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Does anyone else feel like MK11 was designed for casuals?

I think mk11 is less scrubby than most recent fighting games. Many different mechanics and counters vs everything and no auto-play like weeb or alive 6 which plays itself with 50% dmg throws + high environmental damage and invul sidesteps
 

GrimJack

Rock paper scissor specialist
if you say mk11 has no execution. please try the second cassie variation and do 1fr link every time.
 

Amneoss

Knowledge is Power
We have all heard and all have the same gripes about this games meta and I have a small theory about it and this could probably just be salt talking...but let me know what you think.

My theory is that this game was purposely made somewhat easy play just to please the average scrub that doesn’t have the discipline or execution to pull of combos....strictly to make it accessible and boost sales.

The reasons are as follows.

1. D2 KBs and D2’s in general.
They are so easy to land as a mashed out whiff punish as most strings that lead to damage through full combo extension are highs and they do a ton of damage.

2. Throws. Don’t get me started. 14 percent? For one button repeatedly mashed any where up close. I can easily say I’ve taken more damage in the corner of throws playing this game than combos over the course of my 500 or so matches.

3. Air escape leading to a punish opportunity. It’s serious bullshit that someone can get a punish out of getting opened up. It makes have to think twice about continuing my combo and time a get someone opened up cause I could possibly my get punished for doing well enough to get the hit and having the execution to pull off a full combo.

4. Fatal blows. Let’s just be honest. This is the “win button” for those that can’t close out and get a legit win in a close match.

All four of these things are just ridiculous and need to be changed for this game to remain any fun I’m my opinion. I like the back and forth of a good hard fought match but with shit mechanics like these you don’t get those kind of matches often.

My suggestions...

1. D2’s need to be less safe and put out less damage.

2. Throws need to be nerded to 12 percent or made more risky.

3. The air break needs to be back to the MKX mechanic of a nuetral reset.

4. KBs need to be back to a whiff and lose it risk reward situation.

I can honestly say I’ve tried so hard to enjoy this game like I did MKX. But it’s just not happening cause of shit like this. I used to literally have to tear myself away from MKX after 3 to 4 hours of playing and even then I couldn’t wait to play again. MK11 keeps me interested for about an hour tops every time even when Im winning it’s not that much fun because scrub tactics are strong on this game.
Yes, and it's a good thing.
Casuals are the biggest gaming audience do you want to sell to thousands of "hardcore" gamers or millions of casuals.
Nothing wrong with being a casual or catering to casuals.
If you think there is maybe you need to take a step back and get a different perspective.
 

Kindred

Let Be Be Finale Of Seem
Of course it was. The slower pace benefits both casuals and serious gamers. It's slower for noobs and more footsie based for good players.
The automatically refilling meters is very noob friendly, the non-existent chip damage when you're about to lose is very noob friendly, the 14% dmg grabs is noob friendly.
 

Cashual

PSN: Cansuela
I was hammering home your point on execution not being the yak stick we should use in determining the difficulty in fighting games, but I suppose it's my writing that needs work since it's the second time people read through my post supporting them and get to the conclusion that I'm against them
All good man! I think because you didn’t explicitly say something like “yeah, I agree....” or “exactly.....”

It seemed like you were posing a counter argument, no worries dude.
 

Cashual

PSN: Cansuela
They aren’t, lol.

Not in this series. Proper spacing, understanding punishes/opportunity, frame data/traps, flawless blocking....all of those things are more difficult than executing a combo.

Like who can’t do combos if they find a guide on YouTube? Give me a break. There’s not enough of an execution barrier in NRS games for that to be the issue of whether a game is casual friendly or not.
 

Cashual

PSN: Cansuela
you go around talking about how combos and execution don't make a game difficult but try telling that to REAL CASUALS. the ones that don't touch mvc3, the ones that don't touch kof games, or the ones that barely touch any anime game. You and I might know that but they don't think about that. they hear game is hard, game has hard combos, game has long combos, then game is not for me. you can crusade as much as you want but all the mechanical depth is not what brings in most of the casuals.
Tons of online casuals can do extended and even optimal combos....but they can’t hit confirm a 3 hit string and commit to an unsafe launching special. I’ve never not once seen someone play good neutral and not be able to get damage, yet I see people who can do 40-50% combos but can’t play neutral whatsoever and only land combos when they do ridiculous hard read yolo shit.
 

FGC _ Wondered

Been here since MK9
I feel like breakaway should be like injustice where you were invincible on the way down but that’s just me lol. Seeing people use FB on someone breakaway that hits and even animates fully is something lol. Thread is good man, I feel like the game is great and I feel like everyone is gonna have things they like and don’t about this game , so it’s not pointless , I’m sure many of you who posted here already have something about this game you don’t like.
 
Tons of online casuals can do extended and even optimal combos....but they can’t hit confirm a 3 hit string and commit to an unsafe launching special. I’ve never not once seen someone play good neutral and not be able to get damage, yet I see people who can do 40-50% combos but can’t play neutral whatsoever and only land combos when they do ridiculous hard read yolo shit.
i mean there are some online players who know what they're doing but a lot of the casuals probably aren't online and most likely aren't optimal
 

xKMMx

Banned
I app
They intentionally designed this game to be nothing like MKX gameplay wise. Just go back playing X if you don't like 11?
Believe me dude I get it and you have a good point. If you don't like it don't play it right? But that's the thing. Ive spent the 60 bucks and I want to play and I want to enjoy it.
I don't feel its on NRS to make games that appeal only to my preferences. I'm just putting out there my opinions and seeing what other people think.
 

xKMMx

Banned
1- D2 compensate lack of combos and you have to be lucky to actually pull it off against pros so no, it’s not for casuals.
I’m not even going down the list, I already see you don’t understand the concept of MK11.
Yeah, it isn’t profound. Just like all other MKs. Play SF, Tekken, other games and you’ll realise non NRS game was meant for pros only.
Ha believe me I understand the concept. I'm simply saying its kind of a lame game in a way for my taste. But you sound like you get it based on your condescending tone so feel free to send me your gamer tag and teach me a lesson in MK11 concepts. Always willing to be shown where IM wrong if it makes me better.
 

xKMMx

Banned
Ha believe me I understand the concept. I'm simply saying its kind of a lame game in a way for my taste.
Don't wanna get punished when the opponent breaks away?

  1. Cut your combos short/find combos that set you up for favorable positions even if the opponent drops out.
  2. Play characters that don't allow the opponent to drop out. Sub Zero and Jax come to mind.
  3. Zone. Can't break away if they aren't getting combo'd.
THanks for the tips. I have been doing that now I just feel it takes away from the fun of the game to have to cut my combo short just because there is a mechanic in the game that makes me have to. But your right it is what it is and I have to play the game the way its made despite me not thinking its the best mechanic.
 

Marinjuana

Up rock incoming, ETA 5 minutes
It's more friendly for casuals because of the execution requirements.

For scrubs who want to spam the brainless cheap shit, it's tougher
 

xKMMx

Banned
Difference in difficulty: MKX Vs MK11
MK11: Volleyball
MKX: Sepak Takraw

Note: Sepak Takraw, a southeast Asian sport which is essentially volleyball played with your foot. Soft mthrfkrs beware! Play volleyball and be less salty, a.k.a more happy instead.
Do not dare attempt Sepak Takraw : )
SO what your saying is MKX is a more difficult game and not for scrubs where as MK11 is for people that would not be successful in MKX?
 

xKMMx

Banned
Guess you didn't read my earlier post. IT went like this.
"""Execution wise, MK11 is Scrublord's paradise. No contest. For a Raiden main, mastering all the "optimized" combos, setups, etc for Displacer/TG/MOS (FBCs, VBCs, etc) in MKX would take an year of dedicated practice. In MK11, it would take 2 days. You would see the same trend in other series as well, SF4 Vs SF5. SF5 is heavily dumbed down execution in comparison to SF4, for instance. It is possibly the new business model to attract new players in a genre with a shrinking player base. Very few players have the dedication to meet the challenge for high execution requirements of years past and that is the reason.

So many dudes came out salty against MKX because it was extremely defensively difficult. It took deep character knowledge and extreme meter management, for instance, to armor out of gaps, plus frames, etc in opponent pressure. You had to compromise on mindless offensive meter dependent damage/pressure and resort to highly optimized meterless damage if you wanted to save your meter for defense. In MK11 scrublord's paradise, scrubs wouldn't get overwhelmed and still have defense if they did not know how to fight a difficult war hardened veteran's game. : ) """

Execution is one component. In short, the main thing in MKX is character knowledge and optimal meter management for defense as the game is real stingy on meter as well as defensively oppressive All your opponent's plus frame pressure gaps, etc can be gutted if you knew how to maintain defensive meter. It meant you can't go mindless with meter dependent damage or meter dependent pressure. You had to throw out highly optimized difficult meterless damage and stagger artfully.

I don't know about you, but some of us played plenty of footsies/neutral in MKX. IF you were stupid with your neutral game you got trapped in a 50/50. In other words, you got thrown in a 50/50 if you already lost the neutral game. And yes, the game was fast and required quality reads if your reflexes weren't that good.


Here you go, this is what high level MKX looks like. Is this doable for the average scrub? NO. The average scrub would be extremely unhappy if he ran into gameplay like this.


Thank you for making my point better than I ever could.
 

xKMMx

Banned
MKX: oh I'm minus. let me throw out this safe multiple hits of armour move out. omg, this game has so much skill and knowledge.
If you think mk11 is for casual, watch DJT set against GunShow, they flawless block not only gap but also the opponent counter poking. Try to do it in a real setting and tell me this game is for casual.
Bro obviously the pros are going to do the things in this game that are super high level.
My point is that I feel they made it toooooo accessible.
 

xKMMx

Banned
Mortal Kombat 11 is a nod to the old classic 2D MK's. in MK1,2,UMK3 Uppercuts and jump kicks were really strong. What a coincidence, they are strong in MK11 as well. It mostly gets its influence from MK2. In MK2 Uppercuts took away 25% hp, throws did hella damage, and there were sweep and crouching kick frame traps. Which you will find in MK11. Welll uppercuts dont take away 25% unless its a KB, but you get the point. Also there were no real combos in MK2 as in there wasn't txt showing you how many kits your combo did or the damage amount. Also they weren't these insane 25 hit combos with crazy execution. They were fairly simple to do and did hella damage. Which you also see in MK11. While you might see this as casual. If you have been a long time MK fan you will notice how similar this game is to MK2. Which is regarded by many to be the best MK in the series, only being rivaled by UMK3.

I personally love how MK11 has taken that old style and mixed it with the new. While it might not be as flashy or fast paced as MKXL, There is more strategy involved. In this game i feel like when you lose you're truly losing to the other player. Rather than just some stuff thats insanely hard to react to. Even as strong as Geras/Jacqui, and Erron Black are right now, they aren't completely out of reach by the rest of the roster.
THese are good points and I agree that in a lot of ways it has felt like an older version of MK. Especially with JK.s and d2's. I guess I just wanted an updated version of MKX because I loved the meta of that game so much. I love the ridiculousness of the fast pace.
 

xKMMx

Banned
I
D'Vorah, Kotal Khan, Shao Khan, Johnny Cage, Kano, Frost, and a few others; you're saying these characters aren't out of reach by Jacqui, Geras, and Erron Black. This is the most ridiculous statement I've ever heard pertaining to this game. I really don't know what to say to someone who thinks any of the listed characters above stand a chance right now. It really comes off as fanboying to be honest.
Most of the people here probably didn't start with MK3 either. I noticed a lot of them started with the series with MK9. MK11 enforces the stereotype that MK is the most casual fighting game, and the people that play it don't play other fighters.
MKX almost had it right. The bad players had their characters, the hypocrites had grandmaster Sub Zero (people who hated fighting), and the good players had reptile, Swarm Queen D'Vorah, etc.
You and others claim that MK11 isn't "as flashy". What exactly do you all mean? I've yet to play a ranked set where somebody doesn't attempt a fatal blow, forcing me to sit through an animation I've seen literally hundreds of times. The fatalities are longer than ever, and people still don't understand that it wastes so much time during sets. Just get on with the matches. Hearts aren't a good enough excuse. There's an endless Klassic Tower to farm hearts. Set it to Easy and you're good to go.
Serious changes need to happen, and there's nothing traditional or great about a randomized, monetized Krypt.
I started out as a total Street Fighter 2 fanboy in the 90's and didn't even like MK until MK2 came out then I was sucked in by the look, characters, lore and gameplay of MK.

I don't know who else on here is like me but there may be a lot of truth to that stereo type. I personally walked away from Mortal Kombat after UMK3 and never really came back until MKXL was released... so way after MKX had even been released. I played other fighters a little over the years but MKX was the first game I truly loved in a long time and the first game that ever inspired me to actually learn how fighting games work and are supposed to be played.

After I got pretty well versed in how basics of fighting games I tried others like SFV and Injustice. I got decent but not great and realized I only grinded out and got good at MKX because I loved the characters and the way the game played .

So I definitely fall in the category of a guy that isn't really a good fighting game player just a hard core casual Mortal Kombat player.

But I fully agree with your points on FB and fatalities after every match. Id rather just get to the next game than sit there and watch my fatality for 60 seconds. But it is in the game so when others do it I get it.
 
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xKMMx

Banned
its no secret that really powerful moves are really easy in mk, it has been like that for a while. while i find it annoying, fact is also:
  1. you have these moves too.
  2. if you lose to them, you probably have to change your mindset
Great point and I haven't been losing to them anymore just annoyed I have to respect them so much.