KingKhrystopher
Official Merlin of TYM
Do you want Variations to return in MK11?
Personally, I'll just have to give a no. I had faith in NRS that they could enhance the Variation system from MKX, because I personally liked the Variation system from MKX. Sure, there was typically one Variation that was largely considered the best/favorite (Royal Storm Kitana, Shirai Ryu Takeda, Kobu Jutsu Tanya), but there were also some characters that had really fun Variations regardless of the Variation you were playing (for me personally, Takeda, Quan Chi, Tanya, Mileena, Erron Black, Sub-Zero, Alien, D'Vorah, TRI-BORG (Tri-Borg is in my opinion BY FAR the best example of the Variation system doing well in MKX). Generally, it felt cool to go and play your main, and have 3 different versions of said characters to choose from, and although most people played 1 specific Variation, I thought it was cool to have characters who had different specialties in each Variation, like how Kano was a lot more of a grappler in Commando than the other two, or how Quan Chi had the Vortex situations in Summoner that he didn't have elsewhere. I thought that was really unique to MK specifically.
But in MK11? For whatever reason, i feel like they dropped the ball so hard with this one. Might be because custom Variations exist, and we KNOW that it would theoretically be possible to combine certain abilities to make an ideal Variation, but I feel like the MK11 variations are so shallow. Each Variation is so barebones and typically doesn't even change much. Take Cetrion for example; she gains 2 abilities in both her first AND third Variations. TWO. While I'm not understating how effected Geyser/Teleport is, it's literally just TWO abilities they slapped onto her and said, "Oh yeah, that's it." And this is the case with many Variations. You get 2/3 abilities, and maybe some combo strings if you're someone like Jax or Erron Black, and to some degree, Jade. Very few sweeping changes come to many of the Variations like Mounrful Kitana, Ronin Takeda, or Dualist Liu Kang. To me, this makes the Variation system feel really lackluster and not distinctive to each Variation. In fact, most Variations feel like different ways to do the same thing, just with a different animation, which is arguably the Variation system in MKX, but I was hoping they'd improve on it this time around. But at this point I just don't trust NRS with the system anymore. I'd rather they just take like 50% of the special moves that would be reserved for Variations and just add those to the base movesets so that we get more whole charaters, and potentially more characters besides and don't end up with things like Soul Eater Liu Kang and Highborn Kitana.
But that's my 2 cents.
Personally, I'll just have to give a no. I had faith in NRS that they could enhance the Variation system from MKX, because I personally liked the Variation system from MKX. Sure, there was typically one Variation that was largely considered the best/favorite (Royal Storm Kitana, Shirai Ryu Takeda, Kobu Jutsu Tanya), but there were also some characters that had really fun Variations regardless of the Variation you were playing (for me personally, Takeda, Quan Chi, Tanya, Mileena, Erron Black, Sub-Zero, Alien, D'Vorah, TRI-BORG (Tri-Borg is in my opinion BY FAR the best example of the Variation system doing well in MKX). Generally, it felt cool to go and play your main, and have 3 different versions of said characters to choose from, and although most people played 1 specific Variation, I thought it was cool to have characters who had different specialties in each Variation, like how Kano was a lot more of a grappler in Commando than the other two, or how Quan Chi had the Vortex situations in Summoner that he didn't have elsewhere. I thought that was really unique to MK specifically.
But in MK11? For whatever reason, i feel like they dropped the ball so hard with this one. Might be because custom Variations exist, and we KNOW that it would theoretically be possible to combine certain abilities to make an ideal Variation, but I feel like the MK11 variations are so shallow. Each Variation is so barebones and typically doesn't even change much. Take Cetrion for example; she gains 2 abilities in both her first AND third Variations. TWO. While I'm not understating how effected Geyser/Teleport is, it's literally just TWO abilities they slapped onto her and said, "Oh yeah, that's it." And this is the case with many Variations. You get 2/3 abilities, and maybe some combo strings if you're someone like Jax or Erron Black, and to some degree, Jade. Very few sweeping changes come to many of the Variations like Mounrful Kitana, Ronin Takeda, or Dualist Liu Kang. To me, this makes the Variation system feel really lackluster and not distinctive to each Variation. In fact, most Variations feel like different ways to do the same thing, just with a different animation, which is arguably the Variation system in MKX, but I was hoping they'd improve on it this time around. But at this point I just don't trust NRS with the system anymore. I'd rather they just take like 50% of the special moves that would be reserved for Variations and just add those to the base movesets so that we get more whole charaters, and potentially more characters besides and don't end up with things like Soul Eater Liu Kang and Highborn Kitana.
But that's my 2 cents.