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MK1 "might" be the game we all really wanted, if it manages to check all the boxes

Felipe_Gewehr

Twinktile
I hope they take a more aggressive stance on the patches this time. I remember in MK9 and MKX that characters got massive adjustments (and sometimes even whole buttons/cancels), sometimes my mains would get buffed and that felt like christmas morning, while in MK11 the changes were very minor
 

Juxtapose

Master
NRS MK games with variations have had on average more special moves per variation than NRS MK characters without variations.

The idea that variations made characters less complex doesn't hold up to any sort of scrutiny.
A typical case of perception and reality being different things again.
 

Zviko

Warrior
Forced Kameo feature is what kinda bothers. I mean we've known these characters for 30 years, they have all kinds of relationships and interactions with each other which is always interesting but this feature conflicts with all the logic. I guess lore wise it bothers me.

Good thing is, lore is not why I play fighting games. This feature will probably add a lot of depth for every character. Potential for combos and setups has never been higher in a NRS game. It will be very fun, I just know it. And I'll just pair my Reptile with Khameleon anyway and we're gonna kick ass till MK2.
 

Arqwart

D'Vorah for KP2 copium
I hope they take a more aggressive stance on the patches this time. I remember in MK9 and MKX that characters got massive adjustments (and sometimes even whole buttons/cancels), sometimes my mains would get buffed and that felt like christmas morning, while in MK11 the changes were very minor
Gunna have to agree to disagree here. The patching in MKX was buck wild with the entire meta feeling like it was turned on its head with every patch. Every character getting normals, strings, and specials updated alongside new stuff being added was insane and made it extremely difficult to keep up with learning one's character and matchups. Outside of universal mechanic changes (like the poke patch in MK11), I'd greatly prefer they keep it simple for changes. I feel they could do more than what was done for MK11, but I'd prefer they not pendulum swing back to the MKX days of pages-long patch notes.
 

Felipe_Gewehr

Twinktile
Gunna have to agree to disagree here. The patching in MKX was buck wild with the entire meta feeling like it was turned on its head with every patch. Every character getting normals, strings, and specials updated alongside new stuff being added was insane and made it extremely difficult to keep up with learning one's character and matchups. Outside of universal mechanic changes (like the poke patch in MK11), I'd greatly prefer they keep it simple for changes. I feel they could do more than what was done for MK11, but I'd prefer they not pendulum swing back to the MKX days of pages-long patch notes.
I see your point and have no great problem with it, it's just that in MK11 it felt like the characters didn't change too much during the game's lifespan. Bottom tiers remained in the bottom, most top tiers remained top, and only some characters got up or down a tier or two - mostly because of the variations being made official in ranked modes. Part of the fun for me in MK9 and MKX was precisely the dramatic performance changes of the characters: one day your char is shit and then BAM he got crazy stuff. Kept things interesting and fresh - again, in my opinion, and I understand it might have been quite frustrating for some.
 
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Arqwart

D'Vorah for KP2 copium
I see your point and have no great problem with it, it's just that in MK11 it felt like the characters didn't change too much during the game's lifespan. Bottom tiers remained in the bottom, most top tiers remained top, and only some characters got up or down a tier or two - mostly because of the variations being made official in ranked modes. Part of the fun for me in MK9 and MKX was precisely the dramatic performance changes of the characters: one day your char is shit and then BAM he got crazy stuff. Kept things interesting and fresh - again, in my opinion, and I understand it might have been quite frustrating for some.
I do agree that they utilized an overly soft approach to MK11, especially on the lower tier characters and dogshit / flagrantly outclassed variation moves. I'll keep it at that or else I'll get on a soap box about variation moves. However, I think having pages of changes for characters' almost everything (most normals, a ton of strings, variation specials, baseline specials, armor, new moves / mechanically changed moves) all at the same time alongside most all the rest of the roster is ridiculously excessive.

I do also agree though that seeing shit tier characters and variations (such as Mileena, Kitana, and Kung Lao) fly up the tiers from the deep dredges felt great.
 

Eddy Wang

Skarlet scientist
I see your point and have no great problem with it, it's just that in MK11 it felt like the characters didn't change too much during the game's lifespan. Bottom tiers remained in the bottom, most top tiers remained top, and only some characters got up or down a tier or two - mostly because of the variations being made official in ranked modes. Part of the fun for me in MK9 and MKX was precisely the dramatic performance changes of the characters: one day your char is shit and then BAM he got crazy stuff. Kept things interesting and fresh - again, in my opinion, and I understand it might have been quite frustrating for some.
buffing more than nerfing can be a good case, otherwise, we'll just see a tier shift, which isn't always a good thing, a character that is already good, can be either brought down to the level where the ones bellow him can finally reach him, or the ones bellow him have to be buffed to reach him.

When you skip this it's just tier shift, or same shit, different character type of phenomenon
 

spidey300

Warrior
Looking good so far. Much more excited for this game than I was with mk11 and inj2. Hoping they did more with the overall pace of the game. Even though dash blocking started with mk9 it seems like the dash block might be more akin to mk11. Think my one other complaint is that I wish you could move during all the assist calls and not just specific ones but I guess that's their way of balancing things.
 
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theotherguy

Kombatant
NRS MK games with variations have had on average more special moves per variation than NRS MK characters without variations.

The idea that variations made characters less complex doesn't hold up to any sort of scrutiny.
Yeah agree with that. But after all these years I think I finally understand what people are saying - that characters aren't designed to take full advantage of all the moves.

First thing that comes to mind is some of Kitana's strings which combo into some specials, but not all. eg. Fan-Nado doesn't combo from B1,4, but fan lift does.

If the character didn't have the extra specials, then everything would be based around the things that could be done off that string~special. Instead we have weird situations where only string#1 cancels into special#2, but not into special #3, or you can only cancel string#4 at hit #2 if using special #5.

In terms of that particular situation, i don't think it makes a difference if it did cancel, as it would just work as the fan lift. But it's more than likely it was done as a balancing option, or just the huge startup frames due to it's crazy zoning potential.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
Kameos are definitely one of the concerns, being how they are built, they present an unfathomable variant in the game, i really just hope this game bring us all together (though some may end up hating it as well) we'll see.
Absolutely! It’s going to be no small job balancing this game.. My hat’s off to the people who have to do it, because it’s going to change the whole cast every time a new Kameo is added :cool:

This is going to be a wild and crazy adventure and I’m here for it.
 

M2Dave

Zoning Master
No variations? This entire game is built around the new variation system they call kameos....
Still waiting for more people to make this obvious connection...

Will Ed Boon and NRS ghost the community again?
And then call the community entitled when people ask simple questions about DLC and support.

On the release day of an NRS game, I used to be like a child on Christmas morning unwrapping the decoration paper and wondering what is inside. I used to pay triple the price to acquire the game early... used to call off work and host release day parties for the games. I am too old not to have observed a conspicuous pattern of the two-year NRS gaming cycle while tossing crumbs at the FGC, for tournament players to feed on like pigeons at a train station. You can talk about specific gameplay elements all you want, but while Street Fighter 6 and Tekken 8 are getting free updates and more content for $20 for season 4 in 2026, Ed Boon will ask you to pay $150 for the full content of Mortal Kombat 12 or Injustice 3 as he is trolling you on Twitter about the previous game. For these reasons, I am entirely different about Mortal Kombat 1, which I expect to be exceptional considering the developers have had more than three+ years to work on the game.
 

Juggs

Lose without excuses
Lead Moderator
buffing more than nerfing can be a good case, otherwise, we'll just see a tier shift, which isn't always a good thing, a character that is already good, can be either brought down to the level where the ones bellow him can finally reach him, or the ones bellow him have to be buffed to reach him.

When you skip this it's just tier shift, or same shit, different character type of phenomenon
Ayyee, this is what I’ve been wanting since Injustice. And every single time I advocate for it, I get the same responses. “Idk, not nerfing the broken top tier characters sounds like a horrible idea!”. No one said anything about “never nerfing”. We said buff more than you nerf, pretty simple concept. I’ve talked about this so many times, so I’ll just keep it short. The goal of balance patches is obviously to make the game more competitively balanced so that more characters can be used and compete. The problem with NRS is they tend to be a bit too heavy handed with the nerf stick. Which just ends up with the characters they nerfed not really being used very much anymore. That said, they did a MUCH better job of this with MK11. Anyway, when you do that, you just accomplish what you said, it’s just a tier shift. When you can instead make the low & mid tier want to be used just as often as the top tier. Again, this doesn’t mean leaving in completely broken things or leaving characters completely broken. You just wouldn’t nerf the top tier into the ground.

Anyway, like I said, I’ve talked about this topic way too much. But yeah, hopefully they take this approach with MK1.
 

chrisisnice

I'm a lover, not a fighter
Ayyee, this is what I’ve been wanting since Injustice. And every single time I advocate for it, I get the same responses. “Idk, not nerfing the broken top tier characters sounds like a horrible idea!”. No one said anything about “never nerfing”. We said buff more than you nerf, pretty simple concept. I’ve talked about this so many times, so I’ll just keep it short. The goal of balance patches is obviously to make the game more competitively balanced so that more characters can be used and compete. The problem with NRS is they tend to be a bit too heavy handed with the nerf stick. Which just ends up with the characters they nerfed not really being used very much anymore. That said, they did a MUCH better job of this with MK11. Anyway, when you do that, you just accomplish what you said, it’s just a tier shift. When you can instead make the low & mid tier want to be used just as often as the top tier. Again, this doesn’t mean leaving in completely broken things or leaving characters completely broken. You just wouldn’t nerf the top tier into the ground.
I can 100% understand this position from a competitive player standpoint, but I think a lot of the nerfing is to help casuals more. This makes sense as this is the bulk of their audience. You cannot have spammable moves which casuals have a difficult time dealing with or they will not play, which would be a disaster for the franchise. Most of the nerfs are slowing down moves or adjusting their properties a little to make them easier to deal with, if you just buff other characters, the same problem with the original still exists (and may create more issues!).

I have heard people say that these casuals should just get better, but this is not realistic - there are a million good games out there competing for people's attention, so why should they bother?
 

Rude

You will serve me in The Netherrealm
Still waiting for more people to make this obvious connection...



And then call the community entitled when people ask simple questions about DLC and support.

On the release day of an NRS game, I used to be like a child on Christmas morning unwrapping the decoration paper and wondering what is inside. I used to pay triple the price to acquire the game early... used to call off work and host release day parties for the games. I am too old not to have observed a conspicuous pattern of the two-year NRS gaming cycle while tossing crumbs at the FGC, for tournament players to feed on like pigeons at a train station. You can talk about specific gameplay elements all you want, but while Street Fighter 6 and Tekken 8 are getting free updates and more content for $20 for season 4 in 2026, Ed Boon will ask you to pay $150 for the full content of Mortal Kombat 12 or Injustice 3 as he is trolling you on Twitter about the previous game. For these reasons, I am entirely different about Mortal Kombat 1, which I expect to be exceptional considering the developers have had more than three+ years to work on the game.
Still contributing nothing of value to discourse, I see.

Stay consistent!
 

SixPathsOfHate

Make triple skulls input BDF or DF Hold F
I hope they take a more aggressive stance on the patches this time. I remember in MK9 and MKX that characters got massive adjustments (and sometimes even whole buttons/cancels), sometimes my mains would get buffed and that felt like christmas morning, while in MK11 the changes were very minor
This. This is what I want.

I know some hated this style of patching but I loved it.
 

kabelfritz

Master
Ayyee, this is what I’ve been wanting since Injustice. And every single time I advocate for it, I get the same responses. “Idk, not nerfing the broken top tier characters sounds like a horrible idea!”. No one said anything about “never nerfing”. We said buff more than you nerf, pretty simple concept. I’ve talked about this so many times, so I’ll just keep it short. The goal of balance patches is obviously to make the game more competitively balanced so that more characters can be used and compete. The problem with NRS is they tend to be a bit too heavy handed with the nerf stick. Which just ends up with the characters they nerfed not really being used very much anymore. That said, they did a MUCH better job of this with MK11. Anyway, when you do that, you just accomplish what you said, it’s just a tier shift. When you can instead make the low & mid tier want to be used just as often as the top tier. Again, this doesn’t mean leaving in completely broken things or leaving characters completely broken. You just wouldn’t nerf the top tier into the ground.

Anyway, like I said, I’ve talked about this topic way too much. But yeah, hopefully they take this approach with MK1.
not sure about this. looking at some late mk11 characters like sheeva or nightwolf, these are (mostly) wonderfully crafted. everything good they do has a tradeoff. the frame data is extremely thoughtful and they are fair and honest characters who need more strategy than button->mixup. the problem is just that they exist in the same game as for example sub-zero, who for some reason didnt get the same treatment (a great example is that his overhead anti-airs jumpovers and drops you right into the follow-up iceball for full combo, while nightwolfs and sheevas (b2) overhead can be jumped through when you read them). i'd rather have NRS continue designing characters in the thoughtful, honest way than make everyone super-good, because the latter results in simplified, dull gameplay that can reward spam over strategy.

i actually think they always start out design like i want it, but the typical NRS mistake is: "ok we have a rushdown character, but he needs a way to get deal with zoners." then instead of giving the character a moderate tool that requires some strategy to use, they give them like a super-spammy projectile that makes them one of the stronger zoners themselves in addition to their good rushdown (johnny, sonya, liu kang for example in mk 11).
 
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SixPathsOfHate

Make triple skulls input BDF or DF Hold F
I got shouted down after saying this from the start. We now have 432 variations... sorry, I mean Character/Kameo combinations.

Balancing this one is going to be a bitch.
Just look at Blazblue Crosstag Battle for reference.

That game had even more characters and deeper team mechanics but their balance was "alright" with a few outliers came DLC.
 

Juggs

Lose without excuses
Lead Moderator
not sure about this. looking at some late mk11 characters like sheeva or nightwolf, these are (mostly) wonderfully crafted. everything good they do has a tradeoff. the frame data is extremely thoughtful and they are fair and honest characters who need more strategy than button->mixup. the problem is just that they exist in the same game as for example sub-zero, who for some reason didnt get the same treatment (a great example is that his overhead anti-airs jumpovers and drops you right into the follow-up iceball for full combo, while nightwolfs and sheevas (b2) overhead can be jumped through when you read them). i'd rather have NRS continue designing characters in the thoughtful, honest way than make everyone super-good, because the latter results in simplified, dull gameplay that can reward spam over strategy.

i actually think they always start out design like i want it, but the typical NRS mistake is: "ok we have a rushdown character, but he needs a way to get deal with zoners." then instead of giving the character a moderate tool that requires some strategy to use, they give them like a super-spammy projectile that makes them one of the stronger zoners themselves in addition to their good rushdown (johnny, sonya, liu kang for example in mk 11).
Imagine thinking allowing characters to have the tools in order to compete is somehow “dull”. The opposite is true my friend. When you nerf everything good characters have, the characters become so boring that no one wants to play the game anymore.

And again, just like clockwork, someone else has no idea what “buff more than nerf” means. It doesn’t mean making every character broken, idk why that’s what everyone immediately thinks. But I also don’t know how to get through to you peeps, so I’ll just say you’re entitled to your opinion and best of luck to ya.
 

kabelfritz

Master
Imagine thinking allowing characters to have the tools in order to compete is somehow “dull”. The opposite is true my friend. When you nerf everything good characters have, the characters become so boring that no one wants to play the game anymore.

And again, just like clockwork, someone else has no idea what “buff more than nerf” means. It doesn’t mean making every character broken, idk why that’s what everyone immediately thinks. But I also don’t know how to get through to you peeps, so I’ll just say you’re entitled to your opinion and best of luck to ya.
uh this is one time too much "high horse" vibes from you, i'm out.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
Still waiting for more people to make this obvious connection...
This doesn't make sense. Variations were mainly based around splitting a single character's legacy/new moveset into discrete groupings, with the option to only use a few at a time. Sonya cannot use Jacqui's leap.

Kameos are universal to the entire cast, and each character retains their entire legacy moveset without dividing it up. If you want to use an ability, you use it, regardless of what character you pick, and it's tied to its own meter. It will not replace any of the default moves that were designed specifically for your character. Adding a new Kameo to the cast adds the moves for everyone.

They could not be more different from each other.