@@Pelmite its pretty crazy to me. 5 years ago, id be imagining blizzard releasing these kinds of games. i would have never guessed that riot would release another game, but look where were at now.
Correction: In Duos play, the Assist character is the one who calls the assist, but the Point character is responsible for tagging in the Assist character when they’re on screen.
@@bladeprincesscharacter on the screen: I'll tag along my partner when I want Character off screen: I'll often press the button so I can use my assistance skill to help my partner
i think he means that only the second player can make his character assist the one on screen. and only the character on screen can swap in the assist player so he becomes point
Not getting one shot by League champions is the exact reason why this game is gonna be such a huge success. Imagine actually getting to play the character you love competitively no matter what. Can't wait to see this game shine!
As an FG player the simple controls is a good marketing strategy but its pretty clear this game will be on the more complex side of FGs but not in a execution level of course but more on playing correctly using the multiple systems present in the game
I'd say on execution level as well. I am a perpetual noob. I can do any motion input that it's common now a days (I won't do the bullshit pentagram input for example lol). But don't ask me to mantain a long as shit combo. I just can't. This game will be that times 40. Sure, some games will certainly have long combos AND motion inputs but still. This doesn't make this game execution simple.
Well, consider that motion inputs are only one, usually minor type of execution, you can still have hard links, tight/precise runups, specific timings and very situationall/hard to judge confirms among others Take 3D fighters, there are near 0 motion inputs in those games while there tends to be a ton of demanding stuff surrounding them
Since those guys say it's free to play I say you should try The skill floor is simple since there's no special inputs like the typical 236 or 214 except for the ultimates because they made the execution of the moves similar to Smash bros Allowing you to jump straight into labbing or fighting and being able to use most of the kit mid fights
I feel ya man, I'm bad at anything involving some sort of super bar, it's why I started falling off of Tekken when 7 came out. But I'll still give this a try. Could at least be fun to play :D
it being a fighting game youll probably decide you hate it within the first five minutes, but dont worry, my advice is; dont uninstall, come back and play when you're not tilted, and then once you are, hop off again. fighting games are extremely rewarding to get good at and if you have the time id definitely recommend it.
Always love your videos Necrit! I don't know if you're still going to cover the lore of other games, but if you are: I would love to see you discover the lore of the Guilty Gear series
The only thing I am really begging for is that they add unique 4 line dialog at the start of each fight. I love to always watch those 2 hour video's of MK
Trust me Necrit, complicated inputs or execution isnt the barrier to entry for Fighting Games. It's the fact that no matter what, you have to grind combos, matchups and learn to navigate System Mechanics (which this game has a LOT of) to properly play without getting dunked on. I say this as someone who got destroyed in Tekken 7 for a solid 6 months before learning to play with intentionality.
I think the issue is more with matchmaking. People are totally fine with being shit at other games, but many fighting games either have bad matchmaking or a low playerbase (or a small pool of opponents because of poor netcode). If new players got matched up with other new players more often, it wouldn't be as frustrating. Other game modes are also essential so the whole game doesn't feel like a grind.
@@briancompau1694 I feel like knowing Riot the matchmaking will be decent, and this game is bound to have a very big starting player base for a couple months. You're completely right about having lots of different modes, it's conducive to having a complete experience, something which SF6 excels at
@@briancompau1694I think with other games, League and Apex for example, there is a lot of down time. Fighting games by design are high stress. I think this is also a big factor in why beginners struggle so much.
As someone who's trying to get into traditional fighting games coming from Smash (currently playing Injustice 1 and MK11), this exactly. Honestly, it feels like learning the opposing character is way more important than learning yours.
Slight correction: Push block is done with forward light and medium, not light or medium (you need to push them at the same time, just like with the parry)
@@SirGrimly I didn't notate it properly. It's Back+L+M. So both L and M are pressed together. And I just found out this action cost some meter. Not sure how much. And it can be baited and punished by opponents lows. I'm not sure if this applies to the Forward+L+M, also.
@@iiisixstringiii8285 Bruh... If I didn't know this already I wouldn't be correcting Necrit. All defensive moves in this game cost meter... outside of the dramatic save which has it's own separate meter. These are all things THAT ARE EXPLAINED IN THE VIDEO FROM RIOT! I was saying that I only heard Necrit say L OR M when it's actually L AND M when talking about push block... though, after a quick rewatch he did get the input for the back dash as well since he says L+H (which is the input for the parry, not the defensive utilities).
When will Necrit cover these lore content from 2019? Necrit Skipped Stories: Trouble - Annie Remember Me - Karma The Spear of Targon(Updated version) - Pantheon Child of Zaun - Urgot Big Head, Bad News - Sett
If you're new to fighting games I do have some important things to say 1. Simplified controls doesn't mean you can just mash, you'll have to learn your combos and block strings the same as any other fighting game 2. You're going to lose, a LOT. Fighting games are very deep and hard to learn, most of the FGC is going to be playing this game, so youre going to get out-neutraled a lot, and that's ok. 3. Nothing is "cheap" or "bullshit" its your fault and theres ALWAYS something you can do or could have done, its the best and worst part of fighting games, you can't blame anybody else, because you are entirely in control. And finally 4. Fighting games are still about having fun, the FGC is one of the most welcoming and friendly communities in gaming. If you're nice to them, they'll be nice to you. If you want to learn, there will surely be a discord or something of the like, so don't be afraid to pop in and ask questions, just remember most of the people talking to you are better than you, so arguing with them isn't the best use of your time. I'm very excited to see a big free fighting game like this and I really hope it is a massive hit outside of the FGC.
Point #3 is kinda not true. Look at UMvC3 for example. With what they're kinda presenting I'm gunna guess there's 100% going to be bs/meme shit in Project L (but there is a parry so who knows)
There are absolutely cheap moves in fighting games, what? You can still win and play around unfair or cheap things but that doesn't mean they don't exist lmao. Noob Saibot in mk11 is designed to use cheap tricks that mess with you by making it hard to tell whats happening on screen so that he can combo you. Happy Chaos from GGST is banned in a lot of tournaments because of how unfairly op he is. It's almost universally agreed that Akuma in Tekken 7 is disgustingly op (which is why i played him lol). Soulcalibur ring outs end a match prematurely, that's so cheap.
I think CO-OP has the potential to be really good. Yes, it is harder to predict a swap, BUT, your opponent also has to play two different people with two different play-styles.
For jinx i would imagine something related with get exited the pasive. Maybe she gets buffs whenever she lands a hit and basically you are force to stop her at the beggining or she can snowball or something
Hahahaha basic lol player ideas, not that it is wrong to have ideas it's just that all my friends that played lol and not much fighting games tend to have pretty weird bad ideas for this game just like this one, if they did something like that it would ruin the gameplay and make the game as shity as league in terms of balance, take Darius for exemple he got that zone control like in league and that crazy passive that makes some good damage that's all what they did there no need to make things too complex until the game destroye it self and that's why I am pretty sure the game will break when Kayle comes out.
As a somewhat experienced fighting game player is feels weird for necrit to be explaining such basic concepts but its actually good for newbies. No one in the fgc seems to want to explain this stuff to newcomers so this video is great.
I just hope nobody goes in expecting this game to be an easy transition from league. The FGC is going to be all over project L and it looks like there is a TON of mechanical depth. I’m mentally prepared to take my hundreds of ass kickings as I’ve never played a tag fighter.
@@pregnanttomato9576I think a lot of league players will drop very soon after launch. This game has a lot of dirty mix. I think getting mixed up like that and just thrashed will make people not want to play
I played it at eco on stick with a few buddies. Very easy to understand at the start but becomes very complex on caring out combos w/ a proper support.
Its worth noting that complex inputs does not equal complex gameplay, if anything removing the motion inputs allows for faster, more varied gameplay since motions like Quatercircles or DP's are considerably less responsive even at the absolute highest level and that makes many design decisions unfeasible. And it should be remembered that motion inputs are only a minor part of execution, there is still a ton of different, usually more impressive ways to test player precision and dedication
Motion inputs have a place in balancing though, its why charge inputs are allowed to be stronger than other inputs due to how they work. Same thing for half circles and dp motions. Getting rid of them can also offset balance by A LOT, the thing is with Project L though is it has the Cannon brothers at the front of it and they know what they are doing. So complex inputs CAN mean complex gameplay due to also needing to understand how buffering works (If you see someone in SF6 buffering a move you can tell by the way they are moving so you can play around it) or even just the fact that while blocking inputting a dp is way harder due to its complex input design. Also saying :complex" is kinda asinine in my opinion, its not hard to learn how to roll you finger over 2 buttons.
Those inputs are merely a limitation, nuisance or a minor delay for you or me, but for a non FG player, let alone a normie, god forbid a league player... its a deal breaker. And yeah certain inputs are introduced as a limitting factor, like longer inputs for invincible moves or strong spammable moves being tied to charge inputs but its just one solution of many, and only a problem if you design yourself into a position where it is one, you can design charge inputs and invincible moves with simple inputs just fine. And arguing that motion inputs are a relevant to ballancing of a game that was built entirely on a premise of simple inputs is simply... well... wrong. I don't find much complexity behind..."block high = no flash kick" or "speciall covers for a part of the super" or "you get a random DP for walking up and pressing fool" and I think people overrate that entire aspect, most of those interractions have little player interraction and are neither fun or impressive for either party
@@habaduba2383 Look man, this sounds like you have little to no experience ever playing a fighting game at a high level what so ever. There is TONS of interaction due to how controls are mapped out, if there wasn't KBD would be 1 button when it isn't and there is a reason people agree that making an easier control for most games lowers the skill ceiling and the player expression over all. Also you act like League players cant use their hands what so ever when they can also play characters like Azir and Akali, the thing is you need to just sit down and actually, you know, play the game instead of picking it up for 2 matches and complaining that you got your ass wooped. Now the reason I think that Project L is doing good because like you pointed out, it is being built from the ground up with it in mind and I trust the Cannon brothers whole heartedly (I mean at Evo this weekend Project L was fun af to play so its working obviously) but to make the claim that that complex inputs don't/cant make a complex game is just wrong entirely. Now they don't FULLY make it but they add to its complexity. And yes, for people who do play a lot of FGs, they might not seem like they matter, until you are under pressure, people still dropped combos at Evo this year in games even though they have THOUSANDS of hours. Its why Modern vs Classic is a conversation do to the faster ability to react.
@@anthonyrodriguez9232 1. I played FG's competitivelly for about 6k hours now, you just dissagree and have no response to my arguments so you choose to dismiss me 2. You don't even know what a motion input is, kbd is not a motion input, and motion inputs don't add expression any more then they limit it 3. A regullar player will struggle with motion inputs, especially in actuall play, just ask one, check any of the FG streamer events where they actually have time to train too... hell you point out competitors drop motion inputs under pressure, thats contradictorry 4. Motion inputs raise both ceiling and floor, and the latter more for sure, if the game itself isn't simplistic enough for ceiling to be attainable that manouver is entirely detrimentall to the level of play and enjoyment 5. Having players drop stuff they had in the bank coz of motion inputs, EVO or not is not exciting or fun for anyone, its depressing, and the opposite is never impressive or fulfilling at all If you just wanna assume my credentialls so you can ignore all my points then Ill not entertain this further
I love how it reminds me of the ease of blazeblue, as one of my first fighting games it was fun and later on I abused the fun and harder combos. I even got some of my friends to play it and they quickly learned to beat me up lol. All I wish was the cinematic for a Tag ult or 2 different cinematic ults
Best demo at Evo. They even had riot inspired cabs for it that they left in the open arcade hall. I'm so excited to play duos with ppl in this game lol
As a perpetual fighting game noob I like simple controls as a concept and that some games exclusively use it. But having said that the entry barrier for these games is not actually the controls, especially not these days where buffer windows and input predictions are so big and generous. There is the now famous video of a dog doing a Quarter Circle Forward hadouken as an example. (that said DP inputs or Z inputs and supers (depending) are certainly harder on people totaly not used to them) The real entry barrier for a fighting game is that it really takes a special kind of someone to get completely and utterly corner juggled for the entire round and have them go "wow, that was cool, now, how do I get out of it?" And this will be the corner juggliest game ever. Up there with Marvel vs capcom type stuff. That and the fact that even at its most basic fighting games work on a minute logic that doesn't come second nature to people not familiar to them like it does veterans. Stuff like whiff punishes, minus on block, frame advantage, frame traps, option selects, invinsible reversals and most of what you'll find in the infil dot net fighting game glossary. Sure some stuff will be easier to do and that's cool but if you don't have a proper understanding of footsies you being able to spam specials by mashing or not will have the exact same result of you being locked in long combos with 50/50 resets. All this to say, simple controls are cool and I hope they are always at least an option, but classic controls are hardly the true barrier of entry of the genre. The actual barrier of entry is understanding how exactly you got blown up and what the counterplay to it might be. As long as you keep this mindset you'll just learn grow and keep having fun. And I really hope classic controls, which are what make fighting games stand out terms of expression through execution don't die because of this wrongful idea.
SF and Tekken would never ever change to simple controls. That would basically be suicide. I really doubt classic controls would die at this point. As both styles of play can coexist. It's not like modern controls were made to replace the old ones.
I hope that when the game comes out its name is Fighters of Runeterra or something like that, it would be simple and dope at the same time. I am so excited and hyped about it.
I hope Riot Organises tournaments where you can compete as Solo OR Duo. Maybe it wouldn't be fair but it would create insane storylines. Even if its a 4fun tournament they should try it
I wonder how Yordle champs will be implemented if at all since a characters height or hit box is very important for these games. Granted the most straight forwards Yordle for size would be Rumble in his Mech.
It wont be that hard, theres been plenty of short characters in fighting games. Even Nefari can work since theres been dog characters in fighting games too.
Gods I hope my main Thresh gets put in the game the anti-zone and defensive capabilities he could bring to the game. maybe giving him a unique passive of his lantern sheilding him and his team mates to try and counter balance some of the heavy offense from darius.
I want Garen to be in the game, but make him the most difficult/complex to use in contrast to his leagueofllegends counterpart. Because that would be hilarious.
Give me Akali, Zed, Yone, Camille, Vi, Sett. Man so many amazing roster options. They nailed the character identity aspect of PL so far, can’t wait for more reveals.
@@risky2166 Honestly don't know, I mean, who expected Yasuo to be a stance character really. I just thought the way she fights would look nice with it.
This is already 100% gonna be my main game when it drops, I'm most excited about the roster though. Sett just needs to be here, he was born for this game lol. We need Viego too though so we can get some Shang Tsung action
Im not a big fighting game fan. but this seems really good, since Smash is the other big big fighthing game and pretty much all caracters have the same botton scheme. and the game is massive.
Hope to see: Vi (similar to Bullet from Blazblu) Sylas (stealing peoples moves) Kayn(with maybe some kind of transformation system into red or blue mid match) Sejuani without a mount would be a cool but Lissandra might be cool too for an sub zero type Zoe, Viktor, Anivia, Shen, Ksante i could see being interesting characters.
I like what they did with Yasuo here. To me it makes a lot more sense for his character to be about defence and waiting to punish his opponent rather then being the aggressor
I'm here rooting for Kayle and or Morgana being part of the roster! Though if not, I'm all down for any Aspect. Probably Pantheon might make it in out of all of the Aspects. Yes I know he's no longer the Aspect of War (controlled) he still manifests the power of it.
Very interesting choice to say u want ur fighting game to be simple and then make it a tag fighter. Cuz I have not once seen or played a tag fighter game and thought "I knew exactly what was going on that entire fight" lmao