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THE OFFICIAL MK11 COMPLAINT/RANT THREAD

Syd Barrett Lives

Italian Psychopath
Thanks. Last night I went through Kabal for a little bit. I didn't notice where I could add any different normals though.

I'm hoping some of you prophets can find the optimal mixes for these variations because I'm still lost.

I went into training mode with Scorpion and noticed how simplistic those two default variants were. Are all of these characters this shallow?

Most I did with him was like 390 with 2 bars.

I feel lost in this game!
Normals are always the same, you just change specials and in some cases some combo strings.
Yeah, the default variations are bad. Tournament variations are not much better.
I think the whole point is there's no "optimal" variation, it depends on how YOU want to play. That's what kustomization is all about. Just start trying the different specials your character has, think about what you need and what is your playstyle.



Hold on—the two default variations are NOT the tournament variations?!? I haven’t been able to play much since launch, but I just assumed that was the case. Where do you find out what the “tournament variations” are then?

I know, it's stupid. I can't honestly explain any reasoning behind this choice, it doesn't makes sense. Anyway, go to Kustomization, abilities, presets, the two with a little trophy on the right side are the tournament variations.
 
Fatal blows are the scrubbiest comeback mechanic in any mk game ever. Bring back the old system where it takes all of your offensive meter to use it, make it extremely punishable and it shouldn't recharge.

Right now If it whiffs it recharges in like 5 seconds to use again. All reward 0 risk. Literally every single match you will eventually get hit by this and u get to watch the same animation for 30 seconds, its painful.
 

HAMMER

Noob
How the fuck do I beat ROCKET MAN Kano.

All that shit flying at me.

I tried using health but have failed twice.

Edit: Beat it. These fight modifiers are not fun.
 
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Johnny Cage sucks ass!! His most effective strings start with a high and I’m either getting poked to death or hit with a damn uppercut every time and since when can you duck a throw terrible mechanics. I don’t mind the slower gameplay compared to mkx but when you play online (which makes the gameplay even slower) against a shit player who likes to sit back and zone the whole damn match and god forbid if they have a teleport I’d rather play Russian Roulette with a damn shotgun. Rant over
 

Jynks

some heroes are born, some made, some wondrous
1) One thing that does bug me is how the masks come off when you do a Fatal Blow.... some of them don't I guess as the patches come out they will fix this for eveyone... but many of the charocters loose there "custom gear" during a fatal blow

2) Another thing is that it sucks in Towers of Time I can not use any items as the "thumbstick button" they have for using a ability or Tag Team Partner Swap... is not on Arcade sticks at all.. so those towers are not playable really.

3) I don't like that you can not fast foward bots playing the towers like you can in AI Battle Mode.
 
1) You can't look at your forge recipes when you are in the Krypt. They are only available in your Kollection.

2) The game keeps count how many chests you opened, but it doesn't tell how many chests there actually are.

3) Randomized skeleton keye are crap. They should be more accessible. Maybe in the premium shop for time crystals.
 

chrisofrays

Fish can hear you thinkin just before you sneeze
Since yesterday i keep getting kicked out of online games at random. Has anyone else had this?
 
i've tried so hard to like this game but the gameplay is just incredibly bland. theres nothing to discover or learn about a character after looking at them day 1, i don't know how anyone expects to have fun with that. even sfv had more to discover, and that game was a travesty of blandness!
 
My only gripe is that tourney-specific variations exist at all. Characters have three option slots, I don't think it would be onerous to choose them on the fly at character select. Would probably satisfy the gripes about character variety (and glaring holes in tourney variations) without actually needing to add anything new mechanically.
 
This game is laggy trash online where you can't even block full-screen moves sometimes. I dunno how people play this shit. Even worse stupid normals that move half the damn screen. WTF is this game...

Edit: Oh, forgot about the dumb as hell wake up inputs where half the time I just stand up and eat a combo because the inputs didn't register or I did wrong because they're so goddamn stupid

LOL...rant over
 
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HAMMER

Noob
im a long time fighting game player and i played alot of mk9 and mkx
mk11 is hands down one of the worst fighting games ive ever played
Same and agreed. This shit should've just been a mix of MK9/MKX with different characters, better Krypt, MK1-3 arcade included, Shaolin Monks sequel, and different fatalities/brutalities/amped up visuals with the return of Animalties.
 

LawAbidingCitizen

Bomb Setups & Ball Rolls(Mileena/Cyrax)
i've tried so hard to like this game but the gameplay is just incredibly bland. theres nothing to discover or learn about a character after looking at them day 1, i don't know how anyone expects to have fun with that. even sfv had more to discover, and that game was a travesty of blandness!
I actually love the game and the direction they took it in just not the short combos or no combos at all.
There is plenty to discover as in matchups, tech, flawless block on every gap, as Punishers ect. But I do feel characters are very bare bones without longer combos. I enjoyed that do much about MK9 and MKX and to this day I'm still discovering combos and tech. Characters only having 2 or 3 Krushing Blows and impossible requirements to meet trigger is limiting to say the least. Look at Kitana who can't combo xx fan - combo xx slice and no capability to even use two fans. I feel these are unnecessary limitations. It was fine that characters got more comboability from KBs but then on day 1 they removed KBs mid combo further restricting possibilities and combo diversity.
If it's damage then scale it. It doesn't matter if it lasts 5-20 seconds if they do the same damage. Neutral stays the same if the character only gets 30% with bar at least that's 3-4 attempts at winning neutral.
Keep characters without safe 50/50s and mixups I'm all for the back and forth but when I win neutral I want my characters to shine in combos, you do have multiple tools to protect against combos like flawless block and Breakaway.

It's this bullshit where a few characters shine with combos while others are left without that needs to go. Baraka, Liu Kang, Kabal, Sonya, Cassie, Scorpion and Geras have comboability but others are lacking like Kitana, Kotal, Sub Zero, and many others. I understand Jade and Scarlet shouldn't have high damage midscreen being space control but it wouldn't hurt to balance that with damage scaling instead of the capability to pull them off!
 
I actually love the game and the direction they took it in just not the short combos or no combos at all.
There is plenty to discover as in matchups, tech, flawless block on every gap, as Punishers ect. But I do feel characters are very bare bones without longer combos. I enjoyed that do much about MK9 and MKX and to this day I'm still discovering combos and tech. Characters only having 2 or 3 Krushing Blows and impossible requirements to meet trigger is limiting to say the least. Look at Kitana who can't combo xx fan - combo xx slice and no capability to even use two fans. I feel these are unnecessary limitations. It was fine that characters got more comboability from KBs but then on day 1 they removed KBs mid combo further restricting possibilities and combo diversity.
If it's damage then scale it. It doesn't matter if it lasts 5-20 seconds if they do the same damage. Neutral stays the same if the character only gets 30% with bar at least that's 3-4 attempts at winning neutral.
Keep characters without safe 50/50s and mixups I'm all for the back and forth but when I win neutral I want my characters to shine in combos, you do have multiple tools to protect against combos like flawless block and Breakaway.

It's this bullshit where a few characters shine with combos while others are left without that needs to go. Baraka, Liu Kang, Kabal, Sonya, Cassie, Scorpion and Geras have comboability but others are lacking like Kitana, Kotal, Sub Zero, and many others. I understand Jade and Scarlet shouldn't have high damage midscreen being space control but it wouldn't hurt to balance that with damage scaling instead of the capability to pull them off!
i don't think that's entirely true and i think your phrasing is dishonest and presents this way too favorably.

the only thing left to 'learn' after you spend 1 day on a character is how to play MUs, anything else is simply just drill practice. there's no "tech" to discover as it's largely about mid meaties or throw game.

the rest that's left is simply about practice. which highs you jail into is learned at first glance by looking at the data - there's nothing to "learn" here, the only thing to do is drill it until you have the timing down. the exact same thing applies to flawless blocks and breakaways, and the kicker is that since chars barely have strings or moves, even mindmapping is a highly limited endeavors and the only thing that truly remains is drilling timings. the same thing applies to pressure, to reliably apply high strings you need frame perfect inputs that you drill.

but for a game that has such arbitrarily strict inputs for some areas, it genuinely allows you to do very little with it and it's incredibly unsatisfying. having to drill frame perfect timings in order to not get scrubbed out by d1 or d2s in case you want a mixup on block is incredibly dull.

and lastly i generally don't want to hear talk about "playing neutral" in nrs games in general. none of these games have an honest neutral game and mk11 is no exception, especially with ridiculously forgiving design of fatal blows.
 

ItsYaBoi

Noob
I give up on this Scorpion ToT tower. Fucking impossible, especially with trash tier randoms who - somehow - don’t know that they can help you by using modifiers.
 
i don't think that's entirely true and i think your phrasing is dishonest and presents this way too favorably.

the only thing left to 'learn' after you spend 1 day on a character is how to play MUs, anything else is simply just drill practice. there's no "tech" to discover as it's largely about mid meaties or throw game.

the rest that's left is simply about practice. which highs you jail into is learned at first glance by looking at the data - there's nothing to "learn" here, the only thing to do is drill it until you have the timing down. the exact same thing applies to flawless blocks and breakaways, and the kicker is that since chars barely have strings or moves, even mindmapping is a highly limited endeavors and the only thing that truly remains is drilling timings. the same thing applies to pressure, to reliably apply high strings you need frame perfect inputs that you drill.

but for a game that has such arbitrarily strict inputs for some areas, it genuinely allows you to do very little with it and it's incredibly unsatisfying. having to drill frame perfect timings in order to not get scrubbed out by d1 or d2s in case you want a mixup on block is incredibly dull.

and lastly i generally don't want to hear talk about "playing neutral" in nrs games in general. none of these games have an honest neutral game and mk11 is no exception, especially with ridiculously forgiving design of fatal blows.
i enjoy the game but i have to agree with you. especially the part about neutral. nrs games don't have honest neutral. how could it with random teleports and fast advancing mids, which sometimes won't give you a turn because everyone mashes d1? i don't have a problem with that. i take the game for what it is but i feel like a lot of people will be dissapointet in this game, because of false expectations.
 

ZATA

Noob
Fatal blows are the scrubbiest comeback mechanic in any mk game ever. Bring back the old system where it takes all of your offensive meter to use it, make it extremely punishable and it shouldn't recharge.

Right now If it whiffs it recharges in like 5 seconds to use again. All reward 0 risk. Literally every single match you will eventually get hit by this and u get to watch the same animation for 30 seconds, its painful.
I just sign in to give you a like
 
I still need 2 Skeleton Keys. They appear randomly in chests. So I just re-filled over 400 chests and spent over 1.5 Koins by opening them again and nothing! Not a single Skeleton Key. This randomized BS is f'ing annoying!! Make them available at fixed location in the Krypt and/or available at your premium store for time crystals. I am so tired of this sh!t with those damn Skeleton Keys! :( :( :(
 
So unless I'm missing something, is there really no way to completely disable voice chat online? My headset doesn't co-operate with the PS4, and even if it did, I don't want to talk to random people anyway. Why am I still forced to hear them through my TV?