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Mortal Kombat 11 Gameplay/Mechanics Discussion

Dankster Morgan

It is better this way
I actually don't like what intractables do to the corner game. Especially when you can burn meter to gain arguably the best armor moves in the game. I don't mind them in the game but I want them to have as minimal impact as possible.
Yeah, your reward for messing up and getting cornered is getting access to an armor move that’s better than the ones you have.
 
i did understand what you said in the first post. now you explained me the difference between inj2 and mkx, lul.
my point still stands: even if mk11 became an aggressive game it does not means that it will be like mkx. its uneducated and dumb to assume that. thats what i said. i doubt that mk11 will be a mkx legacy game or something like that.
Uneducated and dumb.... in a speculation thread. Found the 12 year old.
 

OzzFoxx

Hardcore gaming poser.
My biggest concern right now is the effect customization will have on competition. My concern is not about balance, but whether a huge part of the game will be meaningless. I liked variations, even though many were forced, because it was all available competitively. So much of IJ2 is just useless to me, regardless of how cool some of the gear/abilities are, because any skill shown using these features was suspect. I'm hoping customizations is something that is meant for the competitive arena. Perhaps something that is done after you pick your character; for instance - you have XX amount of some currency to adjust/choose some options/abilities to go into the match with. Each character would have their own list of options that would be the same every time. Perhaps some options would be locked at first, but the implication would be that in competitive play, all would be available and constant (Basically what variations was, but having the ability to fine-tune individual strings/specials). If its anything like IJ2, I'll be quite let down.

I also want to chime in on the *running* debate (no pun intended). I am surprised that so many people are against the run button. I find it to be too important to mortal kombat to get rid of it. If the problem is unfairly quick pressure, then something creative can be done to limit that. Exploring the options opened up by running, and run-cancelled specials especially, were some of the most enjoyable moments I had with MKX. I'd be OK with a slower run, or perhaps more heavily reliant on acceleration. However, I would think that dash-cancelling attacks might be needed to keep the natural MK pace if running is greatly diminished.
 
Uneducated and dumb.... in a speculation thread. Found the 12 year old.
LMFAO
who are you trying to fool here?
the real purpose of this thread is your "zoning is too weak blah blah - toned down zoning blah blah" propaganda as usual!
already crying like a bitch in an "speculation thread"
stay free scrub and keep playing the violin!!
 
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Eldriken

Guest
The only thing I'm genuinely curious about is whether or not using a new, up-to-date engine will allow them to try new mechanics. I'd certainly hope it allows them to do something new and interesting.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
Running should be implemented in a game like injustice where the distance between opponents can be so large. Not in mk
I said this in another thread, but I think that if running is used it should be more like the MB roll in Injustice.. Something you use occasionally and tactically at certain moments, rather than something you always have available continuously to close the gap by default. Maybe a little more frequent than MB roll, but it shouldn't be up all the time.

That would bring back the kind of patient spacing games that were common in the neutral in MK9, but still allow you to decide to press the action when you want to. It'd lead to an interesting meta about when to use your run and when to expect the opponent's run, etc., just like MB roll.

Imo that's the best of both worlds.
 

BecomingDeath13

"You won't winter over?" Who the fuck wrote that?
I said this in another thread, but I think that if running is used it should be more like the MB roll in Injustice.. Something you use occasionally and tactically at certain moments, rather than something you always have available continuously to close the gap by default. Maybe a little more frequent than MB roll, but it shouldn't be up all the time.

That would bring back the kind of patient spacing games that were common in the neutral in MK9, but still allow you to decide to press the action when you want to. It'd lead to an interesting meta about when to use your run and when to expect the opponent's run, etc., just like MB roll.

Imo that's the best of both worlds.
I actually really dig this idea.
 

buyacushun

Normalize grab immunity.
Sometimes I think NRS should include another resource/system mechanic in their games Instead of tying everything to the super meter. The same way Blazblue has a barrier gauge and instant blocking or even how alpha counters take a separate meter in SFV. Just that alone would help boost defensive mechanics as well as create interesting meta decisions. Idk what they would use where but I think they do too much in their games to not try implementing something. Unless they'll tone down options and utility which I doubt. I sort of like the crazy in their game. It just goes a bit unchecked sometimes.
 

Arzumis

Noob
Things I'd improve from MKX are the following:
Better walkspeed all around. If its good enough, run isn't required if we all can glide like liu kang.
Better universal anti airs. I hate that some characters basically cant anti air while some can for free.
Generally less 50/50s than mkx. There prob will be characters made for that play style.
No armored launchers
A 1 bar pushblock would be appreciated.
give grapplers recovery on command grabs. Jasons and scarecrow grabs are bullshit, it's almost impossible to punish these things.
No Corner interactables to escape it.
No stamina
 
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aj1701

Noob
Do you guys really want mk9 dash mechanic back or am i misreading? It looks weird when both characters on the screen are shuffling their legs around all the time, and it makes walking almost obsolete.
YES! I don't care how it looks, I can how it plays. And run has always ruined MK games for me.
 

skater11

The saltiest
being able to cancel your dashes or runs kinda makes the neutral game stupid, i really think they should keep dashes like SF or Injustice
no way dude, I found MK9 dashes nearly perfect. I'm sure they could tweak the dash mechanic somehow but it was very well done with block to cancel. That's just my opinion.