Injustice™ 2

Injustice™ 2

View Stats:
Gaxkang Jan 11, 2018 @ 11:28am
Chip Damage Shouldn't be in this Game Really
It's not gonna change, but I think the game would be better with no chip damage.

There's bandages like not having KO's by chip damage, or say, projectiles not having chip...but I think there shouldn't be chip damage at all really, including from strings.

Chip damage is still high in this and you essentially get punished for blocking. I was fighting a Starfire the other day and blocking some of her projectiles and I shook my head at the chip damage. I also fought an Atom and blocking his insta-hit attack also does a chunk of chip damage.

The loss of chip damage might help mitigate some other design issues in the game. As it is what the chip damage encourages gameplay-wise ain't great.
< >
Showing 1-3 of 3 comments
Photo Jan 11, 2018 @ 11:51am 
I agree chip damage is kind of stupid encourages more dodging instead of the use of blocks.

I do understand why it's put into fighting games, It makes it so players jump more often so that the use of air attacks can be utilized. It also makes it so someone can't just duck and block in a corner and be almost invincible if there are a lack of moves to counteract that.
However, this seems more like a hotfix to an underlying problem.

I'd also like a dedicated block button... why fighting games like back to block or do nothing to block is beyond me. Just makes the game do clunky things when trying to move about.
If there is a good reason for the current control scheme, can someone please explain?
Is it to make players feel like they are better at blocking because they will accidently block many moves trying to backup? If it's to have players need to hold the direction opposite for switchups, instead of simply pressing a button it could have been done with a holding block and a direction...
Last edited by Photo; Jan 11, 2018 @ 11:57am
Gaxkang Jan 11, 2018 @ 12:17pm 
Originally posted by Photolight:
I agree chip damage is kind of stupid encourages more dodging instead of the use of blocks.

I do understand why it's put into fighting games, It makes it so players jump more often so that the use of air attacks can be utilized. It also makes it so someone can't just duck and block in a corner and be almost invincible if there are a lack of moves to counteract that.
However, this seems more like a hotfix to an underlying problem.

Well a prob is that you can't always dodge them...whether it's by jumping or ducking. Most projectiles can be avoided by ducking....but then to get inside you have to either try to walk and duck which can be tough at times which tends to mean you will get hit or have to block sometimes, or throw meter away on a meter roll that may not work.

I fought a Harley Quinn the other day and it seemed like as soon they did their projectile it was hitting me. It made ducking and walkign rather difficult...I don't know what the issue was, but it was taking on insta-hit properties.

The loss of chip damage would just help out in dealing with the other game designs afoot really.

The issue of turtling seems like it'd be mitigated anyways by throws, overheads, mixup's, life lead, and awkward or lack of punishment in the game. (altho throws in this have no real range, have to be point blank)

Originally posted by Photolight:
I'd also like a dedicated block button... why fighting games like back to block or do nothing to block is beyond me. Just makes the game do clunky things when trying to move about.
If there is a good reason for the current control scheme, can someone please explain?
Is it to make players feel like they are better at blocking because they will accidently block many moves trying to backup?

I've seen folks say the loss of a block button in NRS games strengthens offense but lowers defense.
Last edited by Gaxkang; Jan 11, 2018 @ 12:27pm
Gaxkang Jan 11, 2018 @ 2:51pm 
Originally posted by CasualSpammer:
Block button will make this game too easy.
Without it, you have to be more careful.
One wrong action - Opponent will beat you with combo.
With block button you will move freely and block all combos and projectiles.

Well that sounds like what I saw some people say on testyourmight...that back block in this amplifies offensive capability and lowers defensive.

Originally posted by CasualSpammer:
Since my main is Robin, spammers can be very annoying.
Chip damage can kill you fast, especially if it`s low projectile like Fate has or Strafire.
On the other hand, it punishes you for being lazy and not using meter bar properly.

Well to be fair there's a reason why folks don't wanna fight Robin up close since he has such advantage there...like major. Getting gaps can be tough.

But yeah the projectile stuff gets a bit much, especially with chip damage also thrown in. I don't view the meter roll as a balanced trade off mechanic-wise.

Originally posted by CasualSpammer:
Block in this game should be short.
Blocked opponent attack, use combos / mixed attacks.
Blocked attack, step away and use projectile fast etc.
Some players would use block whole match if they could =).

Lowers defense they say?
I don`t have a lot of time online in MKX, but from what i saw, defense is not NRS thing.
Can you name few defensive characters in Injustice 2?
It`s kill fast, use projectiles or mix powers with combos.

Well sure NRS ain't exactly high on defensive play...Injustice 2 obviously is geared towards offense.

Sometimes you do end up blocking a lot anyways since you can't like interrupt strings, meanwhile you take forced chip damage.
And I find the punishment in this to be like lacking or awkward feeling...like you don't have enough reach. So then...you end up blocking again.
< >
Showing 1-3 of 3 comments
Per page: 1530 50

Date Posted: Jan 11, 2018 @ 11:28am
Posts: 3