This would add absolutely NOTHING to the depth of gameplay. It would just be annoying to have to remember each amplify input. NRS added this simply to make it seem like the game was deeper than it really was. Completely stupid idea and removing it was 100% the right move.Like imagine if there was no amplify button and rather there was specific inputs like u1 or u2. That is what was intended before people complained a lot.
Right, because BreakAway is such a huge improvement.Best thing about MK11? It got rid of breakers.
There has never been a more scrubby, nonsensical, braindead mechanic in all of Mortal Kombat. God, I hope we never see this appear again.
You've got seveal years on me! Mine is playing a top-down PacMan cabinet at a hospital in '82.Damn, sir! I'm 46 years old. My first memories of gaming come from going to my grandmother's house in 1978 and watching my cousins gather around an old black and white tv to play pong with those controllers that had rotating dials on them to move the block around to hit the dot. They would not give me or my older brother a turn to play lol!
Another major problem with the Breakaway mechanic is that they occur way too often.Right, because BreakAway is such a huge improvement.
Let me get punished because you can stand up while I'm still attempting to finish my combo.
At the very least, breakers reset both characters to neutral. I'd choose them any day instead of the asinine BreakAway anti-hype button. Not that any combos in this game are hype anyway, but still. It's really fun watching someone auto-regen 3 BreakAways a game and dropping out of every launch.
The 2K baseball game series, and pretty much every single Madden game post 2006.The most disappointing game I have ever played.
Eliminating armor and removing invincibility on backdashes incredibly enforced the power of the strike/throw mixup (with throws being the most dangerous in any nrs game this time) which eliminates some layers and doesn't particularly help making the pace of the game look good.
First of all, thank you for listening to the podcast.M2Dave, I actually (along with many others) listen to your podcasts with REO and Tom Brady and the others, I respect alot of what you have to say. yet I fail to see how all of those things seem astounding to you. I praise some aspects of this game, however I will not praise things like the throw meta in MK11 - even as a longtime MKX fan. You should not turn a strike/throw 50/50 meta into an even further mix up game with 2 tech buttons, and furthermore, you should definitely not attach KBs to throws. Eating 30%+ on a wrong guess removes skill from the player and faults the receiver - especially, as I mentioned in my last post, when you can actually get grabbed out of a D2 READ and eat the KB FOR STILL MAKING THE RIGHT READ.
They were rarely used in Mortal Kombat 9 or Mortal Kombat X for that reason. Why waste three bars on 35% of damage when you could do more with one bar? Bars were also a necessity for defensive purposes such as armor moves and breakers.(X-Rays in MKX wasted all 3 bars for example).
Fatal Blows are absolutely worth complaining about. They are a 2 button get-out-of-jail free card with 0 consequence.
Now it seems there's is a lack of hype with this game. Characters are so formulaic, the tech is so limited feels like you know a character by the first week.
The meta is still abusable strings with mids and grabs in between so no.
Breakaway is inferior to combo breakers in every way and Flawless Block is a dead mechanic online. This game felt like it was meant to be played with custom variations but then they pussy'd out last second to scramble together these sloppy tournament variations. And let me tell you this, if this is what NRS thinks footsies/neutral gameplay is like then they need to play a lot more fighting games.
Most characters were optimised within a week of their release.
While MKX was a 50/50 and armour heavy game, there was far more depth to the characters, far more combo routes, and set ups - and zoning especially was far less prevalent (minus a couple examples like Jacqui).
How so? You offered absolutely nothing in the way of counter argument.I don't think you know as much as you seem to think you know. These comments are silly.
Well the fact that I constantly use flawless block in my online games and get them consistently - proves that it's not a dead mechanic online.How so? You offered absolutely nothing in the way of counter argument.
I use flawless block as well. What I don’t see is it mentioned in anything I’ve said or in the quotes he attempted to refute above, so I’m curious as to why you’d bring it up with me.Well the fact that I constantly use flawless block in my online games and get them consistently - proves that it's not a dead mechanic online.
You replied to a post, where a lot of statements were made and the guy called them silly. You said the guy needed counter-arguments, he can't just say the thing is silly. Well I am providing counterarguments...one of the statements mentioned that flawless block is unusable online. Since I (and apparently you) use them all the time in online play, appears to provide the counter-argument that you were looking for.I use flawless block as well. What I don’t see is it mentioned in anything I’ve said or in the quotes he attempted to refute above, so I’m curious as to why you’d bring it up with me.
Except that none of the posts he quoted were referencing flawless block lolYou replied to a post, where a lot of statements were made and the guy called them silly. You said the guy needed counter-arguments, he can't just say the thing is silly. Well I am providing counterarguments...one of the statements mentioned that flawless block is unusable online. Since I (and apparently you) use them all the time in online play, appears to provide the counter-argument that you were looking for.
Would you like me to explain things a bit more in depth?
Breakaway is a scrub mechanic. If NRS added more ways to blow up breakaway (like Spawn’s hammer thing) it would be ok.Statements like these just make you want to question whether people are just set out to hate the game.
Let's take them one by one:
Breakaway: In what universe is this mechanic inferior to a Combo Breaker? A MK combo breaker has no counterplay, gets you completely out of whatever situation in in a braindead fashion. There isn't much to think about when you time it, and there's usually no thinking at all on your opponent's side either. Breakaway requires thinking and a bit of planning from both players, and it also has some counterplay and still has a disadvantage (it leaves one player in a knowndown state). The gameplay surrounding breakaway is much deeper, and that's what you want in a fighting game.
Flawless Block dead online: This can't be serious. Two of the players who flawless block the most, Grr and Biohazard, have been playing primarily online, even before the Coronavirus epidemic ever happened. It's not just the absolute best players either.. Kitana Prime flawless blocks a ton, lots of good players do. Saying that this mechanic is dead online is like saying that you've never watched a high-level online tournament.
These are just two examples, but stuff like this makes you question whether people really understand the game before they bash it.
Resetting both characters to neutral is exactly why breakers were stupid, especially in a game where meter is built in no time. "Oh, I got opened up? Let me break with the press of a button so my opponent loses his advantage". And they were more frequent than breakaways, lets be honest.Right, because BreakAway is such a huge improvement.
Let me get punished because you can stand up while I'm still attempting to finish my combo.
At the very least, breakers reset both characters to neutral. I'd choose them any day instead of the asinine BreakAway anti-hype button. Not that any combos in this game are hype anyway, but still. It's really fun watching someone auto-regen 3 BreakAways a game and dropping out of every launch.
Just an example. After being plus, to simplify it, some options you have as the attacker are: do a high attack, do an attack that you can't neutral duck, do a throw, do a fast poke...Just curious how does the game having a more strike/throw meta = eliminating layers? A lot of the fighting games that people tend to list as being very deep have heavy strike/throw metas.
Thanks for the reply. Yes, I'm a fan of MKX but not for the 50/50's and endless mix (e.g.. no one enjoyed the corner mix of a GM sub zero), sorry if that's what you thought I meant. The game is filled with them, sure, but I wasn't a fan of MKX for them, I was a fan of that game for another aspect:First of all, thank you for listening to the podcast.
Your post precisely proves my point, though. You claim to be a fan of Mortal Kombat X, a game filled with 50/50 mix ups, yet you dislike the 50/50 mix up of throws in Mortal Kombat 11 when Mortal Kombat X has the exact same throws. In fact, you can most certainly make the argument that the throws in Mortal Kombat X are better than in Mortal Kombat 11. I encourage everyone to whiff a throw in each game and tell me what they notice.
Again, I continue to be astounded by post such as yours and this one. I will never argue with someone who dislikes the Mortal Kombat 11's meta. Different strokes for different folks. But when I am reading rationale that is inaccurate, hypocritical, or simply ignorant, I have to comment.
They were rarely used in Mortal Kombat 9 or Mortal Kombat X for that reason. Why waste three bars on 35% of damage when you could do more with one bar? Bars were also a necessity for defensive purposes such as armor moves and breakers.