REO
Undead
Rumor has it that a balance patch will be coming soon with either the DLC characters or after EVO. We're not sure what direction NRS will take the balancing but I thought I'd join in on the fun and post my two cents. Obviously fix all characters hitbox / hurtbox issues and crushing blow mechanics first before considering any of these changes.
I posted this in the comments but I feel I should also post this question here:
Question for the comments. Would you all prefer NRS tries to make all the characters top tier by pumping buffs, or would you prefer NRS selects a targeted "well designed and balanced" character who plays MK11 well from the cast to aim their balance towards?
I was originally always a fan of "buff everyone and make them as good as the top tiers" until I saw what it did to MKX. In MKX, NRS tried to make everyone "top tier" for a year straight by pumping unnecessary buffs after unnecessary buffs towards the cast in hopes of making every character "viable". If there was a character that wasn't fun to play against in MKX and made the game less enjoyable (Pre-patch Quan Chi, Alien, Tanya, etc.), now that number of less enjoyable characters was amplified by the amount of characters in the cast to have them match the top tiers strength. If Kabal and Batgirl are broken and negatively affecting the games prosperity, why would you make it so there are 10 Kabals and 10 Batgirls instead of addressing the top tiers and tweaking them to play the game that every other character is centralized to play? NRS eventually realized there mistake with MKX, but by then it was too late. Most of the player base moved on from the game because it left a terrible taste in their mouth and frustrating memories.
I don't want to see MK11 go down the same path that MKX did. If Sonya Blade, Erron Black, Geras, and so on are not enjoyable to play against, and reduce the quality design that MK11 was aiming to achieve... Then why further degrade the game to a less enjoyable experience by giving the whole cast brain-dead, auto-pilot crushing blows, 50/50 overhead lows, effortless offense, extremely safe, no risk, auto-neutral attacks, and plenty more just for the sake of "buff everyone because the top tier are the epitome of great game design". I would prefer if NRS selects a character in MK11 that is around middle of the pack that plays the game in a respective manner (Kollector, Shao Kahn, Kitana as examples) and focuses the balance around that character's level by toning down the top tiers and helping up the bottom tiers who need it. I have faith NRS will do this game justice because MK11 (contrary to this video) is astonishingly balanced for a day one balance release.
The reason I chose Kitana / Kollector / Shao Kahn is because these characters have the "fun" element to them while also being unique. A character doesn't necessarily have to be top tier to be "fun". They just have to be well designed and interesting to play.
Question for the comments. Would you all prefer NRS tries to make all the characters top tier by pumping buffs, or would you prefer NRS selects a targeted "well designed and balanced" character who plays MK11 well from the cast to aim their balance towards?
I was originally always a fan of "buff everyone and make them as good as the top tiers" until I saw what it did to MKX. In MKX, NRS tried to make everyone "top tier" for a year straight by pumping unnecessary buffs after unnecessary buffs towards the cast in hopes of making every character "viable". If there was a character that wasn't fun to play against in MKX and made the game less enjoyable (Pre-patch Quan Chi, Alien, Tanya, etc.), now that number of less enjoyable characters was amplified by the amount of characters in the cast to have them match the top tiers strength. If Kabal and Batgirl are broken and negatively affecting the games prosperity, why would you make it so there are 10 Kabals and 10 Batgirls instead of addressing the top tiers and tweaking them to play the game that every other character is centralized to play? NRS eventually realized there mistake with MKX, but by then it was too late. Most of the player base moved on from the game because it left a terrible taste in their mouth and frustrating memories.
I don't want to see MK11 go down the same path that MKX did. If Sonya Blade, Erron Black, Geras, and so on are not enjoyable to play against, and reduce the quality design that MK11 was aiming to achieve... Then why further degrade the game to a less enjoyable experience by giving the whole cast brain-dead, auto-pilot crushing blows, 50/50 overhead lows, effortless offense, extremely safe, no risk, auto-neutral attacks, and plenty more just for the sake of "buff everyone because the top tier are the epitome of great game design". I would prefer if NRS selects a character in MK11 that is around middle of the pack that plays the game in a respective manner (Kollector, Shao Kahn, Kitana as examples) and focuses the balance around that character's level by toning down the top tiers and helping up the bottom tiers who need it. I have faith NRS will do this game justice because MK11 (contrary to this video) is astonishingly balanced for a day one balance release.
The reason I chose Kitana / Kollector / Shao Kahn is because these characters have the "fun" element to them while also being unique. A character doesn't necessarily have to be top tier to be "fun". They just have to be well designed and interesting to play.