First of all, I want to say that I don't think anything HAS to change right now. Most of our impressions are from the Stress Test, which was just three days long and had a few characters. I think it's best to wait to see a meta develop before major changes are done. I think things like movement can be adjusted, but I don't think major nerfs to breakaways are needed (especially completely removing them for combo breakers).
Here's what I voted on:
Do you like the breakaway mechanic?
Yes. I'm sure breakaways will make certain combos less useful for some characters (Scorpion doing his spear mid-juggle), but that doesn't necessarily mean it needs a nerf. I played a lot of Scorpion during the Stress Test, it's just something you kinda have to play around and bait. If they breakaway but can't punish you, there goes their two defensive bars and you don't have to worry about it again for a while, PLUS your opponent's overall defensive options are limited. I think the layer of mind-games and resource managing it adds is interesting and I would like to see it in a developed meta before any changes. Maybe it will need a nerf eventually, but I don't think it needs any right now.
Should combo breakers return?
No.
Should chip damage kill?
Yes, but only for Fatal Blows. I personally don't like chip kills in fighting games. If you save your Fatal Blow and decide to burn it on a chip kill, then yeah, you should get it. But should you be able to chip someone out by normals and specials like projectiles? Nah.
Should Fatal Blows be full combo punishable (e.g., -30 to -40 frames on block)?
Yes, but maybe not THAT negative on block. Maybe 20ish frames? I mainly think it should be negative just so people will have to think about using it more. Also, I think it should be the only move that chip kills so maybe this would balance that change out.
Should the cooldown/timing for fatal blows be changed?
No. I think it should be the only move that chip kills (buff) but also negative on block (nerf). That's it.
Should fatal blow damage decrease?
No. If you land one, you only get to land that one in a match. No more. So you should get your damage.
Should damage over time (DOT) attacks be able to kill?
No. I would only say yes if a certain character relies off of DOT attacks for damage. But in general, I think this should be treated like chip damage.
Should the pop-up damage after a flawless block be scaled down to reduce damage?
Yes, I could see that if players get really good at landing flawless blocks, that getting a full damage combo off of it could be a little TOO good. Maybe reducing the damage would make interactions with it feel a little better.
Should dash speed be increased (pretend Ed Boon didn't confirm movement would be buffed on release)?
Yes. I think dashes are borderline useless and that feels really weird to me.
Should walk speed be increased?
My opinion on this is MAYBE. I voted yes, but really it's a maybe. If dashes are better, maybe we won't need increased walk speed.
Should jumps be less floaty (for an example, by increasing overall jump speed)?
No. Some of the anti-airs in the game, like D2s/uppercuts seem kinda slow. To compensate, jumps should be slow. Maybe jump start-up should be decreased, but I don't think the travel speed needs change.
Should neutral jump punch launches return?
No. But actually, Scorpion has a loadout move that basically does just that. Maybe some characters can have it as an option, but should everyone have it by default? No thanks.
RANDOM: Should MK11 allow custom variations in competitive play?
So when I first heard about the system, my reaction was no. But after seeing it in action AND getting my hands on it during the Stress Test, I think yes, it should be allowed. I'm sure there will always be a particular combination that's better than the rest, but how is that any different than the variations in MKX where there was always one that was better than the rest? If a combination ends up being too good, they could nerf it by adding a conflict between the two moves so you can't use that combination as an easy fix. Or maybe increase the amount of slots one of the moves use. Or just nerf the moves themselves (frame-data, damage, etc). With tat being said, obviously augments should NOT be allowed. They should be disabled when playing ranked/tournaments/whatever competitive mode.
RANDOM: Should MK11 Tournaments run a best 3 out of 5 round format (at minimum) for all matches?
If I'm understanding this correctly, it's saying that in Tournaments you should have to win 3 ROUNDS (like Tekken) to win the match? No? I don't think it HAS to be like that, but it really doesn't matter.