Iron Galaxy has been hard at work testing out some new changes to Killer Instinct that could have a rather significant impact on the game’s balance. So significant that they are looking to the community to see if they should follow through with it! Here’s what lead combat designer Adam “Keits” Heart has to say about the new potential changes…

We know it can be frustrating when you earn an opening and your opponent breaks your combo. In Season 1, a breaker caused a hard knockdown, leaving you very vulnerable. In Season 2, a breaker caused a soft knockdown, allowing you to quickrise and leaving you less vulnerable. In Season 3, breakers cause a flipout, putting you right back in the action. As I’m sure you’ll agree, each season has made getting your combo broken a bit less punishing.

As we all know, a successful breaker from your opponent restores 100% of their potential damage. What if it didn’t? What if we took another step in the direction we were already heading (that of reducing the reward for a successful breaker) and made it so that breaking only restored 50% of their potential damage? And what if the delay before potential damage started healing back was a second or two longer? Some of the reward you’d earned from hitting your opponent would be still be left on the table for you to claim. Longer combos would leave more pressure on the opponent, even if broken, because more potential damage would be around for you to take.
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We’ve tested this internally and we really like it. With this change, if you are dominating in neutral you should win a bit faster. And of course, a bunch of potential-damage-related balance changes would come along with this. Characters that inflict a lot of PD (Cinder, Mira, RAAM, etc) would see reductions in the amount they inflict because it affects the game more. Omen would still be able to use Demonic Despair to inflict 100% PD, but the move would lose all of its invulnerability, making it as hard to land as it was in Season 2.”

To voice your opinion on whether or not the changes should be applied, leave feedback on Ultra-Combo forums here!

 

By Daniel Durock

Founder/Writer For Killer Instinct Central. SAG-AFTRA Actor Since 2017! Twitter: @danieldurock

3 thoughts on “New Balance Changes Potentially Coming To Killer Instinct”
  1. I have a question can you help me please?hi there KI fans! started playing this game because it was my favorite fighting game ever,but these changes not making it as great anymore.I cannot get use to it…….got my favorite few characters and im able to beat the game on kyle difficulty im really into it.When change has been made to the game by forced patches and updates i struggled on very hard difficulty..when i get use to the new changes you wanna do further ones.Look the shadow moves from season one made me buy this game and the new xbox 1 console.It was my very first game on the console the season 1 combo breaker pack.Thrown out money for the console and for the game because those shadow move effects were so AWESOME!Later i wanted the rest of the game but i would never taught the 3rd season will be like this..it changed the characteristics of the game.I bought the game and i believe many others did because they liked the game as it was in season one..if there is a way of playing this game with old shadow moves not the purple one added to season 3 please explain how..I still have the hard copy of season 1 combo breaker pack.If i uninstall the game and i will play it offline from the disc would i have the old shadow moves back?please reply if you know the answer,thank you.

     
  2. I could see this as a play mode, like how the MK series has modifiers in some modes of combat. But as far as vanilla game play, not so sure. I just dont want the game to become so watered down that we all end up feeling as though there are no solid game play mechanic to define KI.

     
  3. If this change is made I don’t think It would make too much of a difference with Kan-Ra. Although he has sand explosion as a reversal he can still be severely damaged and punished because he has moments with his it that leaves him open a lot and the opponent can get right back in to deal even more damage. For example Hisako, she’s able to counter the sand explosion. If timed correctly she’s able to vengeance counter the sand explosion which is vital to Kan-Ra to relieve pressure and I believe removes Kan-Ra’s sand trap. In the end you have no way of escaping unless maybe counterbreaking, being dealt a lot of damage to, and if used when cornered the recovery time it takes is so long and with Hisako’s long range Naginata it goes right back in to being pressured which can potentially build up a lot of chip damage. To add on, there are moments he can be light punched or jump punched out of the reversal also getting rid of his sand and leaving him open or defenseless (especially uppercuts).

    Furthermore, even though the change might leave some potential damage left over I’m concerned it would leave Kan-Ra with little benefit because since he got a damage reduction, because of his trap setup, he would build potential damage a lot slower than hard hitting characters like Fulgore and Jago to cause players to think more wisely of what to do rather than spam moves so much it just chips Ra to death if he has no instinct or shadow, this also applies to the paragraph above. And with the hard hitting characters it can build a lot more potential damage than Ra.

     

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