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Mortal Kombat 11 Gameplay/Mechanics Discussion

zerosebaz

What's the point of a random Krypt?
I think people are overestimating the amount of fundamental changes to the game we'll be getting.
You might be right, but considering NRS track record, and that this is the first time they are changing engine since MKvsDC, I wouldn't be surprised to see big changes. I guess we'll have to wait and see.
 
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As I fully expect MK11 to be more of an in your face game, I am being realistic with things that are probably 100% confirmed such as running, block button, 50/50/standing resets et cetera, toned down zoning.
i also expect mk11 to be an aggressive game but i obviously do not expect that a mechanic such as 50/50 is therefore confirmed, lul.
there are multiple logical reasons against it so I'd have to be an dumbass to assume they're coming back.
 
i also expect mk11 to be an aggressive game but i obviously do not expect that a mechanic such as 50/50 is therefore confirmed, lul.
there are multiple logical reasons against it so I'd have to be an dumbass to assume they're coming back.
just comparing to mkx. i am guessing much more 50/50 than injustice

edit to elaborate more. injustice was not a block button game so there was a cross over/non cross over element which mk will not have with a block button. a block button in injustice would have taken a lot of mix out such as batman post grapple vortex. MK relies more on the 50/50 high low mix since the cross over game is non existent.
 

Marlow

Premium Supporter
Premium Supporter
Even taunting could make a return as you gain health back and can be made as only a few taunts a game so it wouldn't be spamable.
I feel like taunting shouldn't be tied to any type of direct in game benefit. Otherwise players might end up in a situation where they'd rather not taunt simply because taunting isn't their thing, but by not taunting they'd be passing up a situational advantage. Besides, isn't part of taunting supposed to be that you could be using your frames for something actually worthwhile, but instead you're wasting them on something meaningless like taunting, simply because you can and you're that confident in yourself?
 
I feel like taunting shouldn't be tied to any type of direct in game benefit. Otherwise players might end up in a situation where they'd rather not taunt simply because taunting isn't their thing, but by not taunting they'd be passing up a situational advantage. Besides, isn't part of taunting supposed to be that you could be using your frames for something actually worthwhile, but instead you're wasting them on something meaningless like taunting, simply because you can and you're that confident in yourself?
as long at it is high risk i think that would be awesome for taunts to do something.
 
Why should a taunt have any strategic significance, though? Just seems like it misses the whole point of doing a taunt.
well... in sf4 a few taunts had gameplay implications like dhalsim and fei long. it is never something NRS did and i doubt they will. but imagine if you could do a taught and get a bar or something as long took like 300 frames lol. we are all just speculating and dying for info at this point.
 

villainous monk

Terrible times breed terrible things, my lord.
I feel like taunting shouldn't be tied to any type of direct in game benefit. Otherwise players might end up in a situation where they'd rather not taunt simply because taunting isn't their thing, but by not taunting they'd be passing up a situational advantage. Besides, isn't part of taunting supposed to be that you could be using your frames for something actually worthwhile, but instead you're wasting them on something meaningless like taunting, simply because you can and you're that confident in yourself?
Taunting used to give you a tiny percentage of health back if you did it. If it we're to come back it would be best if it we're heavily managed. Have it tied to stamina or meter.

Risk/reward.

Thought I'd explain a lil further. It was a mechanic used in Deadly Alliance. You would taunt and gain a small percentage of health back. So if you were side stepings or playing footsies or whatever you would taunt.

Yes it was slow. Some taunts were better than others and you could use it after a HK or when the opponent is rolling back.

Kinda the same strategy you would use in any game that had taunts like SF, Tekken and others.

Like I said it would reward you with small heatlh if you used it within reason. I found it kinda neat back then.

The older games had a lot of useful things that are still in today's game in some way or another.
 
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Marlow

Premium Supporter
Premium Supporter
Taunting used to give you a tiny percentage of health back if you did it. If it we're to come back it would be best if it we're heavily managed. Have it tied to stamina or meter.

Risk/reward.
I guess it doesn't really matter to me since I probably wouldn't use it anyways, I just think it'd be weird to be in a situation where I'm incentivized to taunt simply to try and gain some benefit.
 

Rathalos

Play Monster Hunter!
I have to see what the game actually looks like to make any real demands.

But more then anything I just want them to change the input buffer timing, cancel windows, and strings coming out on wiff.

All three combined make MK9 through I2 feel kinda wonky, and it has gotten worse in each game, I2 just feels unpleasant to play sometimes.
 

villainous monk

Terrible times breed terrible things, my lord.
I guess it doesn't really matter to me since I probably wouldn't use it anyways, I just think it'd be weird to be in a situation where I'm incentivized to taunt simply to try and gain some benefit.
I edited my post to explain how it works.
 

Samsara

Resident Cynic
>Delete universal run
>> Instead give certain characters a command run where necessary (a special move like Ken from SFV)

>Lose stamina system

>Pushblock

>Invincible backdash and other invincible special moves
>> Less emphasis on armor overall

> Allow special moves to be cancelable into X-Rays
 

Marlow

Premium Supporter
Premium Supporter
I edited my post to explain how it works.
I think that type of gameplay mechanic can be interesting, I'd just rather see it as a separate thing, and not a universal tool like taunting. Like how different characters in MKX could choose to go for Buffs like health/damage/etc by doing a certain special move. Or do it as a universal move, just not as a taunt.
 
I think people are overestimating the amount of fundamental changes to the game we'll be getting. My guess is we'll see something like we did from Injustice 1 to Injustice 2, rather than MK9 to MKX scale of change.
This is my thinking as well. MK11 is going to be more of an evolution of MKX built on a new platform, rather than a huge change throwing out everything and starting again.

There's going to be a lot of tweaking to fix the things that didn't work, addition of some new mechanics (weapons/new variation system) and the overhauled gfx engine. But you'll see the MKX dna in the game.

I don't doubt that run will be back. Probably some extra defensive option/mechanic, and less 50/50s.
 

Rathalos

Play Monster Hunter!
We will see how different it is from MKX.
For starters, Scorpion based on the trailer has a complete moveset overhaul, since his Katana and Tanto are on his hips now, which means very different animations, and he has a bunch of normals utilizing a Kunai like he''s fucking Naruto.
 

MadPropz101

"I still got it...but not much of it"
No run button, slower overheads, no invincible wakeups, no launching wakeups, all d2's better at antiair, and just to be sure keep the block button and don't have d1 combo.
 
Fix the problems from MKX. Make run not as prominent, remove stamina, less emphasis on 50/50s and mixups in general, more varied gameplay styles. Injustice 2 fixed a LOT of problems from IJ1, so I have a lot of faith that 11 will end up better than X did.