IlluvialCE
Ruler of the Skies
A lot of people are starting to think that MK9 really will get a rollback remaster soon due to a couple tweets over the past year or so from Ed Boon himself. While that would be great and all, I can't help but wonder how long a modern release of MK9 would last in the modern day. People just don't have the patience for games that are as broken/unbalanced as MK9 and unfortunately MK9 has been a beloved title that has been dissected and explored to its very core.
Because of this, I think it isn't all that controversial to say that a remaster release would probably have to bring along some changes/fixes to really reignite the larger community around it long term. Stuff like input bugs, P1 advantage and random block advantage are things that certainly need to be addressed above all else, but what about the core mechanics or character specific changes? While I really don't enjoy the idea of nuking any characters from orbit or drastically buffing lower tiers (sans Sheeva cause yeesh) I think tightening up some characters to make MUs less polarizing and give the bottom 10-15 characters more of a chance to hang with the big kids would be absolutely worthwhile. Changes should be focused on retaining the freedom and sense of expression that MK9 has while simply rounding out all of the numerous rough edges that the game has. I know projects like MK9 TE have sought to change balancing of the game, but as I have never played that version I'm unsure what the goal of those changes were or how effective they are at achieving what they set out to do.
For example, I'd like specific restands like Cage's to offer a bit less advantage. Restands are already super valued in this game due to the wakeup system actually being fairly good for the player waking up so reducing some of the more crazy examples of characters being able to endlessly mix and restand characters to give them less and less options to escape their already godlike pressure. I'd also like to see the damage scaling on X-Rays adjusted somewhat. I'm not sure what the formula for combo scaling is in this game so I won't give an exact number, but a nudge in the direction of them not being useless as combo enders would be nice.
I have never played the game extensively, in fact outside of a few months back in high school I would say that almost all of my time with this game has been spent rediscovering and falling in love with it over the past few weeks. I say this to highlight that I have no idea how A would affect B, C or D in terms of balancing and I certainly am not able to offer a high level opinion on things.
I play Sub Zero, so I'll just highlight some changes for him specifically. Mostly focusing on general QoL.
1 - Changed to 14 frame startup instead of 16
D1 - 0 on hit instead of -3 and -10 on block instead of -14
Iceball - Does 2% of chip on block
EX Iceball - Does 3.5% of chip on block
Slide & EX Slide - Travels 10% faster and EX does 3% more damage than it currently does
EX Clone - Armor granted on use until recovery
Edit: Updated my proposed Sub Zero changes
Because of this, I think it isn't all that controversial to say that a remaster release would probably have to bring along some changes/fixes to really reignite the larger community around it long term. Stuff like input bugs, P1 advantage and random block advantage are things that certainly need to be addressed above all else, but what about the core mechanics or character specific changes? While I really don't enjoy the idea of nuking any characters from orbit or drastically buffing lower tiers (sans Sheeva cause yeesh) I think tightening up some characters to make MUs less polarizing and give the bottom 10-15 characters more of a chance to hang with the big kids would be absolutely worthwhile. Changes should be focused on retaining the freedom and sense of expression that MK9 has while simply rounding out all of the numerous rough edges that the game has. I know projects like MK9 TE have sought to change balancing of the game, but as I have never played that version I'm unsure what the goal of those changes were or how effective they are at achieving what they set out to do.
For example, I'd like specific restands like Cage's to offer a bit less advantage. Restands are already super valued in this game due to the wakeup system actually being fairly good for the player waking up so reducing some of the more crazy examples of characters being able to endlessly mix and restand characters to give them less and less options to escape their already godlike pressure. I'd also like to see the damage scaling on X-Rays adjusted somewhat. I'm not sure what the formula for combo scaling is in this game so I won't give an exact number, but a nudge in the direction of them not being useless as combo enders would be nice.
I have never played the game extensively, in fact outside of a few months back in high school I would say that almost all of my time with this game has been spent rediscovering and falling in love with it over the past few weeks. I say this to highlight that I have no idea how A would affect B, C or D in terms of balancing and I certainly am not able to offer a high level opinion on things.
I play Sub Zero, so I'll just highlight some changes for him specifically. Mostly focusing on general QoL.
1 - Changed to 14 frame startup instead of 16
D1 - 0 on hit instead of -3 and -10 on block instead of -14
Iceball - Does 2% of chip on block
EX Iceball - Does 3.5% of chip on block
Slide & EX Slide - Travels 10% faster and EX does 3% more damage than it currently does
EX Clone - Armor granted on use until recovery
Edit: Updated my proposed Sub Zero changes
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