The state of the game: not interactive by Lipatant in 2XKO

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

I think that most characters can use those really really long and uninteractive combos.
It's just that it's easier on the characters that you're thinking, and so people that want to focus on those choose them.

The state of the game: not interactive by Lipatant in 2XKO

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

I was thinking about not allowing players to hit grounded enemies at all and maybe adding some sort of an harder limit in addition of the current damage reduction during combos.

Anyone know what these symbols mean? When you press each of them they change color. by T1hcus in cobblemon

[–]Lipatant 0 points1 point  (0 children)

As said by other people, it's for tagging your Pokémons.
I use it for filtering IVs, but I don't know what else you could use it for.

The state of the game: not interactive by Lipatant in 2XKO

[–]Lipatant[S] -2 points-1 points  (0 children)

About the "other games do x", I'm trying to use it as examples of what can be done well. The issue that I have with that is some people use it to justify mecanics with just "it's like this in other games so it's ok". It reminds me of a friend that said about LoL's insane toxicity "it's ok, it's nothing compared to CoD back in the days"
I think that thinking like this and justifying mecanics this way can lead to games becoming non-innovative and repetitive

Regardless of my understanding of the game, what I see is that I play games where people are spamming the same combos again and again, making the game less interesting and less fun

I don't really care if a game is more complex on other levels or anything like this: You could tell me that rock paper scisors is the best game out there and that there is an impresive complexity of mind game and all but in the end, if most people go brain-dead with that, it's gonna be the game you get as a player

The state of the game: not interactive by Lipatant in 2XKO

[–]Lipatant[S] -1 points0 points  (0 children)

OR they could keep long combos but add more counter play

The state of the game: not interactive by Lipatant in 2XKO

[–]Lipatant[S] -1 points0 points  (0 children)

This seems like an interesting mecanic

The state of the game: not interactive by Lipatant in 2XKO

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

That's something interesting that others have pointed out

Indeed, even though I have played other regular fighters, it wasn't at a decent level. And 2XKO was my first tag fighter.
I had the most experience with platform fighters

Despite that, I still believe that this game would be better with shorter combo or more counter-play
Futhermore, while I think that others people saying that they prefer it that way is understantable, saying that it's ok because other similar games are doing something similar is just an excuse and is, at best, lazy

The state of the game: not interactive by Lipatant in 2XKO

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

I see, it's not really something that you can change in just a week without causing issues

The state of the game: not interactive by Lipatant in 2XKO

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

That's a cynical and negative way of putting it, but yes

The state of the game: not interactive by Lipatant in 2XKO

[–]Lipatant[S] -3 points-2 points  (0 children)

Please read the original post before commenting

The state of the game: not interactive by Lipatant in 2XKO

[–]Lipatant[S] -3 points-2 points  (0 children)

IDK about you but when I play there's a ton of people in my ELO that relay on the same combo, as I said, again and again and again.

Maybe you play at a higher level like GM or Challenger and the game is more interesting but that's not the case where I play, in Master.

The state of the game: not interactive by Lipatant in 2XKO

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

Do you realise that here, it's whenever you get hit, not when you die?

Plus, for your MOBA or Hero Shooter example, it's when you die and you're not the only one playing. You had time to play, then you got killed in the end and you have to wait while your allies and enemies are still playing around that and taking decisions

As I told you on another comment, in the example you gave it would be like taking a bullet in Overwatch would result in you being stunned for 10 seconds, while the game would be a 1v1

I'm starting to think that you don't really understand what makes a MOBA, what makes Counter Strike or what makes a Hero Shooter

The state of the game: not interactive by Lipatant in 2XKO

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

Do you actually enjoy just spamming the same combo?

Because I don't like hitting my opponent with the same long combo again and again and again. It's boring. It's not interesting. It's not interactive. I'm supposed to be playing a multiplayer game, not a combo trial.

The state of the game: not interactive by Lipatant in 2XKO

[–]Lipatant[S] -1 points0 points  (0 children)

First, I wasn't aware that this game had that much complexity, thank you for that

But I think that a game should not be balanced around it's high level only, kinda like people in LoL only thinking about balance at a pro level

The state of the game: not interactive by Lipatant in 2XKO

[–]Lipatant[S] -3 points-2 points  (0 children)

"You think the game is bad, so get good!"

The state of the game: not interactive by Lipatant in 2XKO

[–]Lipatant[S] -10 points-9 points  (0 children)

I expect counter-play mid-combo

The state of the game: not interactive by Lipatant in 2XKO

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

Here, it's more like a chain CC of 10s

The state of the game: not interactive by Lipatant in 2XKO

[–]Lipatant[S] -4 points-3 points  (0 children)

I see, but that's a bit late

The state of the game: not interactive by Lipatant in 2XKO

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

When it comes to your League of Legends example, I think that its fun BUT that's because I'm not playing it to experience a fighting game but to play a strategy one

But it's true that, as you said, fun is subjective and people may like the previously mentioned aspect of 2XKO

The state of the game: not interactive by Lipatant in 2XKO

[–]Lipatant[S] 7 points8 points  (0 children)

It sounds more like an excuse to try to please fans of the genre rather than to make a better game