What's new

Bring back unique "Amplify" inputs (for tournament mode)

Do you want the option for unique inputs?


  • Total voters
    101

KRYS9984

Apprentice
If NRS wants to add an option for a universal or custom / unique amplify inputs that would be fine; it would be no different that giving you option for release check, alternate controls, etc.....

I don't understand why people wouldn't want an option like this to be provided in the game; it doesn't affect you if you choose not to use it but rather helps other that feel they would benefit from this feature. If you feel it will add more depth to the character or prevent accidental MB moves from coming out (due to the trigger) those are absolutely valid reasons to allow it back in.

Ultimately, this was their initial vision for the game so completely scrapping the idea would seem like a waste, especially to those who appreciate the concept.
 

Armac

Noob
Ed actually said that he wasn't keen on the system, so it's questionable whether it was part of the original "vision" or something they decided to experiment with at the reveal events.
 
Making something harder for the sake of making it harder is not a great philosophy for making fighting games. The unique amplify adds extra memorization that doesn't need to be there, adding nothing of value. There's no purpose to doing this, and especially not for the reason you think it would.
 

Sablicious

Apprentice
Fuck Nah. NRS made their decision PERIOD.
Actually, to be accurate, it was THE CASUALS WHO CRIED MECONIUM MURDER, WHO GOT THE NEW INPUT SCHEME REVERTED BACK TO THE GENERIC, UNIVERSAL "BURN" INPUTS -- BEFORE ANYONE HAD A CHANCE TO ADJUDICATE UPON THEM. You know, kind of like shooting dead an alleged criminal on their way to court... "Ju$ti¢e: The American Way!". Uncompromisingly so, in fact, as not even a mere option for said new input scheme has been proffered since; only its immediate banishment.

Its was NRS, themselves who proposed the idea... Albeit, tentatively; and in line with the pathetically apologetic and timorous policies of Boon and his "sorry to be a fighting game nerd" preambles--whenever, on the rare occasion that he dares to thieve 30 seconds from the gore porn parades and Barbie dress-up expositions, to elaborate on even the most trivial gameplay related aspects of MK11 (...'cause, heaven forfend any thought being paid to a fighting game's gameplay.../!\) -- not any of the "elitists" or "hardcore" or "proe$" or "old fogey gamers" et al..

...Just to be clear. :coffee:
 

xXRagingFlameXx

I'm a bad bitch, you can't kill me
Actually, to be accurate, it was THE CASUALS WHO CRIED MECONIUM MURDER, WHO GOT THE NEW INPUT SCHEME REVERTED BACK TO THE GENERIC, UNIVERSAL "BURN" INPUTS -- BEFORE ANYONE HAD A CHANCE TO ADJUDICATE UPON THEM. You know, kind of like shooting dead an alleged criminal on their way to court... "Ju$ti¢e: The American Way!". Uncompromisingly so, in fact, as not even a mere option for said new input scheme has been proffered since; only its immediate banishment.

Its was NRS, themselves who proposed the idea... Albeit, tentatively; and in line with the pathetically apologetic and timorous policies of Boon and his "sorry to be a fighting game nerd" preambles--whenever, on the rare occasion that he dares to thieve 30 seconds from the gore porn parades and Barbie dress-up expositions, to elaborate on even the most trivial gameplay related aspects of MK11 (...'cause, heaven forfend any thought being paid to a fighting game's gameplay.../!\) -- not any of the "elitists" or "hardcore" or "proe$" or "old fogey gamers" et al..

...Just to be clear. :coffee:
So....I guess Ed Boon was crying because he wanted it changed back?

The pros who had hands-on experience with the game were crying because they thought the change was unnecessary?

Interesting how you ignore the rest of my post where I say these things just so you can continue to blame casuals. How intellectual of you. If you're going to continue to blame casuals. Blame all of the people who've had hands on experience and said the change was unnecessary. Blame Ed Boon, the creative director, who stated from the jump that he didn't like the unique inputs and preferred simple inputs.

Blame the many playtesters who prossibly disliked the change as well.

You're blaming casuals while ignoring the fact that the creative director at NRS and co-creator of Mortal Kombat has more of a say in these things than anyone. He wanted it changed. Are you going to contact him and complain?

Also what site are you using to get all these big words from? Or are you using Grammarly or something? I'm getting prepped for college in a couple of months and I'd love to know what you're using.
 

xWildx

What a day. What a lovely day.
I just don’t understand what difference it makes. Should I feel more rewarded because I memorized more button inputs for a single character or something? Enlighten me.
 

Kroaken

Life is a block string with no gaps.
The majority of the TYM playerbase has already kinda voiced their opinion on this.
 

xWildx

What a day. What a lovely day.
Chess has been dumbed down. It’s called checkers.

MK is checkers. If you want something less catered to the casual fan base, please, shove off and play any one of the ludicrously deep anime fighters out there.
 
Have NRS not mentioned that the depth will be in the Krushing Blows?

How many times has dropping Kombos happened after they perform a Krushing Blow on stream?

The timing afterwards for them look tight.

Also isn't there going to be depth in learning your strings and learning your opponents strings and knowing when you can flawless block their attacks? Knowing what your advantage is after you flawless block a specific part of the string and what will your options be!

Possibly not even flawless blocking and interrupting the gap in the strings such as what Sonic did to Rewind at the reveal.

Will you do the flawless counter or will you be able to punish differently depending on what part of the string you flawless blocked?

If you struggle to anti-air, is it better to flawless block counter them when they jump kick? What are your options after that and can those options lead to setting up a Krushing Blow? Based on the Krushing Blow will it be a Combo starter, DoT, and how will the Krushing Blow benefit you offensively or defensively?

What about the wake up game as there will be many ways to wake up in this game. For example Kano has a command grab against a wake up roll that triggers a Krushing Blow. So how will your opponent wake up?

What about the figuring out what buttons are good for anti-airs?

what's good for air to airs?

What to do about the good buttons during footsies? Can the button you use in footsies trigger a Krushing Blow?

How can you maximise the zoning now effectively using the regenerative meter?

How can you bait people into getting punished by full screen Krushing Blows if you are a zoner?

Knowing what Krushing Blow to use against what player you play against by studying their play style and figuring out which Krushing Blow is effective against that opponents style and applying it!

How will short hops be effective against low projectiles but also against low hitbox characters who like to abuse their low pokes.

Can low pokes be flawless blocked and if they can what can you do against it?

What set ups can you do to bait them to press a button which again can be flawless blocked and it be your turn again?

How can you get out of someone's pressure using Flawless block?

What are the strings not getting used mainly by your opponent that have a Krushing Blow attached to it? If you don't know you will need to lab it and find the counter or the strategy.

All of these things are universal things but they will differ to people once it gets to higher level play. That's where the depth will be. Some will explore the system but most of the people who are casual players won't explore Flawless Block or how important it is to stack your Krushing Blows.

What are the Kombos that keep you on the ground that you can do against your opponents that leave you at advantage? What situational Kombos do you have after pop up Kombos that you can immediately do if you read they will do a break away?

You can be punished by a break away if you don't know its coming so you have to lab your options there.

The high execution stuff will be in the Krushing Blows mechanic and the Flawless Block mechanic not the amplify system. I feel there will be Kombos in MK11 but the big ones I feel will take more execution and precision as the timing for Kombos seem strict especially after counter hit Krushing Blows.

I am writing all of this to say that it's clear MK11 is made to be a lot simpler to the casual eye just like it's easy to play chess. However if you explore the system I think there is a deep system and I think that the characters in the MK universe are loved enough to explore the system and for people to enjoy the game despite this amplify scare people have which really isn't a big deal and isn't going to be as deep as what I have mentioned with the actual true new mechanics of the game.

Those mechanics will change how MK is played for the better!

The amplify thing being made universal isn't a big deal and in the long run MK11 will be fine and depth will exist in the game. People will find depth because I feel generally people love Mortal Kombat so the exploration and the love of the characters will allow people to lab and find the depth!

I have faith in the community to be positive to make this game a great experience!