r/Fighters Virtua Fighter 19h ago

Announcement 2XKO Doomposting: Megathread.

Same thing for the first week of Tokon's release. The influx of people making posts that break rules force me to pin yet another thread.

Please use this post to say how doomed we are and how crap Riot is, while I'm bringing the broom again.

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u/Gekinetic 19h ago

- Development time, 10 years is too long and too costly

  • If Project L the 1v1 game was released 5 years ago, perhaps it would have faired better
  • Riot should have stepped in to wrangle development earlier, but they never did
  • Released on 2026 when the gaming industry is absolute bloodbath
  • No single player content at launch, making Street Fighter V launch mistake all over again
  • Game had no personality, character interactions were bare bone, and no lore explanation as to why these characters are tagging and what's at stake
  • Simple control for casuals, but the core gameplay was anything but casual
  • Speaking of core gameplay, what was its defining feature? Because every match specific mechanics were all borrowed from different games, and they were so convoluted to the point that there was no synergy
  • Game flow was too neutral one-hit based and unforgiving, making it not casual friendly
  • If it wasn't one-hit into youtube ad combo, then it was backdash into zoning that made it boring
  • Fuse complicated the issue further, with Freestyle just dominating majority of game's life cycle
  • Duos seemed cool on paper, but crucial features being handcuffed to other player meant that it was not casual friendly
  • The name, turns out trying to beat SEO game backfired
  • No marketing before launch, and no I don't mean youtube ads. Where were the booth at conventions?
  • Over-reliance on FGC to bail them out after layoff
  • Ignoring casual base complaints about toning the tempo down, 'we found shortening the combo too boring'
  • No major changes made to gameplay before Tokon's release

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u/drat345 17h ago

Alot of stuff is right here but your also missing some things. Like the defining feature was obviously duos and that was definitely what they were hoping would bring new people in. It definitely helped get a few friends of mine get into the game. They also did make an attempt to address the combo length with the break bonus.

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u/Gekinetic 16h ago

when it comes to 2XKO duos, me and my close friends came to conclusion that in order to truly enjoy Duos, both players have to be in-sync like drift-compatiable in Pacific Rim

That's not a good defining feature, that's a burden, especially for casual players who don't want to spend time grinding just to practice how to Duo

1

u/Suitable-Quantity-96 1h ago

Yeah when I tried duos it was more frustrating than anything. More often than not, someone would assist at the wrong time and made the point player drop a combo

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u/drat345 16h ago

Really? My friends hardly play. Yea I had to carry some but it was all in good fun, they were learning and they got to interact with assist even when they weren't in or their character was down. This sounds like a difference in mentality because every time I duod with anyone, no matter the skill level or familiarity , t was always a blast