is sick. In any other FG character that has so much strong points and so little weak points would be instantly S-tier. Sadly, its sort of common design for NRS.
 

Komatose

The Prettiest
The actual problem is that people are still gonna buy Inj2 hoping NRS will get it right this time, but they won't, because THEY DON'T HAVE TO. People still buy these games because 'hey mk was my favorite game when I was a kid, imma buy it', 'oh shit I love DC heroes, and it can't be as bad as their previous games, right?'. And the cycle continues.
No doubt. This is the main problem.
 

Rude

You will serve me in The Netherrealm
This thread is not about Quan Chi. He gave input on a character, very reasonable input. Why not speak on the general ideas and opinions rather than just come in here and focus on how your character's name was brought up? Lol.

I wasn't aware we weren't allowed to talk about parts of the OP we cared about.

Sorry, Officer. Don't write me a ticket.
 

Rude

You will serve me in The Netherrealm
I took him as example (even realizing it might raise some ire) exactly because he is not top 3 and beacuse he has a glaring weakness weighted out by particular strength that I could appeal to. I have no grudge against quan-chi, I realize he is totally fine in MKX enviroment, but its the enviroment that is sick. In any other FG character that has so much strong points and so little weak points would be instantly S-tier. Sadly, its sort of common design for NRS.

There are, and have been, way worse shit in fighting games both past and present than what's in MKX. By a wide margin.

This is complaining for the sake of complaining.
 

Komatose

The Prettiest
I wasn't aware we weren't allowed to talk about parts of the OP we cared about.

Sorry, Officer. Don't write me a ticket.
Sorry. That came out ruder than I had wanted it too. I just like to see full-fledged discussion lol. That's all.
 

Harry Otter

Zoning Master
NRS games seem to always be pretty clunky and MK X has been no exception. I wish I could say I had faith in the company but this track record has only gone downhill for me. I don't know a solution to this other than maybe handing MK X or Injustice to another company to work on so they can focus on one and not on both but at this point it's too late for that.

In the end people will buy it still.
 

Immortal

Blind justice....
I know a lot of people think its too early to judge the game. On the other hand, when its out it might be too late, because I firmly belive NRS games have been featuring some design flaws for a long time, and INGAU beta proves they are here to stay.

1) NRS really needs to pick up on a "rule of three": fast, damaging, safe: pick two. It is a staple in fighting games for a long time. Othewise you end up with Supergirl with 7 frame start-up string, that is +7 on block and confirmable into combo on hit. I understand its much easier to shove stuff like this down our throats saying "its her gameplan" and balance the game around 1-move-characters, but we, as the community have to say "no" at some point.

2) NRS has to re-evaluate Risk/Reward. Lets look at the recent MKX balance patch, that had 50/50 nerfed and everyone seems happy about it. However 50/50 go all the way through FG's and there have been no complains about it. If you think about it a bit you realize its not 50/50 but Risk Reward off them: you got overhead/low mixup that's advantage on block into full-combo restands.
A good mindgame is when you have to set-up you strong options. For example when you have a safe, but weak-damage low-atack and powerful, but unsafe overhead. Or when both low and overhead are unsafe, but you can pay a bar and make ONE of them safe or plus etc. Then its skill: get into his head, annoy him spamming weaker option FORCE him into doing something. NRS safe mixups require no skill to use and thats what everyone hated.

3) NRS have to understand that characters cannot have it all. If you give something, you must take something. Top characters in NRS barely have any weaknesses. Actually lets look at Sorcerer Quan Chi - not even a top tier. He has mixup that can be made plus for a bar, has great damage, Hard Knockdown into setups, one of the best zoning, crazy range of normals and insane corner. His only weakness is lack of proper armor that makes other characters beasts against him in the corner. However he is a beast when he has you in the corner. That is not really balance, since his other tools are so good. Take away either zoning or mixup, allow rune to only be meter-burned on hit unsafe otherwise, so its only safe and powerful in the corner when you have portal out. And you have a character with a lot of weak spots, and one really-really strong. You made Alien terrible, if you cant have it any other way - make all characters terrible. It wont make balance perfect, but when everyone is bad ITS BETTER than when everybody is broken. Terrible character has lots of weaknesses to be exploited, where strong character has barely any.

4) Consider characters having a "role". In INGAU 1 NRS tried to create zoning, it was sort of terrible for a lot of reasons and now they butcher zoning in every game, creating lots of "hybrid" characters. Partially that stems from NRS poor implication of Risk Reward and rule of three.

Basically FG has 4 ways to win (it can be expanded, but as a framework)
- Zoning (everything concerning distance and range control)
- Mixup (everything that forces a guess on the enemy)
- Pressure (any mechanic that forces action, like chip damage, building a bar for atacking block etc, other FG have more of these)
- Defence (punishing unsafes, wiffs, parry, high or low crushes etc)

In regards to game mechanics that factors are supposed to be equally effective. A balanced char has these in some sort of equilibrium. For example char A has all 4 at 5/10, char B has Zoning and mixup at 10, but Pressure and defence at 0. These characters are equal in terms of mechanics. If disbalance occurs, its for either reason:
a) These 4 factors are not in balance (ie someone has all at 10)
b) Game mechanics favor a particular way to win making other 3 less viable thus favoring characters that have that one particular strength

5) NRS have to re-evaluate mechanics that are already in the game and look elsewhere for inspiration. I understand they may believe it makes game unique, but there's a lot of confusion in how they do things. For example some mechanics are aimed to force a reaction from people who block a lot. NRS have that covered by introducing the most ridiculous chip damage ever and on top of that meter is built for atacker. Its fine. But when at the same time you dont provide any means to actually "react" (parry, lowcrush, highcrush, invulnerability etc) you have that very mechanic work against itself. Ironically all defencive options cost meter and meter is only built by atacker. Thus this mechanic totally contradicts itself. And thats just one example.

As always share your thoughts on the matter. If anyone can bring this thread to NRS attention it would be most welcome.

PS: FYI I am a top player for various FG, having most succeded as Soul Calibur player (9 at EVO, top 8 at MLG, top 1 at EBO (european major), that really wants to love NRS games for their support and open approach to community, but I just cant enjoy them right now.
You seem to miss the most obvious and most important thing from developer stand point these days. Which is especially true for corporations like WB.

They will do whatever to make the game look good for casual players eyes. And let me make it clear - balance is not the thing what makes game "pop off" for a casual player. It's crazy rushdown, effects, fatalities, super moves, fav. characters that make casual players hype. Moves have to look good, casuals don't care if its +7 on block of 50/50 or -20, "it looks great, hype!".

Casual players who will play it, finish story mode, play the game for like a week in other modes and forget that it ever existed - move on to the next title. Those players makes sales, millions.

Competitive scene is like 0.1% and for corporations like WB are considered a very small side effect. They will throw some money for it now and then, make ESL, patches for like 1-2 years but it's smoke and mirrors. It's a drop of what they're making of casuals players in terms of money and only that matters.

WB allows them to patch the game etc coz they already made good money of it and it doesn't interfere with development of their next game but it's never their main focus, never was and never will be.

Also it doesn't mean that Paulo or anybody at NRS doesn't care about the balance (althou they made some pretty awkward balancing decisions throu the years) , they probably do but at the end of the day NRS is owned by WB and WB cares pretty much only about the money (like any corporation) and hyping their next movie (Wonder Woman says hello), which obviously means they gonna make more money of it.
 
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STRYKIE

Are ya' ready for MK11 kids?!
1) NRS really needs to pick up on a "rule of three": fast, damaging, safe: pick two
Gee whizz where did we just hear this?

If you think about it a bit you realize its not 50/50 but Risk Reward off them: you got overhead/low mixup that's advantage on block into full-combo restands.
Yeah the thing is people like to come out with these over-generalised mantras without actually pointing out evidence of it in game.

I made a status update asking who in MKX actually wields BOTH an overhead and low starter that are advantage on block, and the total number (bearing in mind there are 100 variations in the game) could be counted on one hand.

Restands are only a big deal relative to what kind of defensive options they take away. They don't magically antagonise offense. Between taking a restand from Master of Souls Ermac or getting knocked down by Spectral Ermac I know which one I'd rather take. If a restand is "taking away too many defensive options" then that probably indicates that you were already being spoonfed with them in the first place.

People trying to OS with "oh it's not 50/50s that's the problem it's the risk reward of 50/50s...." are full of shit. If they actually felt this way then they went an awful long way to get Acidic Alien sent to hell.

So yeah, buns thread is buns.
 

Paul the Octopus

Slow Starter
I think this is thoughtful criticism. I agree with everything but point 5 - I think that catering to a more offensive style / discouraging blocking is a valid stylistic choice, and doesn't make the game any worse. Also, I don't think those comments really apply to the Injustice series, where push block is a strong defensive tool and chip is a lot lower.

Edit: I would caveat this by saying that I haven't played the beta. I am saying that Belial's points are generally helpful guidelines for game design, but I can't comment on whether or not Injustice 2 violates these guidelines.
 
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HateMe!

Noob
Balance is kinda subjective. Some people are ok with 40% combos into restands, some people want to play a 'honest' fighter where everyone is low-tier compared to current MKX. That's not the issue. The real problem is that NRS games are full of bugs and are not 'polished' enough. Lack of actual hitboxes which lead to low-profiling (roll anyone?), strings whiffing on hit because of breathing animations, Jax's dash punch, etc. etc.
They prefer to release skins/guest characters, because they get money for them, instead of actually making the game work properly.
 
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Johnny Based Cage

The Shangest of Tsungs
I'd say there's a lot of truth here. The thing that makes the Street Fighter games so great to watch at the highest level is that they're a dance. The NRS games at the highest level are usually just people getting assaulted by autistic kids.

Watching someone get opened up six ways to Sunday into combo after combo by Batgirl and Erron Black, Kobu Jutsu or Alien, and so on and so forth with no real push and pull between the players just doesn't compare to watching someone get opened up by an overhead that hasn't been used all match and leads to nothing but wins the set because the opponent's been conditioned to block low or tech the throw the whole time instead.
 

Smoke_Of_Finland

Believe in the hop kick
NRS people have stated that they try to be innovative and make stuff look cool for casual appeal but also try to make games that are competitively viable. IMO these 2 are pretty much mutually exclusive. The casual appeal will always be favoured more. Scrubs will get more enjoyment out of the game when they have braindead and extremely powerful offensive options to resort to to get things done. Defensive options don't matter to them, they'll try to use the exact same strategies to get out of every situation ie. mash armor whenever possible. They don't try to anti-air someone so anti-airs don't matter, they'll be the ones doing the bunnyhopping so jumping attacks have to have gigantic hitboxes and active frames out the ass so that they are easy to use.

Right now their design choices are pretty much summed up to an attempt to streamline long and time proven rules and mechanics of fighting games for instant gratification and easier gameplay while at the same time introducing mechanics from other games (AOE DOTs, in a fighting game? Like bruh come on). I wouldn't be surprised if they introduced a character in Injustice 2 with some type of an effect stacking mechanic, not just "press a button to activate dmg or speed buff", but lifesteal or atk speed buffs that you can stack on top of each other or some other stuff that belongs in PVE games where you are supposed to be OP so you can melt gigantic hordes of enemies.... And have those abilities be like channeled abilities where you are constantly draining meter but with full meter you can totally take a round by blowing all your meter.

Sure we had Bane, Reptile, Flash etc but for real though... something that is legitimately and utterly broken and far worse and not just setup related gimmicks.
 
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ragnar0kz28

Warrior
I agree on all you said, if there are going to be 50/50s make a string end in a overhead that grants you a combo but is full combo punishable and make a safer low that ends the string and resets neutral, for example.