Tekken 8 |OT| Don’t H8 When Fist Meets Fate

Now I just hope they nerf heat and chipp dmg system.

Chip is getting nerfed, they talked about it. Heat engagers are being changed around for a few characters. Sidesteps are getting improved.

I don't think it'll be enough to improve the game significantly, Tekken 8's problems are too deeply ingrained, it's still gonna feel like a random free-for-all unless they completely tear the game apart.
 
The hakama is back! Oh and they added some ghost stuff in lobbies or something...
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i GIF

Just watched the Tekken Talk.

Tekken devs are truly clowns. They just don't even know what this game need anymore. Said many things like "We're buff defense in season 2" but add more chipp dmg moves and plus frames moves. No solutions to balance heat system. Buff already strong characters....

Throw break now deals chip dmg when in heat. Where the fuck was that stupid idea coming from. Why do I get punished if I can break a throw? You get punished for defense and now you get punished for break a throw. Lmao.
 
I used to play tekken a lot, and haven't played since 6 or 7, where they thought it was cool to strip out base roster characters and sell them as dlc.

Looks like they aren't faring very well. Sad, but deserved.
 
This is the most confusing patch ever. Why does Jun have an install now? Also they actually upped the particle effects even more.I hate these mobile game additions. It's not Tekken. I don't think devs know what they're doing. They're trying to design the game for an audience that doesn't exist.
 
This has to be the worst Tekken patch ever lol

Edit: No, I'll say one of the worst versions of Tekken ever.
 
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Season 2 changes are weird. It is like they decided to make the cool things worse and make the annoying things more egregious. Funny how added stance transitions no one would even bother with are listed as new moves for some characters.

P.S. I want Law's flying side kick back. He has had it since Tekken 4 for fuck's sake. :mad:
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Are they're trying as best as they can to kill the game and potential future of the IP for good or am I missing something here?:pie_thinking:
It sure does look like they can't do anything to properly address a year worth of complaints and fix all the issues.
 
They're trying to design the game for an audience that doesn't exist.

Every major fighting game for the past 15 years or so has gone out of its way to entice casual gamers, usually with self-defeating results, and Tekken 8 is this philosophy on steroids. It's a deliberate attempt to make an unapologetic unga bunga fighter, but it's understandably turning off the legacy fanbase in droves due to how one-dimensional it's become. It's really just not interesting to play for extended periods of time. I don't think even SFV was hated this much.

In fairness, Tekken has always had very strong casual participation and sales, so I can understand Namco's stance, but they underestimate how much casual players are aware of the esports scene and the influence of pro players in the internet era. They have a lot of work to do if they want to keep this IP relevant in the tournament sphere.
 
Normally I'm not that much into Anna, I'm much more a Nina guy. But they nailed Anna I'm this game she looks insane

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If only Katarina Alves would make it in would be SO OMG
 
Well season 2 is shit show just like I predicted lol.

Tekken devs team is always the most out of touch with their community. They really double down on 50/50 stupid and heat system. I don't think they can fix this game anymore when they just don't know wtf player need.
 
Well season 2 is shit show just like I predicted lol.

Tekken devs team is always the most out of touch with their community. They really double down on 50/50 stupid and heat system. I don't think they can fix this game anymore when they just don't know wtf player need.
All the good mechanics are legacy mechanics from the PS2 days and all the shitty mechanics are what has been added in recent years. I think it's best to assume the developers that made the classic Tekken games so good aren't there anymore. This is a new generation of game developers and their sources of inspiration drastically differ from the OG guys.

Rage Arts, Heat Burst, Heat Smash, Heat Extenders/Engagers, two hour long dial-a-button combos, cramped stages that easily result in a cornered guessing scenario, poor overly anime-ish animations, terrible character designs, constant 50/50 scenarios made worse by huge addition of stances....I assume Tekken lives not because of the current Namco dev team, but rather despite of it. Each addition is just further putting their incompetence on public display.
 
I would still rather play TTT1 or T5 DR on my PS3. Or T4 if I would have access to it, I always liked it.

I hope they one day see the light and remove Rage Arts, Heat Smash and meters altogether. VF6 has a serious chance right now. And ditch that anime shit. Just look at this Jin:



Get that present day shonen shit out of here.
 
I would still rather play TTT1 or T5 DR on my PS3. Or T4 if I would have access to it, I always liked it.

I hope they one day see the light and remove Rage Arts, Heat Smash and meters altogether. VF6 has a serious chance right now. And ditch that anime shit. Just look at this Jin:



Get that present day shonen shit out of here.

Jin was always shonen though... I liked his Tekken Tag 2 moveset most as it had that snap kick to stance transition. Tekken 5 is pretty bad with how attacks have really low hitboxes that hit grounded opponents and the absurd Korean seizure dances across the whole damn stage. It was also when they introduced high crush for jump kicks and frame advantage was not absolute.

P.S. I really hate supers but find the Tekken 8 heat mechanics entertaining outside of heat dash. If the attacks available in relation to that form were always accessible it would also be neat even with nerfs. I like how visually diverse the juggle combos are now instead of the hit the floating blowup doll that has been too prevalent in the series. Lots of balancing issues but probably the most innovative entry after Tekken 4.
 
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The season 2 changes are so awful. The reception is the worst I've seen of any fighting game update. They had been going along in the right way for the most part during the season 1 updates which makes these decisions utterly bizarre.
 
Someone needs to be fired for such a terrible IP mismanagement and sheer incompetence at addressing the core of the game's problems.

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The invitation doesn't work. I don't get why can't they just use Nexus for this. Can anyone actually downloaded the mod? If yes, maybe upload it somewhere else and post a link here?

I just clicked on the link and immediately get in the discord server without any problem.

Anyway here is the mod link, just unzip the contents of the .zip folder into Steam\steamapps\common\TEKKEN 8\Polaris\Binaries\Win64\ folder. But in future update I think you should try to find a way to join the discord server. Note that practice mode the mod is not working.


I'm not gonna use it though. Since the +6,7,8,10 frame on block moves are still there. I just go and play Tekken 7 instead.
 
I just clicked on the link and immediately get in the discord server without any problem.

Anyway here is the mod link, just unzip the contents of the .zip folder into Steam\steamapps\common\TEKKEN 8\Polaris\Binaries\Win64\ folder. But in future update I think you should try to find a way to join the discord server. Note that practice mode the mod is not working.


I'm not gonna use it though. Since the +6,7,8,10 frame on block moves are still there. I just go and play Tekken 7 instead.
I think it has something to do with Discord being blocked in my country. Anyway, thx for the link! I just wanted to try it and see the difference + compare it to Tekken 7 :messenger_relieved:
 
I get the feeling that these proposed changes for the patch due out this week will not have the desired effect:
【Balance Adjustment Policy for Ver.2.00.02】

The development team acknowledges that following the Season 2 (Ver.2.00) update, the overall game balance has shifted too heavily toward offense.

We sincerely apologize that the actual balance changes did not align with the development intentions and policy previously communicated to players.

We deeply regret not being able to address the improvements and adjustments that the community had hoped for.

Moving forward, we are committed to distinguishing between issues that can be addressed quickly, and issues that require more time and community feedback for proper review.

We will implement a step-by-step update process to improve the game experience.

In this upcoming update, we will fix known issues and begin a balance review based on the following policy (The patch notes for Ver.2.00.02 are scheduled to be released shortly before the update, around 10:30 AM [JST] on Thursday, April 17.)
:

(1) Increased the maximum health value to help mitigate situations where matches are decided through overly one-sided momentum.
In light of the current damage environment trending toward inflation—driven by offense-heavy game balance and increased aerial combo damage—the maximum health value will be increased. This adjustment is intended to ease situations where matches are too easily decided by one-sided momentum.

(2) Gradual Adjustments to Overly High-Reward Moves
This update addresses the overall inflation of attack strength and combo damage by implementing adjustments that can be done quickly to moves that provide excessive reward.
We recognize this as a game-wide issue rather than a problem limited to specific characters, and we plan to continue reviewing and tuning these aspects progressively.

Examples of adjustments included in this update:
– Balance adjustments to high-performance moves that can repeatedly create advantageous situations and lead to one-sided gameplay.
– Adjustments to moves with disproportionately high reward compared to their risk, ensuring fairer risk-reward balance.

(3) Rebalancing the Offensive and Defensive Aspects of the Heat System
Currently, the benefits gained by the attacking player through the Heat System are considered too great.

The following adjustments have been made:
– Revised damage scaling when using Heat Dash to suppress combo damage inflation.
– Adjusted frame advantage on hit for Heat Engagers, maintaining benefits for the attacker while allowing the defender more opportunities to respond.

Additionally, adjustments have been made to chip damage as follows:
– Reduced additional chip damage during Heat.
– Changed the system so that moves which already deal chip damage do not receive extra chip damage while in Heat state.
*Future updates will also include adjustments to the amount of chip damage dealt by individual moves.

【Future Balance Adjustments】
In the next update planned for mid-May, adjustments will include reducing air combo damage and reevaluating the performance of Heat Burst.

Additionally, we will continue to review issues that could not be addressed in this update, such as:
– moves that consistently create advantageous situations leading to one-sided matches
– attacks with disproportionately high rewards relative to their risk.

Moving forward, we remain committed to incorporating player feedback and will focus on resolving cases of overly dominant character performance and interactions that result in one-sided gameplay.

P.S. I can't remember making life bars bigger ever solving anything and the dominant strings being largely plus on block will remain a pain the ass (along with the Rage Art cutscenes).
 
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An emergency patch that bloats up the HP, which makes poking even more useless. Harada says he understands the backlash while providing no explanation why this dev team constantly works against its playerbase. They say offense is too strong now, which apparently they didn't understand when working on this patch for a year. The only takeaway is that they have no idea what they're doing and are incapable of preserving the T5DR fundamentals.
I get the feeling that these proposed changes for the patch due out this week will not have the desired effect:


P.S. I can't remember making life bars bigger ever solving anything and the dominant strings being largely plus on block will remain a pain the ass (along with the Rage Art cutscenes).
Yeah it's a real shoddy band-aid solutions to problems Harada is unwilling to admit - that being the current developer team is inappropriate to carry the Tekken series forward.
 
I get the feeling that these proposed changes for the patch due out this week will not have the desired effect:

The changes themselves aren't promising, but the fact that they're shitting their pants over season 2's reception is. They really needed it to generate excitement going forward and to say it's had the opposite effect is a massive understatement. This at least shows that they want to course correct, and quickly. It's a start.

I can't remember making life bars bigger ever solving anything

Yeah, it's still not going to dilute the roulette feeling of the game. it's just going to give you more chances to gamble.
 
An emergency patch that bloats up the HP, which makes poking even more useless. Harada says he understands the backlash while providing no explanation why this dev team constantly works against its playerbase. They say offense is too strong now, which apparently they didn't understand when working on this patch for a year. The only takeaway is that they have no idea what they're doing and are incapable of preserving the T5DR fundamentals.

Yeah it's a real shoddy band-aid solutions to problems Harada is unwilling to admit - that being the current developer team is inappropriate to carry the Tekken series forward.
But they mentioned air combo and heat dash combo damage will be reduced by the May patch so higher health with that should give poking a boost. I would like to see combo length reduced and eventually make it so that Heat can't be used every round too. Very glad to see the obnoxious heat engager + frames being reduced.
 
But they mentioned air combo and heat dash combo damage will be reduced by the May patch so higher health with that should give poking a boost. I would like to see combo length reduced and eventually make it so that Heat can't be used every round too. Very glad to see the obnoxious heat engager + frames being reduced.
Unfortunately I think the devs are simply too addicted by the "rule of cool" to tone down their combos and they generally hate having their so hard animation work being reduced to nothing. Recent Tekken games have a huge issue with command bloat and you see most animations only in combos. I think this is what incentives the devs to keep the combos long since you don't ever see those animations in neutral. Basically covering up shit design by adding more shit.



It's so bad now. This game has zero beauty or nuance to it anymore.
 
I have never seen so much heat abuse in a game in my life, literally the worst add on in any Tekken. Tekken isn't Tekken anymore. Also, I play Lee. I am fucked.
 
I have never seen so much heat abuse in a game in my life, literally the worst add on in any Tekken. Tekken isn't Tekken anymore. Also, I play Lee. I am fucked.
The problem with Lee is that many strings do not jail like they used to. There are some pretty decent Lee players around but they need to play trickster with lows and running. If they added Violet's hop kicks he would be in a better place.

Unfortunately I think the devs are simply too addicted by the "rule of cool" to tone down their combos and they generally hate having their so hard animation work being reduced to nothing. Recent Tekken games have a huge issue with command bloat and you see most animations only in combos. I think this is what incentives the devs to keep the combos long since you don't ever see those animations in neutral. Basically covering up shit design by adding more shit.



It's so bad now. This game has zero beauty or nuance to it anymore.

That is nothing compared to slew of shit that could be pulled off in Tekken Tag 2 and throwing that stuff all together in one combo would be improbable outside of training.




Here is Tekken 5's bullshit:




P.S. Tekken 7 is still the biggest pile of shit in the franchise outside of the prototype first installment and 8 is an improvement in every way even if some stuff needs adjustment.
 
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The problem with Lee is that many strings do not jail like they used to. There are some pretty decent Lee players around but they need to play trickster with lows and running. If they added Violet's hop kicks he would be in a better place.

That is nothing compared to slew of shit that could be pulled off in Tekken Tag 2 and throwing that stuff all together in one combo would be improbable outside of training.




Here is Tekken 5's bullshit:




P.S. Tekken 7 is still the biggest pile of shit in the franchise outside of the prototype first installment and 8 is an improvement in every way even if some stuff needs adjustment.

You point to a different entry I hate (TTT2) and a few T5DR glitches. And here's the thing, those aren't intended. And if released today, would be patched out in less than a week. The key difference here is design philosophy. T5DR did not have the design philosophy that you would waste 30 seconds in the air watching some red rank player unleash his launch combos on you, combos which often take less than one hour of practice to master. T5DR design philosophy is of a fast paced fighting game where movement, positioning and defense is key. T8 design philosophy is buffing the fuck out of certain fancy moves into heat engagers that lead into absurd guessing scenarios where movement is stripped out entirely and you're forced to either stand guard or crouch guard the mixup. It trivializes Tekken into rock-paper....paper instead of its traditional multilayered combat. Near every single addition to Tekken this past decade has been in the purpose of trivializing its legacy and forcing 2D mentality on the series instead. And combo length is just one more idiotic idea the devs have of "awesome-ifying" the series. Every single decision this new generation of devs have made in gameplay have been for the worse. And before anyone says they nerfed heat engagers from +100f to +5f scenario, all this does is highlight how ridiculous the idea and philosophy behind it from start. And now the whole heat engager animation makes no sense because there isn't as big advantage presented and the whole animation sequence is now just a waste. So will they remove the whole animation sequence now into something less dramatic? Doubtful. They just throw whatever shit in there and then add more shit to cover up the previous shit that didn't pan out.

I am currently playing T5DR online on emulator and man this game is just a completely different beast than T8. There is so much decision making in every second and the game almost never strips away control from you. Even combos are less brain dead as there isn't a linear attack -> tornado ->wall carry -> wall attack as is the case with T8.
 
You point to a different entry I hate (TTT2) and a few T5DR glitches. And here's the thing, those aren't intended. And if released today, would be patched out in less than a week. The key difference here is design philosophy. T5DR did not have the design philosophy that you would waste 30 seconds in the air watching some red rank player unleash his launch combos on you, combos which often take less than one hour of practice to master. T5DR design philosophy is of a fast paced fighting game where movement, positioning and defense is key. T8 design philosophy is buffing the fuck out of certain fancy moves into heat engagers that lead into absurd guessing scenarios where movement is stripped out entirely and you're forced to either stand guard or crouch guard the mixup. It trivializes Tekken into rock-paper....paper instead of its traditional multilayered combat. Near every single addition to Tekken this past decade has been in the purpose of trivializing its legacy and forcing 2D mentality on the series instead. And combo length is just one more idiotic idea the devs have of "awesome-ifying" the series. Every single decision this new generation of devs have made in gameplay have been for the worse. And before anyone says they nerfed heat engagers from +100f to +5f scenario, all this does is highlight how ridiculous the idea and philosophy behind it from start. And now the whole heat engager animation makes no sense because there isn't as big advantage presented and the whole animation sequence is now just a waste. So will they remove the whole animation sequence now into something less dramatic? Doubtful. They just throw whatever shit in there and then add more shit to cover up the previous shit that didn't pan out.

I am currently playing T5DR online on emulator and man this game is just a completely different beast than T8. There is so much decision making in every second and the game almost never strips away control from you. Even combos are less brain dead as there isn't a linear attack -> tornado ->wall carry -> wall attack as is the case with T8.
I will agree that there is no need for long cinematic sequences like Rage Arts in Tekken 8, but juggles have been part of Tekken since day 1 with jab death juggles. Tekken 5 had people seizure dancing across the whole stage and fishing launchers and hop kicks (due to new high crush mechanic beating frame advantage) until they fell and then wrecking them the moment they are grounded or about to get up. Even in Tekken 3 characters like Bryan had circular sweep launchers to counter foreground and background movement. The franchise has not been pure with its mechanics since the original Tekken Tag with infinite stages. Tekken 4's wall splat together with Tekken 5's OTG bullshit saw to that. Tekken 6's bound and rage implementation added fuel to that fire.

Heat engagers are pretty much like bound moves in Tekken 6 with some extra properties on top. As far as heat smash there have been chain throws since inception that are longer. I am not a fan of all the armored properties and automatic movement that comes with Tekken 8's implementation of heat (or armored smash attacks that activate heat) but I do appreciate that at least getting juggled is no longer like watching a balloon caught in the wind. With some reworking of move properties there is potential for more entertaining neutral play. As a whole it is half baked but the issues with many previous releases are far more egregious.
 
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