versavices
Noob
Agree with most of what he said.
I like the gameplay switch that Fatal Blows bring but I feel like they are too safe to just throw out. Either give them a 1-time use per round or drastically lower the pushback on them, which would turn them into guaranteed death on block in most cases.
The variation system isn't growing on me at all. There is so much to lab in this game with flawless blocks and so many options to the defender on Oki but it still leaves EVERY character feeling bland and lacking face-value depth. People are speculating that this will be the most counter-pick friendly game NRS has made so far. I think most of the pro scene will have 4-5 "main" characters by the time EVO comes around. Not sure if this is a good thing or a bad thing, honestly.
There are too many useless specials, inside and outside of tournament variations. I'm also not sold on the base variations. It felt like MKX had a more defined base moveset that made more sense than MK11. While some like the idea of specs not having combo extenders/launchers, I think it gives too much of an advantage to the characters that do. The non-launching specs just feel bad to me. Playing Frost without her DB4 (Freeze) feels awful. If custom variations were ever made to be tournament legal, you'd only have 2 slots with Frost and a huge portion of the cast. Combo Extender + 1 Two-Slot Ability or 2 One-Slot Abilities. 1 added ability doesn't feel good unless it drastically changes your gameplay, which most abilities don't. I think they will need to add more slots or add some moves to the baseline kit. I honestly can't even begin to see a way for them to fix this variation mess.
Even with the characters not feeling as good as they should, imo, the game still feels amazing to play. Every match is fun and I'm loving the honesty of the game so far.
I like the gameplay switch that Fatal Blows bring but I feel like they are too safe to just throw out. Either give them a 1-time use per round or drastically lower the pushback on them, which would turn them into guaranteed death on block in most cases.
The variation system isn't growing on me at all. There is so much to lab in this game with flawless blocks and so many options to the defender on Oki but it still leaves EVERY character feeling bland and lacking face-value depth. People are speculating that this will be the most counter-pick friendly game NRS has made so far. I think most of the pro scene will have 4-5 "main" characters by the time EVO comes around. Not sure if this is a good thing or a bad thing, honestly.
There are too many useless specials, inside and outside of tournament variations. I'm also not sold on the base variations. It felt like MKX had a more defined base moveset that made more sense than MK11. While some like the idea of specs not having combo extenders/launchers, I think it gives too much of an advantage to the characters that do. The non-launching specs just feel bad to me. Playing Frost without her DB4 (Freeze) feels awful. If custom variations were ever made to be tournament legal, you'd only have 2 slots with Frost and a huge portion of the cast. Combo Extender + 1 Two-Slot Ability or 2 One-Slot Abilities. 1 added ability doesn't feel good unless it drastically changes your gameplay, which most abilities don't. I think they will need to add more slots or add some moves to the baseline kit. I honestly can't even begin to see a way for them to fix this variation mess.
Even with the characters not feeling as good as they should, imo, the game still feels amazing to play. Every match is fun and I'm loving the honesty of the game so far.