Eddy Wang
Skarlet scientist
As someone who wasn't as hype on release, take this post as someone coming from an honest opinion and not blindly hop on the bandwagon, i had my concerns and i still do, but so far, i think NRS did enough to convice me to pre-order the game which i already did and finally excited to play next, this might not be your case so, hopefully this post/list can give you a hint on how the game feels so far from all the feedback that has been gathered, what we've learned since release, what has changed, and of course the expectations which are high.
So far this is all i noticed.
The Good
NRS might have a blue print for the next 5 years of MK if this runs well, and might even update the chars for MK2 or so without changing much of it's core.
The bad
My Only concern so far being thar we haven't seen a roadmap of development update, when patches and DLCs will be handed out?
Does Ranked mode still resets every month? Can we still counter pick in ranked?
Do we have a rank for each character/Team?
So far this is all i noticed.
- The studio is very open to communication and listening more, putting our concerns as their concerns, and even addressing them whenever they have a chance to talk about
- They have announced the entire DLC lineup even before the game launches (This is good because now everyone can choose if they like the bundle or not before purchasing and don't feel scammed)
- Community members working at NRS like Big D, Dragon and More, a possible "Balancing team" just like Namco and Capcom have assembled one, so Devs can make a more educated game with feedback of members that have played the game outside of the scope of just one or 2 persons, this is huge MK1 might be aiming to cather the competitive audience as well, not just the casuals
- No Krushing Blows to be seen, moves that do 30% damage off one single hit, that is gone, the only reminiscent being Uppercuts combo cancels at the cost of 2 bars
- Meterless Launchers for mostly every character and a variety of ways to do combos
- So far no one seems to have Coast to coast traveling strings or normals, which is a design that came along with Injustice with F23 (supermans) and carried over since then (MKX, MK11 Kotal etc), the characters feel more like MK9 when using ranged attacks
- No more Variations, and Characters feel full fleshed out, full of great ideas and designs gameplaywise, it feels like you can even have non-kameo mode on the play and the game would still feel incredible
- Return of Meter for main characters with traditional buil up, passive active meters are now Kameo only, those being auto regenerative
- Flawless block finally does what it was always meant to do, Negate chip and that's it
- Kameos seem to be defined by archetypes, each one having a different impact when paired with each character, curious to see how this pans out.
- Breakers cost 3 bars, use all you meter to escape or get fked, and Kameo has to be ready to enter the stage, in a certain way, both sides get that they want
- After majority movement backlash, MK9 dash block added
- Assists meter might deplete differently depending on how strong is the move they use
- Casey Edwards (DMC 5 composer) Joins, Dan Forden, Rich Carle, and Nathan Grigg(I need to confirm this last one) who composed some of the great thematics of MK11
- Fatal Blows don't have immediate armor on startup and freeze the screen
- Characters do have a nod to some of their former versions in past games, but still staying true to what they've represented before.
The Good
NRS might have a blue print for the next 5 years of MK if this runs well, and might even update the chars for MK2 or so without changing much of it's core.
The bad
My Only concern so far being thar we haven't seen a roadmap of development update, when patches and DLCs will be handed out?
Does Ranked mode still resets every month? Can we still counter pick in ranked?
Do we have a rank for each character/Team?