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Poll Should MK11 Build on MKX?

Should MK11 retain MKX character designs, mechanics, stages, etc. and build from them?

  • Yes

    Votes: 93 44.9%
  • No

    Votes: 114 55.1%

  • Total voters
    207

EdenianWarrior

Kombatant
Also, I can't support shitting on variations too hard.

The very idea of them screams "hard as fuck to balance" and for NRS with their track record, for a first attempt? I think they did fine.

I think if they continue to work on them, look at why a character like Jax worked out perfectly while a character like Ermac ended up being one-note and apply that to their variation design process in the future, it'd be more than great.

First step would be to trim some of the fat on their concepts. The character's with three even variations work because those variations are so simple in what they do. The high-concept variations end up being the worst(pre-patching to balance them), look at Spectral or Naginata for example. Some times they work out but in most cases they fall flat.
Idk about spectral, but Naginata just needs a few buffs.
 

Invincible Salads

Seeker of knowledge
I think building on the game is fine. What I personally would like to see done for MK11:

-Running mixed with really far reaching and advancing normals makes it really hard for defensive characters who want space...it's hard to legitimately maintain space in MKX...and those two things are a huge reason why. I feel like, going forward, run is really fun, and adds an extra complexity in mobility...and should stay. What could be done is making far reaching normals slower (I'm thinking no faster than 18 or 19 frames).

-Another problem for defensive characters is just being able to gain space fast enough or be able to maintain distance. Run ruins that. Why not add a backwards run? I felt that should have been added into MKX. Just a backwards run that's generally just a hair slower than forward running. No invincibility, same stamina drain rate. I think those two things would help tons.

-They're a lot less common now, but there shouldn't be absurdly plus things on block/hit. Like, there's no reason to be more than +5 on block for a game with this frame data, unless the pushback is so massive nothing is guaranteed. And being in +15-20 territory on hit.

-LESS UNREACTABLE 50/50 GAMES THAT CAN LEAD TO GOOD REWARDS AND CAN BE MADE SAFE OR PLUS ON BLOCK ON EITHER OPTION! That is extremely powerful. There's not much of a need of that to exist in a fighting game, unless you're going to make the defensive game that much better.

-I've felt since MK9 that they should do more things that are invincible. Not fully invincible, but like strike, throw, or projectile invincible. Or a combination. And then have armor for things you just want to be able to plow through anything with a drawback. This way, they can design meterless options around certain roles much easier, instead of just slapping on armor and giving characters so many armor attacks to wakeup with.
nothing wrong with heavy pressure characters having a few things plus on block to guarantee a follow up, provided u can only do so many reps of it. ideally 1 and provided it doesnt loop into itself.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
nothing wrong with heavy pressure characters having a few things plus on block to guarantee a follow up, provided u can only do so many reps of it. ideally 1 and provided it doesnt loop into itself.
That's fine, and I don't want them to completely take away offense, but do characters really need high/low options that literally no one will block on reaction, that can be made safe or advantage? Or being so plus off of either using meter or stamina that the whole mixup loops?

It's much more scarce to see after all the rebalancing than it was during MKX. But it's still a common enough trait.
 

leoj89

Apprentice
Can't believe half votes are saying "No".

Personally mk11 would be prefect if they:
-scale back variations to two
- add more costumes, stages and characters in the base game
- build on top and polish the fighting system introduced in MKX
- stop locking skins behind the mobile app
 

Solo

Shadow Priest
I'm one of the people who enjoyed MK9 way more than MKX. I was so uninterested in MKX, till this day I never beat the story mode.

Personally, I hope they get rid of the running and the variation system. And a better choice of characters. Idk if it's just me, but I did not care for any of these characters. (I hope they stop making Liu Kang a dick)
 

Wemfs

The only morality in a cruel world is chance.
I'd rather MK11 build off of MK9 if anything. NRS should've realized they had something special with MK9 and instead of trying something new for the sake of trying something new, should've just expanded from MK9. All the game needed was another patch and a better netcode.

If it ain't broke, don't fix it.
 
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Trauma_and_Pain

Filthy Casual
Regarding Run, I would probably like it to go away as a universal mechanic. They should maybe give it to 1 or 2 quick characters as a Special (Kabal cancelling Nomad Dash) like SFV does with Ken--that way it exists for players who want it, creates dynamism which adds fun, but it's not so extremely fast-paced as MKX.

It's very good at what it does, I just don't always like what it does.

I would love for MK to establish a stronger, normal-focused footsie game like Street Fighter--though you could argue it would be unwise trying to beat the competition in their strongest area. In MKX somebody is just always, ALWAYS attacking. Would be so satisfying with a more deliberate, methodical pace where both players step back and forth trying to feel each other out (faster walk back plz).

No Run or character-restricted Run would also do a lot to make zoning more relevant again, which I think is fair.
 

IBreakemoffI

Shut Down!
For the love of god scrap variations. I can't stand the people who are sayin build on them. NO! Get of this stupid idea! Such a waste of space and time. The characters would be better with no variations anyways.
 

KeyserSoze

Fabled Villain
MK9 is comically overrated on this message board. It's a wonderful game, but the incessant romanticizing has gotten out of hand. MKX is infinitely more balanced, has significantly more advanced game-play, has brutalities, manages to implement interactables almost perfectly. . . I could go on forever. Nostalgia aside, I think some of you guys are lost.

Edit: Stating that you would prefer MK11 to be based on MK9 instead of MKX is like claiming you want the design of your next car to be based on a horse and carriage instead of a Toyota Corolla. And, regardless, MK11, Injustice 2, and any other NRS game that comes out in the distant future is going to be significantly different from its predecessors. That's just what NRS does.
 
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MK Led

Umbasa
All I need out of MK11 is Ferra/Torr to make it into the game, other than that I'm breezy. Though of course I would like to see a lot less 50/50s and such, or at least implemented differently to how they are in MKX. They're fine to include in theory but I wouldn't like them to return as is.
 

Matador Fiend

Kombatant
I like mkx alot. I prefer its formula. The run button is fuckin great.

-love the variations, but think they should simplify it to 2 and focus on balancing them.

-jumping attacks being so strong is my main gripe in mkx. I played jc in mk9 and loved being able to s1 and b3 jumpers all day. The jip hit boxes and active frames in mkx is frustrating as fuck sometimes.

-not a fan of the crazy plus frames on block and run cancel dvorah and jc have. Its dumb imo
 

Ze Dingo

D4->F2 = unblockable. Ice Clone = unpunishable.
My opinion - build from MK X, but with the following changes:

1. Only 2 variations.

2. Everyone gets a viable backdash with similar invincibility frames (if any).

3. Backdashes don't cost stamina.

4. No fucking 3/4th or full screen normals.

5. If it's attached to the character's body, it has a hurtbox.

6. Remove cancels completely. No cancels, at all. You commit, delay or you don't. None of this cancel hogwash.

7. No whiff cancelling. No whiffing an air normal then cancelling into a divekick or teleport.

8. Universal gravity scaling.

9. Less 50-50s. No strings that go OH->Low and shit. Tone down the mix-ups. Just less guessing will be nice.

10. Give anti air normals more priority than air normals. No air normal should hit on the way up.

11. Tone down the freaking + frames. Nothing should be more than + 6 on block.

12. Remove the hideous blockstun animations. If you're -17, I should be able fo punish you without waiting for some silly staggering animation.

13. Remove all guests. Seriously, fuck guests.

14. Fix all the hitbox issues.

15. Make zoning more viable. Reasonable zoning, not fucking MK9 Kenshi or Zod.

16. Consistency across moves. For example, if a move is armoured and launches, it shouldn't be safe. You only get 2. Choose 2 between armour, safety and launch. There's no reason for any move to have all 3.

17. None of this hard to block nonsense. Seriously, it's pure cheese and nothing else.

18. More emphasis on movement. Actual movement, not run in and jump.

19. Proper grapplers. As it stands, I don't even need to grapple with the grapplers right now. I can get my damage off their strings without even having to use the command throws.

20. Patching with less frequency. If you're going to make a balance patch, can we atleast have 3-6 months gap between them? Let things ride out a bit before buffing or nerfing.

That's all, I think. As much as I like MK X, I'm not blind to it's problems.

Edited to add a few points that I forgot to mention and made it easier to read. Sorry about the brick wall of text earlier.
 
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Eddy Wang

Skarlet scientist
My opinion - build from MK X, but with the following changes:

1. Only 2 variations.
2. Everyone gets a viable backdash with similar invincibility frames (if any).
3. Backdashes don't cost stamina.
4. No fucking 3/4th or full screen normals.
5. If it's attached to the character's body, it has a hurtbox.
6. Remove cancels completely. No cancels, at all. You commit, delay or you don't. None of this cancel hogwash.
7. No whiff cancelling. No whiffing an air normal then cancelling into a divekick or teleport.
8. Universal gravity scaling.
9. Less 50-50s. No strings that go OH->Low and shit. Tone down the mix-ups. Just less guessing will be nice.
10. Give anti air normals more priority than air normals. No air normal should bit on the way up.
11. Tone down the freaking + frames. Nothing should be more than + 6 on block.
12. Remove the hideous blockstun animations. If you're -17, I should be able fo punish you without waiting for some silly staggering animation.
13. Remove all guests. Seriously, fuck guests.
14. Fix all the hitbox issues.
15. Make zoning a more viable. Reasonable zoning, not fucking MK9 Kenshi or Zod.
16. Consistency across moves. For example, if a move is armoured and launches, it shouldn't be safe. You only get 2. Choose 2 between armour, safety and launch. There's no reason for any move to have all 3.

That's all, I think. As much as I like MK X, I'm not blind to it's problems.
This guy gets it.
 

EdenianWarrior

Kombatant
My opinion - build from MK X, but with the following changes:

1. Only 2 variations.

2. Everyone gets a viable backdash with similar invincibility frames (if any).

3. Backdashes don't cost stamina.

4. No fucking 3/4th or full screen normals.

5. If it's attached to the character's body, it has a hurtbox.

6. Remove cancels completely. No cancels, at all. You commit, delay or you don't. None of this cancel hogwash.

7. No whiff cancelling. No whiffing an air normal then cancelling into a divekick or teleport.

8. Universal gravity scaling.

9. Less 50-50s. No strings that go OH->Low and shit. Tone down the mix-ups. Just less guessing will be nice.

10. Give anti air normals more priority than air normals. No air normal should bit on the way up.

11. Tone down the freaking + frames. Nothing should be more than + 6 on block.

12. Remove the hideous blockstun animations. If you're -17, I should be able fo punish you without waiting for some silly staggering animation.

13. Remove all guests. Seriously, fuck guests.

14. Fix all the hitbox issues.

15. Make zoning more viable. Reasonable zoning, not fucking MK9 Kenshi or Zod.

16. Consistency across moves. For example, if a move is armoured and launches, it shouldn't be safe. You only get 2. Choose 2 between armour, safety and launch. There's no reason for any move to have all 3.

17. None of this hard to block nonsense. Seriously, it's pure cheese and nothing else.

18. More emphasis on movement. Actual movement, not run in and jump.

19. Proper grapplers. As it stands, I don't even need to grapple with the grapplers right now. I can get my damage off their strings without even having to use the command throws.

20. Patching with less frequency. If you're going to make a balance patch, can we atleast have 3-6 months gap between them? Let things ride out a bit before buffing or nerfing.

That's all, I think. As much as I like MK X, I'm not blind to it's problems.

Edited to add a few points that I forgot to mention and made it easier to read. Sorry about the brick wall of text earlier.
Agreed with everything except 2 variations. 3 is the best for me.