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Game is Unplayable

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Vslayer

Juiced Moose On The Loose
Lead Moderator
OP sounds like he’s describing early MKX. Early MK11 is similarly unbalanced but not unfair like MKX was. However, mk11 sacrificed fun for a stable competitive entry which is why I might hang it up. This game has no options, there is no imagination. “Stagger, poke, throw, repeat” might be a good band name but it’s a boring-ass game.
I agree, which is not to say there is no skill involved, but their choices have been all about making this a more serious fighting game but it has taken away a lot of things that were fun, and making custom variations illegal in tourneys is probably the nail in this game's coffin. They really need to change this above all, and make pokes and jump kicks more unsafe. If they want us to rely on footsies then getting free J4s safely makes playing neutral useless.
 

xKMMx

Banned
I agree that this game can be very frustrating at times with regard to it not being a good game because there are things in this game that are easy to use and get wins despite not having much skill or know how when it comes to fighting game. IE down 2 is bullshit powerful and hard to punish. Grabs are 14 percent damage and some characters grabs fell impossible to tech and also fell like they can grab you from far away.
But in no way is this game 50/50 heavy. Like others have said. MKX was pretty much all 50/50's. There are characters in this game that can bang you up for 30-40 percent damage using overhead/low 50/50 tactics but very few.
 

xKMMx

Banned
I do agree with anyone in here that says this game can start to feel stale fast. Definitely not a game where you can enjoy a long grind session to learn. I'm only on my second character in this game now that I am playing Jacqui. She can be A LOT of fun to play for a LITTLE while. But she starts to feel really stiff and boring quick and that is saying a lot because she is supposed to be one of the more diverse characters in the game.
 

B. Shazzy

NRS shill #42069
main reason at certain spacing I miss aa’s in this game is due to the fact that when at a certain range my first reaction to opponents movement is hitting block. Which then means I can’t aa as he’s already in the air by the time block recovery is gone from just tapping it, it’s too late. This isn’t an issue in sfv and means shoryuken is always available.
Thats what I mean. First people’s reaction to movement at certain ranges and vs certain characters is hit block button instead of be ready to antiair. When character’s have fullscreen fast specials to throw out (Jacqui dash punch, Geras Sandtrap, Scorpion tele etc) if youre not hitting the block button as soon as those characters twitch its already too late. Especially online
 
So, pokes in this game ARE a problem. So are throws. And hitboxes. Why does the mob mentality insist that people need to level up when even the peak top players agree? I think this game is really good, but I also thin d1 throw, even d1 d1 d1 are viable tactics and I dont like that. Many dont. Online is definitely different than off, but I run into mostly players that can not be conditioned to block after their poke is blocked. Meta level 1 is not fun to play, win or lose.

I was messing around with Kotal Kahn and got matched against a Kano player. I literally beat him 2 rounds mashing d1 any time he got close to me because...I mean what else can Kotal Kahn do vs that.

awaits 73 angry MK fanboys to tell me I'm lying

considers uploading the replay when I get home
 

xKMMx

Banned
Thats what I mean. First people’s reaction to movement at certain ranges and vs certain characters is hit block button instead of be ready to antiair. When character’s have fullscreen fast specials to throw out (Jacqui dash punch, Geras Sandtrap, Scorpion tele etc) if youre not hitting the block button as soon as those characters twitch its already too late. Especially online
Maybe I just suck cause I get my Dash punch blocked all the time lol
 

STB Shujinkydink

Burning down in flames for kicks
Some very interesting discussions here. In my opinion MK11 checks all the boxes of a good fighting game.

In regards to the 50/50s there are only a few overhead low type mixups and most of them have a safe option, and an unsafe option. It's up to you as a player to gauge the opponents risk/reward style gameplay and then make a decision accordingly. The knockdown game is a typical oki situation you'd find in any fighting game. Will they wake up? Will they press a button or will they jump? Again understanding your opponents options and making a decision on what to commit too. So Lets change this statement from 50/50s to The fact that you actually have to think and make reads.

There is a lot of great space control that can happen in this game. Lots of characters have good ranged attacks that can help them close distance and whiff punish. The krushing blow system is fantastic(although unbalanced a bit atm imo) as it rewards you for doing good gameplay things such as whiff punishing, kountering and making solid reads.

Now I am gonna make a read here and say that your salty comment is somewhat telling of your skill level, and since online does have a fairly decent matchmaking system now that matches you up with similar skill levels that is why your wife was able to mash buttons and win because she was playing an opponent that was on that same skill level as you/her. unless you were in an online room in which you may have also been playing a 9 year old.

In closing MK11 is a fantastic fighting game but you are entitled to your opinion, its just wrong. Not every game is for everyone, there have been many fantastic games that I have not enjoyed but that does not make it bad. Finding a good group of people to train with and play with instead of dealing with online players who can be toxic at times is a crucial part of enjoying this game and community more. That would be my reccomendation.
 

xKMMx

Banned
This is absolutely completely wrong, you're just not as good as you think.
I gotta agree. Saying there are zero mechanics of a fighting game in MK11 sounds like pure salt to me. Like you think your so good at fighting games that the only reason you lose is because the game is so poorly designed.
It is heavily footsie based and good footsies work well in this game and can make a player almost impossible to beat.
 

Vslayer

Juiced Moose On The Loose
Lead Moderator
In closing MK11 is a fantastic fighting game but you are entitled to your opinion, its just wrong. Not every game is for everyone, there have been many fantastic games that I have not enjoyed but that does not make it bad. Finding a good group of people to train with and play with instead of dealing with online players who can be toxic at times is a crucial part of enjoying this game and community more. That would be my reccomendation.
This, x1000. If I wouldn't have found the group we have now, running KOTHs and 1V1s almost every day and @STB Sgt Reed teaching me a lot of stuff, then I wouldn't be having as much fun with the game and not learning as much either.
 

xKMMx

Banned
dg
And every blocked jump kick is a 50 50 between mid and grab. It’s honestly hilarious that so many people think this game is some neutral masterpiece when it’s still a guessing game just better hidden.
Ahhhh good thing you can step back and whiff punish instead of blocking / lab an anti air.
 
No. This is straight up false. No amount of verbal gymnastics will make this anywhere near true
Okay fine. There are mechanics of a fighting game at play. They just suck.

I'm not sure if youre familiar with the term "defenders advantage" but in MK there is no defenders advantage unless you're a boss and flawless block punish everything. Playing this game online I've noticed that too block something you must be blocking it before your opponents input is finished. Example sub zero slide, Sonya overhead mid attack string, Geras 11 overhead / sandpit. So even if you know the potential for an overhead is coming you have to guess its coming out before your opponent even finishes their inputs. This goes back to my original point where i said reactionary play is non-existent and guessing is the only option. Ya you can recognize what your opponent is likely to do but with krushing blows and throws that krushing blow into 30% damage....it doesnt give you much room for error.

Oh and regarding D1 and everyone saying oh thats the meta blah blah blah.....Crouching Jabs are not meta anything. Its a simple way to disrupt your opponent and there is almost no risk to doing so.

I might have to make a whole new thread about the D1 problem to be honest since everyone enjoyed this one so much.
 
Okay fine. There are mechanics of a fighting game at play. They just suck.

I'm not sure if youre familiar with the term "defenders advantage" but in MK there is no defenders advantage unless you're a boss and flawless block punish everything. Playing this game online I've noticed that too block something you must be blocking it before your opponents input is finished. Example sub zero slide, Sonya overhead mid attack string, Geras 11 overhead / sandpit. So even if you know the potential for an overhead is coming you have to guess its coming out before your opponent even finishes their inputs. This goes back to my original point where i said reactionary play is non-existent and guessing is the only option. Ya you can recognize what your opponent is likely to do but with krushing blows and throws that krushing blow into 30% damage....it doesnt give you much room for error.

Oh and regarding D1 and everyone saying oh thats the meta blah blah blah.....Crouching Jabs are not meta anything. Its a simple way to disrupt your opponent and there is almost no risk to doing so.

I might have to make a whole new thread about the D1 problem to be honest since everyone enjoyed this one so much.
Please don’t
 
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