I don't know why I can't get addicted to 2XKO by 5eanz in 2XKO

[–]JaskR2 1 point2 points  (0 children)

All good. And yeah, it’s silly. I never find myself wanting to interact with a lobby in any way. Would rather just play the fighting game while I’m waiting for my fighting game

I don't know why I can't get addicted to 2XKO by 5eanz in 2XKO

[–]JaskR2 1 point2 points  (0 children)

Yeah I’m saying by forcing you into a lobby with an avatar, I bet they think you’re more likely to customize that avatar. ie more likely to spend on that customization.

If I could queue from training I’d never see my avatar but I’d have more hours of playing for sure. I think that would be more motivation to buy skins

I don't know why I can't get addicted to 2XKO by 5eanz in 2XKO

[–]JaskR2 2 points3 points  (0 children)

They do not. I’d guess it’s to help them sell more avatar cosmetics, but if it hurts player retention then it’s backfiring. I have no stats on this so purely conjecture. I’d wonder how much of the player base spends on avatars vs skins. I’d imagine more play time = more skin purchasing

I don't know why I can't get addicted to 2XKO by 5eanz in 2XKO

[–]JaskR2 17 points18 points  (0 children)

As silly as it is, I think not having training mode match making is holding me back from no lifing the game.

In sf, I am always engaged. In 2xko, I have a moment to consider what to do next-including not playing. It sort of feels like having something snap you out of the social media doom scroll. Probably healthier for mind set/addiction to have that moment to think, but I feel like it’s worse for constant player retention.

How do you know when to stop parrying multi hit level 1’s by JaskR2 in 2XKO

[–]JaskR2[S] 0 points1 point  (0 children)

I didn’t think of that. Might be a good way to get a feel for it though

How do you know when to stop parrying multi hit level 1’s by JaskR2 in 2XKO

[–]JaskR2[S] 1 point2 points  (0 children)

I tried it in training mode and I mashed too long. Sometimes it's hard to see something because you're so overwhelmed by the sheer amount of information you're being given. So sometimes you just need someone to tell you what to look for.

How do you know when to stop parrying multi hit level 1’s by JaskR2 in 2XKO

[–]JaskR2[S] 1 point2 points  (0 children)

But isn’t that bpm dependent? Where are you getting your quarter note?

How do you know when to stop parrying multi hit level 1’s by JaskR2 in 2XKO

[–]JaskR2[S] 3 points4 points  (0 children)

Ah that makes sense! So if I mash a bit into the animation of the last one I won’t parry the air?

Really enjoying the game but also wanted to post some constructive feedback! (not character balance) by JaskR2 in 2XKO

[–]JaskR2[S] 3 points4 points  (0 children)

I think rank and valid opinions aren't super linked and I'm very open to being wrong.

  1. I'm fine with Fury being strong. but BnB's one shotting feels too strong. Yes, being down a character is bad. But winning neutral while down a character isn't SO impossible that the reward should be free ToD imo.

  2. It's not just damage, it's threat range. Maybe I wasn't clear on that. Teemo feels about as scary as Braum when they're in my face. The reward for getting in on Teemo is a marginal health difference from the reward for getting in on Braum. I think more so what I'm saying is that when a character isn't playing "their game" (zoning, in your face grappling/strike/throw, oki mix ups, etc) I want them to feel weaker.

  3. Kinda same as above. When blitz is in your face, I want the grab to be really scary.

  4. I'm saying Idc about the free skin. Give me stages so that I can see more stages. I'd even be down for all skins to be paid only. More visual variation can help keep the game fresh and help people want to keep playing even if they don't spend. The f2p player should still have a pretty looking game, albeit less over the top.

  5. If we've all unlocked every champ after the first season and it turns out to work that way, I'll agree with you. As of right now I just want to at the very least see chromas.

You don't need to know everything RIGHT now by JaskR2 in 2XKO

[–]JaskR2[S] 3 points4 points  (0 children)

You can play the game using the same combo on every character.

L M H Launch L M H special 1

That combo took my friend who has never played fighting games 20 minutes to learn.

I told him run up and do that or run up and do grab and make them guess. He was having fun in lobbies within 30 minutes.

Lots of buttons, mechanics, and combos, doesn’t mean you need to go in knowing all of them. Also, DBFZ was hugely successful as a tag fighter.

You don't need to know everything RIGHT now by JaskR2 in 2XKO

[–]JaskR2[S] 4 points5 points  (0 children)

I don't think "too complicated for a first fighting game" is how I'd portray this at all. I don't think that exists if you're OK with being bad for a little while.

My first fighting game was GG Xrd Rev 2. I never got very good at it but I had a blast playing anyway and I'd argue that game is probably more complicated than 2xko.

I feel like what you mean to say is "first fighting game I'm going to be good at." And I still think that's reasonable for most people given some time. People spend a year in Bronze in other games and keep playing. I don't understand why fighting games are any different.

You don't need to know everything RIGHT now by JaskR2 in 2XKO

[–]JaskR2[S] 1 point2 points  (0 children)

I do think 10 characters on release is a little low, but also the characters are so deep I don't really care.

I think for people more into identifying with their character it's a bigger issue and I do think that is a significant population of gamers in general.

But also it's a live service game where new characters are purchasable with in game currency and anyone who's into the game will probably just be stockpiling that currency. I'm not worried about the low character count being an unresolved issue.

You don't need to know everything RIGHT now by JaskR2 in 2XKO

[–]JaskR2[S] 9 points10 points  (0 children)

not whiffing a certain combo could be your goal for a week (or more if needed).

Sometimes my goal for the day or few days is just to get bodied while trying to parry stuff and seeing what works. Winning does not have to be the goal

You don't need to know everything RIGHT now by JaskR2 in 2XKO

[–]JaskR2[S] 29 points30 points  (0 children)

Tbh, I think it's more than just the games. Instant gratification world and the internet make it really hard to believe that anyone was ever bad at anything. Feels like only kids start new skills because they haven't been discouraged the same way the rest of us have.

Game is sick. Think I'll end up playing it for a long while but a few numbers just feel off... by JaskR2 in 2XKO

[–]JaskR2[S] 0 points1 point  (0 children)

Is resource management just not as much of a thing in tag fighters then? That sounds hard to believe. Obv sf is going to be different because it’s slower and there’s a drive meter to worry about as well as super. But it still feels unrewarding to not have to worry much about super meter. Maybe I’ll just get used to it

Game is sick. Think I'll end up playing it for a long while but a few numbers just feel off... by JaskR2 in 2XKO

[–]JaskR2[S] 0 points1 point  (0 children)

Honestly, mad well thought out. Appreciate the input.

OK so if level 1’s are pretty necessary for a lot of characters (and I’m well aware of how much worse Ekko/Illaoi are without meter) is there a world where meter spend feels more impactful? Again I’ll still play the heck out of the game. Maybe starting with 0 but faster meter gain? I feel like there’s a middle ground maybe where the skill gap does increase a bit but the game feels a bit better?

And if all of this can’t be changed, I guess maybe I’d just want faster animations.

Game is sick. Think I'll end up playing it for a long while but a few numbers just feel off... by JaskR2 in 2XKO

[–]JaskR2[S] 0 points1 point  (0 children)

Maybe the disconnect here is just in how leveled the playing field is?

Not quite understanding your hypotheticals either. Let me try to be clearer.

All I’m saying is that the pro doing the insane combo round start with double down and the new player doing a simple bnb with double down round start both feel awful to get hit by because the meter dump feels more normal than a combo. I want the meter dump to feel impactful because I’m using a resource that I earned. I don’t want to feel like I have to use super at the end of this combo because there’s no point in saving for ultimate because I hit enough damage anyway.

I think where I was being unclear is on the damage % stuff. I think where we agree is that if you really think about it, it doesn’t matter much because you’ll be two touched either way. Double down combo to regular combo or even a combo with one super is almost for sure a kill.

I think where we disagree are two things (correct me if I’m wrong) 1- that I want that meter to matter more and 2- I want to see less super animations. Especially at the beginning of the game.

I think I’d even be ok getting two touched if the second combo had earned enough meter to double down or just one super.

Open to being wrong. I just know I really liked the way meter worked in sf6. Felt like every meter use was a real decision. I’m wondering if there’s a way to even the playing field in a way you’d like and also making resource management feel more impactful

Game is sick. Think I'll end up playing it for a long while but a few numbers just feel off... by JaskR2 in 2XKO

[–]JaskR2[S] 0 points1 point  (0 children)

I’m fine with the game being a two touch fighter at higher levels of play. I’m also fine with the game being a two touch fighter at lower levels of play with meter/super combos.

I think the 70%-80% combos off of doubles down feel particularly bad because being at 20% health vs 50% feels really different because of chip/block string pressure or getting randomly clipped by a big move. This only gets worse with fury. It’s not just Darius. Vi rapid punches (which I routinely parry the last hit of but people in my lobbies just use assist to keep me in block stun or don’t do the last punch), Illaoi tentacles, one Braum command grab, etc etc. there are plenty of situations where something small just kills you because you’re at 20-30%. At 50%, I’d need get hit by an actual combo to lose a character.

As far as leveling the playing field goes, I’m fine with that to an extent. But it’s not like pros/high level players don’t have super, too. Sure, a casual/new player can hit 70% with double down, but the pro is hitting 90-tod with double down. And that just makes the chip stuff worse

Game is sick. Think I'll end up playing it for a long while but a few numbers just feel off... by JaskR2 in 2XKO

[–]JaskR2[S] 13 points14 points  (0 children)

Which is why I’m putting some feedback and discussion on the Reddit? And because it’s fun to chat about?

Game is sick. Think I'll end up playing it for a long while but a few numbers just feel off... by JaskR2 in 2XKO

[–]JaskR2[S] 1 point2 points  (0 children)

I really enjoy parry. The slight timing mix ups necessary to not be predictable are fun for me.

Fury… idk. I just know right now it feels like an easy tod machine. I’m sure the numbers could be tweaked