@M2Dave, you mentioned that characters have lacking abilities and such in variations because of knee-jerk reactionary changes in previous NRS games. Okay, I understand that. But why does that make patches for this game come at a snail's pace and barely change anything? If NRS' aim is to deliver them at a slower, but more meaningful pace, then they're failing and miserably at that.
While the meta of the game remains the same, the game itself, meaning its gameplay elements and characters, has changed significantly in the last 11 months. Fatal blows, certain krushing blows, flawless blocking, blocking mechanics, and jumping kicks function differently than they used to. Top tier characters like Cetrion, Geras, and Jacqui have become a lot weaker while low tier characters like Frost, Kollector, and Kotal Kahn have become lot better. So claiming that NRS barely change anything is inaccurate and dishonest.
Every NRS game prior to this is the reason why Shao Kahn has received NOTHING substantial to improve him as a character? Why, for the second time in a row, is Kitana getting buffed to no effing end while other characters who need far more attention receive nothing? Saving it for a later patch is a possibility, but then that just goes to show their patching system and logic is clearly flawed.
As I stated the other day in the character's sub-forum, the vast majority of Kitana's buffs involve fixes and functionality to special moves. To name a couple of examples, razors (in Highborn) finally connect on block and on hit now and fan lift (in Fan-Fare) cannot be broken away, which is a property that characters with similar "frozen while airborne" special moves like Cetrion and Geras have enjoyed since day one. Kitana's most significant change was to EX fan, but even this buff brings the move in line with other traditional EX horizontal projectiles. If she were "getting buffed to no effing end", you would think that a competent tournament player would pick up the character and start winning. Instead, Semiij could not even win a round with Fan-Fare at Final Kombat.
For the record, Kitana is (strangely enough) my main character in this game, and I believe Highborn is top 10, but this discussion is unrelated to the main topic.
I could probably write an entire essay on what still needs to be addressed that could even begin to make my rating go up. Again, this is all just personal opinion and there's nothing wrong with anyone whom voted a higher number.
There are characters with straight super garbage moves that are downgrades from base variations or have 0 utility for a long time. Theres no excuse for this.
Most of your criticism ought to be specifically directed toward the variation system, which, in my humble opinion, inherently sets up the game for failure no matter how hard NRS developers try. The reality is that certain variations will always be a lot better than others and only a handful of characters with universally strong tools will have three viable variations (i.e., Jacqui). I shared my opinion on the variation system
here a while ago.