Head_Baboon
Banned
I have the game now, and what I've thought was going to be the case ever since they dumped the customisation for competitive game modes, has been confirmed: THE SLOT BASED RESTRICTIONS HAVE NO PURPOSE IN THE GAME WHATSOEVER, AND ONLY SERVE TO GIMP BOTH THE FUN FACTOR AND CHARACTER POTENTIAL IN THE LOCAL PvP AND KASUAL MODES THE SYSTEM APPLIES TO. Here's why:
1. Character abilities have inherent flags that stop certain specials being equipped simultaneously (often illogically implemented so) which supersede the already restrictive 3-slot limits. In and of itself, this renders the slot assignments pointless and nothing but a remnant of a failed balancing mechanic, that NRS threw out weeks ago (in exchange for MKX-like variations for competitive play). Moreover, many abilities even REPLACE others be default.
2. The 3-slot limit causes some severe limitations in character customisation, and which have no logical reason to exist:
4. Any "infinites" that might arise from removing slot limitations could easily be addressed via the introduction of more "overlapping" restrictions -- example: if Cetrion's boulder AoE results in and infinite corner juggle, they could simply disallow its use together with whatever other special move is used in that infinite combo. That's to say, "infinites" is no excuse. This would be FAR easier to implement than having to outright balance issues -- they could just check a parameter flag and the offending ability would be locked out from being equipped with another, in the same way the system works now.
5. Slot restrictions do NOT apply to tournament / ranked modes, in one way or the other. This means that the game's fundamental balance, and in the only game modes it matters, cannot be affected, no matter how the game balance changes in other game modes. Also, removing slot restrictions would have the added boon of further differentiating the competitive and casual game modes from one another, as should NRS should strive for in a fighting game that is trying to cater to pros and casuals alike.
Having played the game for 30 hours+ now, I can see that my worst fears regarding these customisation restrictions have been realised, and the otherwise great potential of the this system is gimped by a poorly conceived balancing tool which isn't even being used for its fundamental purpose. If NRS leave MK11 as is, and players can never equip abilities as they potentially could (and want to), then MK11 will feel like "Injustice Kombat", and even more than the many borrowed assets and ill suited ideas the game already has imply.
1. Character abilities have inherent flags that stop certain specials being equipped simultaneously (often illogically implemented so) which supersede the already restrictive 3-slot limits. In and of itself, this renders the slot assignments pointless and nothing but a remnant of a failed balancing mechanic, that NRS threw out weeks ago (in exchange for MKX-like variations for competitive play). Moreover, many abilities even REPLACE others be default.
2. The 3-slot limit causes some severe limitations in character customisation, and which have no logical reason to exist:
- CETRION cannot equip more than one of her rather tame AoE abilities (which cost x2 slots and x2 defensive meter stock to use, BTW! lol), and even her water / freeze ability overlaps with other moves.
- SHAO KAHN's trademark taunts are not equipped by default (and which are all but a novelty ATM, seeing as they have over 2 SECONDS recovery! ), same as his shadow priest hammer buff -- wasting two slots on what the king cheese sorcerer should have by default. His Seeking Hammer also overlaps with his anti-air spear... for some unknown reason . So, no one will use this character's taunts, and not only because they must be equipped, but also because his SPEAR ABILITIES (the horizontal version of which also removes his hallmark shoulder charge ) are far more useful for damage output and overall character efficacy.
4. Any "infinites" that might arise from removing slot limitations could easily be addressed via the introduction of more "overlapping" restrictions -- example: if Cetrion's boulder AoE results in and infinite corner juggle, they could simply disallow its use together with whatever other special move is used in that infinite combo. That's to say, "infinites" is no excuse. This would be FAR easier to implement than having to outright balance issues -- they could just check a parameter flag and the offending ability would be locked out from being equipped with another, in the same way the system works now.
5. Slot restrictions do NOT apply to tournament / ranked modes, in one way or the other. This means that the game's fundamental balance, and in the only game modes it matters, cannot be affected, no matter how the game balance changes in other game modes. Also, removing slot restrictions would have the added boon of further differentiating the competitive and casual game modes from one another, as should NRS should strive for in a fighting game that is trying to cater to pros and casuals alike.
Having played the game for 30 hours+ now, I can see that my worst fears regarding these customisation restrictions have been realised, and the otherwise great potential of the this system is gimped by a poorly conceived balancing tool which isn't even being used for its fundamental purpose. If NRS leave MK11 as is, and players can never equip abilities as they potentially could (and want to), then MK11 will feel like "Injustice Kombat", and even more than the many borrowed assets and ill suited ideas the game already has imply.
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