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Should you gain meter when blocking attacks?

Gain meter when blocking attacks?

  • Yes.

    Votes: 74 61.2%
  • No.

    Votes: 47 38.8%

  • Total voters
    121

BillStickers

Do not touch me again.
I like the idea the more I think about it. Scenarios like whether or not pressure would give my opponent the bar they need for armor is pretty interesting.

Think about how hype it would be with Mileena vs. Cassie if the Cassie player did b124 and gave Mileena just enough chip meter to attempt an EX roll between 2 and 4. There's a layer on top of that if Cassie has meter and does b12 EX glow kick instead, which evades EX roll. Could be lots of potential mind games there.

If we assume the frame data is going to be in the garbage state it's in right now, I think this would be a good bailout solution. A global mechanic is also bound to be easier to implement than endless fiddling with the frame data.
 
E

Eldriken

Guest
I like the idea the more I think about it. Scenarios like whether or not pressure would give my opponent the bar they need for armor is pretty interesting.

Think about how hype it would be with Mileena vs. Cassie if the Cassie player did b124 and gave Mileena just enough chip meter to attempt an EX roll between 2 and 4. There's a layer on top of that if Cassie has meter and does b12 EX glow kick instead, which evades EX roll. Could be lots of potential mind games there.

If we assume the frame data is going to be in the garbage state it's in right now, I think this would be a good bailout solution. A global mechanic is also bound to be easier to implement than endless fiddling with the frame data.
Yep. But we have folks who just see nothing wrong with endless pressure into 50/50 situations. They see something like this as a fucking threat to their precious pressure while chipping their opponent to death.
 

supernumian

Triborg Enthusiast
I like the idea of gain meter while blocking.
MKX is too much pressure oriented and the key for the victory is soffocate the opponent and doesn't let him to do anything.
With the "forever blockstun" and chip damage, having meter to use block breaker and more opportunity to armor through constant pressure, could save the game for me.
Since now, it's very disappointing.
 

smokey

EX Ovi should launch
Terrible idea, why reward players for getting put in a bad situation? If you are blocking attacks then you are being punished for losing hold on the neutral game and letting your opponent get started, you dont deserve shit.
 

smokey

EX Ovi should launch
Because the bad situation is called playing MKX :DOGE
This is the best NRS title to date, has great balance and is receiving constant support, has huge prize pots, global competition at the highest level and will continue to have this for a while yet. Remind me whats bad about this situation?

edit inb4 no meter while blocking
 

buyacushun

Normalize grab immunity.
Which characters in mkx do people expect to never get touched that a little meter on block scares them?

When have you seen someone keep someone out for a whole lifebar? Without projectiles?

I stopped playing injustice about 6 months into it. But the high level "defense" I saw was the most boring play I have seen. Seemed like you barely had to react and just a did a thing your character was good at. That defense is bad, but crazy offense and a system that compliments it is also bad. (Imo ofcourse, I know some people take shit like that to heart.)
 

Error

DF2+R2
This is the best NRS title to date, has great balance and is receiving constant support, has huge prize pots, global competition at the highest level and will continue to have this for a while yet. Remind me whats bad about this situation?

edit inb4 no meter while blocking
I'm not sure what any of that has to do with this.

What I'm(and probably this thread) saying is that you're acting like you have to royally screw up to get put into bad pressure situations to justify being punished for having good defense, when that's not the case in this game, block a B1 from Tanya and get ready to hear metal clacking for 5 minutes. If you don't "deserve" to be rewarded for defending correctly, then why do quite a few characters somehow deserve rewards for wrong guesses with either more pressure or neutral frames? This is an issue a lot of players have been voicing in this game and it's the main reason pure keep-away/defensive are so unsuccessful.
 

Elias6999

Mournful Master
You should not be rewarded meter for blocking since the opponent is taking a huge risk with his blockstring. If anything, a sliver of meter might be okay for blocking a special.
 

smokey

EX Ovi should launch
I'm not sure what any of that has to do with this.

What I'm(and probably this thread) saying is that you're acting like you have to royally screw up to get put into bad pressure situations to justify being punished for having good defense, when that's not the case in this game, block a B1 from Tanya and get ready to hear metal clacking for 5 minutes. If you don't "deserve" to be rewarded for defending correctly, then why do quite a few characters somehow deserve rewards for wrong guesses with either more pressure or neutral frames? This is an issue a lot of players have been voicing in this game and it's the main reason pure keep-away/defensive are so unsuccessful.
Playing MKX is a bad situation apparently, thats what all that has to do with this.
On the topic however the game favours a heavy momentum playstyle, characters can force frame traps and mixups constantly and pressure is potent and obnoxious. The reward for good defence is that when you edge your way out of a bad situation you have the chance to play that game yourself and your opponents are in the unfavoured position, without losing all of your health to chip and letting your opponent fill 3 bars of meter. If you dont have the proper defence then you cant expect to do anything apart from watch your opponent do combos until you are "rewarded" a breaker.
If you are sitting watching tanya do stuff to you for 5 minutes then your defence needs leveling up, not buffing.
 
I was pretty surprised to see NRS not do anything about defense last patch. Can't believe that they are fully comfortable seeing flawless (or close to it) victories every couple of rounds or rounds only lasting 15 seconds.
 

Cerebru

Noob
I've been thinking about this the last few days and figured if it were the case, perhaps it would help in the defense department of MKX, which is sorely lacking.

Considering you're taking damage, despite it being chip, I feel you ought to be gaining meter since it is still incoming damage. SF4 has this mechanic and it doesn't seem to break the game at all, but in SF4, you only take chip damage from special attacks.

I don't really foresee this being something that would hurt the game at all, but instead, help it. Defensive options in MKX have been talked about since around release and it's generally always about how the aggressor always has the advantage over the defender due to the nature of the game.

If you gained meter while blocking attacks, Block Breakers might be a little more common since you wouldn't always be so meter starved and if you wound up being on the defense again, you would at least start building meter to perhaps turn the tide.

This is just a thought to spark some discussion. So, what are your thoughts?

NOTE: Meter gained from blocking attacks would NOT be on par with meter gained from having your attacks blocked. This is the only possible way to make it fair while keeping the game being all about Breakers.
Yo this is dope. Interesting dope.
 

STB Sgt Reed

Online Warrior
No. The reward for blocking correctly is that you you get a chance to punish or put yourself in a neutral or advantageous situation. If there was more meter gain than breaking would be more prevelant, when it really shouldn't be. Because then that encourages less discipline for meter management.

Instead of adding an extra reward for blocking, I think that the punishment for breaking (losing full stamina) should be done away with. You should lose only half stamina after a break. Simple solution.

Increasing meter for simply blocking would change the outcome to many matches. Unnecessary. Just don't make. Breakers useless, don't take all my stamina. The the definitive defensive fix.
The problem is...

In MKX you don't get punishes b/c everything is so safe for the attacker. lol
 

ArcticTabasco

I wish I knew Kung Fu.
Yes, I think you should gain meter when blocking attacks. It would help give the one defending a chance to turn the tide. Now it's too easy to get locked down, stuck just blocking attacks and not really get a chance to play the game. I don't think it's much fun being on the other side either. "Oh I guess I'll just repeat this blockstring. Dude has no meter so flizzum flazzum, I won."
 

aieches

#freeHomelee2016
i really dont get why people think playing defensive means that you are losing so you shouldnt be rewarded.

lets put it this way - the best offensive fighter is still weak if he has below par defense and glass jaw. period

and any fight you need defensive skills just as well as offense. thats like fighting 101.
if any of you guys have studied martial arts - how much of your Katas are defensive moves?
shit, like the first thing you are taught is how to protect yourself as a white belt right?
In Taekwondo the first thing they teach is star block. In Shito ryu , first kata is nothing but blocks and punches.
Muai Thai is heavy offensive based yet still , you are condition for defense and taught how to absorb hits from day uno. defense is essential.

as yes i know this is a "vidja gayme" but still. it makes no difference. with the way offence is in this game , there should be zero reason why you should be reward better for good defense. .

i vote for yes you should gain meter.. nothing crazy but enough to were players arent getting locked down while making CORRECT reads. if youre a character who burns meter to try to open me up while still keeping pressure , then why shouldnt i be able gain a lil bit of meter for making the correct block call?

so im with the fact that meter should be built OR block breakers should not be so expensive , maybe one bar of stamina with normal recovery and 2 bars of meter. i think that's fair for both parties. this way, if i spend that meter and stamina, that still gives you the time to get back in until i re-up but ALSO it gives you more of a push to not just try to chip me out and actually finish the match . how is this not fair cause once im on the offensive you have the same options. -
 

fr stack

Noob's saibot or noob saibot's?
no stamina for breaking! its dumb, ive spent two bars+ stamina just to get trapped in the corner with no mobility
pushblock shouldnt burn stamina, the punishment of meter is enough for any man
backdashing less stamina
somethings wrong when you fear using a breaker imo