Is Injustice 2 considered broken???

What I'm saying is, it shouldn't happen at all. Obviously there are ways around it and I've gotten used to it and beaten people that try it.

There should be penalties for people who play that way though. All they do when they play cheaply is actively trying to make the game less fun for others.

How about you just practice hard enough to slap their shit in for even attempting to "be cheap". If the only thing that the person does is a horizontal projectile attack, why not do a jump in/projectile invincible move/armored move/hotblooded punish?
 
I played it, it's not adequate. Nothing is going to tell you how to deal with dead shot or drfate cheesing it from across the screen.

What characters do you use? If you're genuinely interested in beating these characters than I could help you.

If you want to talk about poor tutorials then I'll point you in the direction of tekken 7. I love Tekken don't get me wrong but they should have put something like a tutorial that is beneficial to new players. I'm learning everything from YouTube and Aris lol.

/shrug

If it wasn't deadshot, it would be something else. Casual players aren't going to be happy until they aren't challenged at all. Then the game isn't good for anybody but the people who want to collect gear.

If they're not good, then you should be able to win. What's the problem?

meme.jpg


What I'm saying is, it shouldn't happen at all. Obviously there are ways around it and I've gotten used to it and beaten people that try it.

There should be penalties for people who play that way though. All they do when they play cheaply is actively trying to make the game less fun for others.

There is a penalty for those characters. Typically they're pretty awful up close. Get Fate or deadshot in a corner and go wild. Saying that zoning shouldn't occur at all is like getting frustrated because you can get juggled in Tekken.
 
You should think about the tools Canary has vs. someone like dr. fate. If a dr. fate tried to rush down a canary player, he would have no shot whatsoever. His entire gameplan is based around ranged attacks, so he is shit at rushdown. They are playing it how they should.

Like me with green arrow. If I play batman or canary, I will light up the screen with zoning and arrows. If I play vs. Dr. Fate, I am rushing him down all day.
 
Good for them then. They can and should be put in a pool with others that have the same tactics. Maybe they'd get tired of it and learn the game.

I feel like dumb posts like these reveal you haven't ever actually tried zoning against good players. That shit is exhausting and difficult to do, even in games like IJ2 where the zoning is pretty decent.

You don't have to enjoy playing against it, but you should respect the amount of effort it is.

You know, I actually zone against people BECAUSE it frustrates people. Good. More wins for me. I like winning (and I do rush down in games as well, but I can turn it on and off depending on who I'm playing).

I feel like an idiot. I completely forgot about the forward dodge roll! LOL I been focused with other moves and her cartwheel to get around since I started playing!




That's why I said, I feel this game is one of the deepest and best fighters out there. Then I proceeded to talk about the balance of this game. Yes, As I am reading here, there are ways around. But me questioning cheap players is legit. I understand if you have to zone because you are losing or need time to regenerate a meter. But the whole match? That's just exploiting the game!

The fact that you call things cheap and you didn't even think about forward dodge roll.../smh

Look at high level tournaments, pro players get around zoning and blow people up for just doing it. I'll be frank, calling things cheap instead of sitting down and trying to exhaust all options to get around it is a sign of being weak mentally (which other players exploit! Most of fighting games is mental!). Do you think pros complain about it? Or do they hit up training mode and figure that shit out?
I'm not saying you have to enjoy playing against zoning or have to go "pro" to beat it, but you have to acknowledge that if you don't put the effort in, you won't see results.

And also, you may call it an observation thread, but you are complaining.
 
I guess at the end of the day, I can understand the frustration some are having with zoning of this nature.

But then again, I like playing Jack-O in Xrd despite how (or actually because) my friend plays Leo, so maybe I am not one to talk.
 
Thanks for the reply. I'll check it out. It is just sad how some just exploit it.

You can blame the game, if you feel it's unbalanced, whether that means too poweful, too easy to perform versus the complexity of countering, or anything else.
You can blame yourself, if you feel it's your own lack of expertise that's making you unable to overcome that strategy, and try to improve.
What you cannot do is blame the players. They are playing by the rules: the rules of the game, not some subset of chivalrous rules that you or anyone makes up.

If the game is broken, find another game. People can, will and should use every tool available to win, otherwise you're playing different games. And most importantly, you'll never find out if that tactic was as powerful as you thought.
 
It is at a low level. This is one thing people who are good at fighting games rarely understand, but there is a huge hurdle between "spammers"/"zoners" at a casual level and people who are actually trying at a casual level.

Being able to overcome that hurdle to the point where you can reliably beat people who just spam one or two ranged attacks is a very big step and requires a huge amount of sunk time, whereas """zoning"" is very easy against other casual players.

My brother is low level, he knows it's frustrating but he also knows he can either eat it or do something about it. He doesn't care enough to do something about it so he just eats it.
 
Dead serious. I went from interested in the campaign to never touching it. The final two matches were okay, but I was already tired of watching the game at that point.

Tekken 7 on the other hand.....

You were only interested in the cinematics but found the actual gameplay you didn't even experience boring? I won't argue that some matches can be boring, as just like any fighting game it depends on skill level, characters used and the people playing. I love Tekken but despite it being a fighting game, it is a WAAAAY different type of game. Personally I would rather watch Honeybee flash matches than JDCR Grand finals at every event.
 
Wouldn't call the game broken but, just not fun for me personally. I kinda dig watching it now and then competitively. Kinda feel the same about all NRS games really.
 
Aside from the Honeybee matches, the entirety of Injustice 2 top 8 actually soured me on the game. I was slowly losing interest playing it before EVO and I dropped it completely after EVO.

Check out some combo breaker and CEO 2017 videos. I watch almost every fighting games top 8 but Injustice at CEO this year was the most hype fucking thing I've seen all year. Well, to be fair Tokido's Evo win was hype as fuck, too.
 
This is not a complain thread..
It is just an observation.

First of all, I love injustice 2. It is probably one of the deepest must polished fighting titles I have played...

A little about me.. I love all fighting games.. I grew up with them.. I always gravitate to play fair with all of them. From Street Fighter 2 all way to Virtua Fighter. I am not an expert but I am not a scrub either.

My gripe with injustice is the unbalanced gameplay. My main character is Black Canary. I can go to town with pretty much anyone online.

As you may know, black canary doesn't have any powers. Her character relies in simple hand to hand combat.

However, I tend to confront several beyond cheap online opponents. As soon as I pick Canary, they rush to Superman or DR Fate. During the whole match, they literally just stay back and keep shooting at me with projectiles. The worst has to be DR Fate where is literally 2 frames between fireballs..
I can try to dodge, roll forward, time projectiles but it is just beyond impossible.

My only save is canary's scream special but even when I manage to stun superman, or fate, I proceed to jump or get close to continue my attacks but they usually manage to back off using one of their wake up attacks..

Then, they once again continue to step away and shoot projectiles once again...

This is now a running joke as I see. Too many online are doing it when they see Canary.

What do they gain from this?? Does this make them a better opponent online? How does a win like this even encourage anyone to play??

Sorry for the long read, has anyone else experienced this with this game?

BTW.. I am aware I can also just choose another character. But shouldn't a game like this play fair for every character in the roster?

You just described counter picking, not unbalanced gameplay.

I also stopped reading when you started complaining about players being cheap. Nothing is cheap. Learn to deal with it. If you can't deal with your main you might want to jump on that counter pick bandwagon... Either that or just keep complaining?
 
Me and my friends are casual players and at our level it is completely broken as zoners have a big advantage and do not have to work as hard.
 
You know the game is doing something right when salty threads like this pop up. There would be no thread if nobody cared. :)
 
Aside from the Honeybee matches, the entirety of Injustice 2 top 8 actually soured me on the game. I was slowly losing interest playing it before EVO and I dropped it completely after EVO.

Yeah that Aquaman final win killed my interest. Honeybee would have won if not for cheap chip damage and spam.
 
If you are saying "it's not fun to learn how to deal with it" and you refuse to play because you aren't willing to learn how can I take that as anything but "I don't want to learn so if they're not gonna tone it down I'm not gonna play".

You have to learn how to play against Guile and his zoning, you have to learn how to play against Morridoom and their zoning, you have to learn how to play against Peacock and her zoning. You have to learn how to deal with zoning in any fighter with fast projectiles just like you have to learn how to deal with mixup/rushdown/grappler characters.
Moridoom is bullshit though.

Just because there is a theoretical way to beat something doesn't exclude it from being unfun for players and spectators alike.

*edit*

I see in your later posts that you believe if something can be beaten it is fine. There is no point in furthering this conversation.
 
Moridoom is bullshit though.

Just because there is a theoretical way to beat something doesn't exclude it from being unfun for players and spectators alike.

*edit*

I see in your later posts that you believe if something can be beaten it is fine. There is no point in furthering this conversation.
To be fair, bullshit is what you have to expect when it comes to Marvel
 
i very genuinely am not trying to be condescending when i say that this thread is adorable
 
You can really tell when someone has actually played the game or not.
"Zoning is bullshit" - Scrub
"Trident Rush is bullshit" - Actual players prepatch
 
The game is pretty unbalanced, and Black Canary is pretty bad because she has a hard time dealing with the zoning.

But with that said, zoning is intentionally built into the game, and a lot of the cast can combat it pretty effectively.

Personally the zoning in the game isn't for me, I don't enjoy that type of game. I enjoyed playing Robin but having to spend most of the match wading through projectiles (which do a pretty significant amount of chip damage), isn't my idea of fun.

However it's not broken. It's just not appealing design, for me. One of the things I really hate is seeing people die at tournaments to chip damage projectiles. It's just straight painful to watch and feels unfair. Often the last hit comes off of a knockdown, then they wake up only to get hit by a meaty projectile. It's a stupid sequence of events, and I would argue bad design - why let your opponent get up if they will only die? There's no gameplay value for either player in that experience.

You just described counter picking, not unbalanced gameplay.

I also stopped reading when you started complaining about players being cheap. Nothing is cheap. Learn to deal with it. If you can't deal with your main you might want to jump on that counter pick bandwagon... Either that or just keep complaining?

I think it's fair to say that the game has some pretty easy to play strategies that tend to result in success, and equally, it's fair to say that you don't like the gameplay design in certain areas. While it's perhaps unfair to call it cheap, the term ultimately often just expresses the players disatisfaction with the games design, an expression I think they're perfectly enttled to.

For me, I don't like Injustice's zoning. It's not that I need to 'learn to deal with it'. I don't enjoy the gameplay it creates. I don't like how one sided some of the fights can feel (counter picking is one argument, but it's also fair to say I enjoy fighters where each character feels more closely matched) and I don't enjoy having to play a guessing game against projectiles - because of how fast they tend to be, its often anticipation rather than reaction that's required, i.e., quite often, you're forced to make a guess (or hard read) if you want to get in and deal some damage.
 
Moridoom is bullshit though.

Just because there is a theoretical way to beat something doesn't exclude it from being unfun for players and spectators alike.

*edit*

I see in your later posts that you believe if something can be beaten it is fine. There is no point in furthering this conversation.

Well, yeah.

However it's not broken. It's not unappealing design, for me. One of the things I really hate is seeing people die at tournaments to chip damage projectiles. It's just straight painful to watch and feels unfair. Often the last hit comes off of a knockdown, then they wake up only to get hit by a meaty projectile. It's a stupid sequence of events, and I would argue bad design - why let your opponent get up if they will only die? There's no gameplay value for either player in that experience.

One player put you into a position to take that damage. Seems like the value would be learning how to put a player in that position, and on the other side, learning how to avoid it.

Seems good to me.
 
After reading all replies, it is clear the game is not broken but it has some issues..

I will continue to get better by following several replies from here...

Thank you all..
 
To be fair, bullshit is what you have to expect when it comes to Marvel

Yeah, nobody goes into Marvel expecting fair and balanced stuff. LOL

I think it's fair to say that the game has some pretty easy to play strategies that tend to result in success, and equally, it's fair to say that you don't like the gameplay design in certain areas. While it's perhaps unfair to call it cheap, the term ultimately often just expresses the players disatisfaction with the games design, an expression I think they're perfectly enttled to.

I mean they're entitled to call it cheap, but we're gonna laugh at them if it's not actually cheap. Calling something cheap is usually just being lazy, and it's hilarious to us who have more experience in other fighters since there's way worse stuff that we dealt with fine.

After reading all replies, it is clear the game is not broken but it has some issues..

I will continue to get better by following several replies from here...

Thank you all..

You should try zoning yourself, it'd give you A) A better perspective on how difficult it can actually be against good players and B) Even if you prefer a different playstyle, you can learn the "holes" in this gameplan better if you try it first hand.
 
Well, yeah.



One player put you into a position to take that damage. Seems like the value would be learning how to put a player in that position, and on the other side, learning how to avoid it.

Seems good to me.

Then end the game. If you're willing to put the player into a position where they can't win, then the game should have already ended. It's the same reason why supers don't do the full animation if your opponent dies on the first hit on Street Fighter. It's just a tedious waste of time.

When the player stops making meaningful decisions that can have an impact on the game, it stops being gameplay. In this case, both players stop making those decisions - I feel that's bad design.

It kills hype moments too. From a spectators perspective it's a straight up boring sequence of events to watch. No comebacks, no momentum shifts. Ultimately, sometimes you can't avoid taking chip damage in a game like Injustice, and while the chip itself is arguably fine, having that be the blow that kills you is understandably frustrating.

SFV has a fair amount of design criticism that are fair, but not being chipped out by specials is not one of them, in my opinion.
 
After reading all replies, it is clear the game is not broken but it has some issues..

I will continue to get better by following several replies from here...

Thank you all..

PositiveGamer

Good shit. The people in the OT are always helpful. :)

Then end the game. If you're willing to put the player into a position where they can't win, then the game should have already ended. It's the same reason why supers don't do the full animation if your opponent dies on the first hit on Street Fighter. It's just a tedious waste of time.

When the player stops making meaningful decisions that can have an impact on the game, it stops being gameplay. In this case, both players stop making those decisions - I feel that's bad design.

It kills hype moments too. From a spectators perspective it's a straight up boring sequence of events to watch. No comebacks, no momentum shifts. Ultimately, sometimes you can't avoid taking chip damage in a game like Injustice, and while the chip itself is arguably fine, having that be the blow that kills you is understandably frustrating.

SFV has a fair amount of design criticism that are fair, but not being chipped out by specials is not one of them, in my opinion.

Gameplay decisions is what led to the situation, so, I absolutely disagree that it "stops being gameplay." There's always a chance for user error.

I won't stop playing until my character falls down, gets back up, and then falls down again.

If it was "bad design," and people really had an issue with it, then they probably would have addressed it sometime between now and 1992. I personally don't like that a method of attrition suddenly isn't viable at the end of the match. It makes certain characters a lot stronger and others much weaker. It's all part of a strategy, and all of that goes into decision making from the character you choose to how you use meter throughout the round. To frame it as just that moment at the end of the round and saying "it's no longer gameplay" ignores EVERYTHING that happens from the start until KO.

Also, I don't care about what's entertaining for a spectator. Spectators are fickle. Just like trying to appeal to the people bitching about deadshot, try to chase the people watching, and the game suffers for the people playing.
 
Then end the game. If you're willing to put the player into a position where they can't win, then the game should have already ended.

When the player stops making meaningful decisions that can have an impact on the game, it stops being gameplay. In this case, both players stop making those decisions - I feel that's bad design.

It kills hype moments too. From a spectators perspective it's a straight up boring sequence of events to watch. No comebacks, no momentum shifts. Ultimately, sometimes you can't avoid taking chip damage in a game like Injustice, and while the chip itself is arguably fine, having that be the blow that kills you is understandably frustrating.

I kinda like how some fighting games (like SFV) prevent chip deaths outside of super. But I don't mind chip deaths either. If the opponent got into that situation in the first place, then oh well, and it does take some timing to meaty someone's wakeup in some games.

It can be frustrating, sure, but eh I don't think it's a bad game design decision just because it's not "hype".
 
Top Bottom