UghGetOuttaHere
Number Cruncher. Jack of All Trades.
So my personal opinion is that Mk11 is our best balanced Mk game and there were some fun kits to be tested and mastered. However, I've tried every character and I wouldn't consider alot of them fun. So here are some IDEAS to maybe think about revamping the game in the future without wasting too many of the animations they paid for.
Disclaimer: This was made for fun, nothing would be set in stone. I wont be talking numbers. Also note that any POWERFUL characters that receive mostly buffs from this list would recieve fair nerfs to compensate. These are just some (high) thoughts, feel free to comment-on/take my ideas. And PLEASE POST YOUR IDEAS.
FATAL BLOW REDESIGN: New Mechanic (Last Breath)
Check it out.
+ Fatal Blows can now be done at any point in the game but cost 2 defensive and 2 offensive meter.
- Fatal Blows do about 25%-50% less damage and removed the armor.
- Fatal Blows can only LAND once per match, and if the player does not land a Fatal Blow, meter will not start regenerating for 6 seconds.
+ New Mechanic: Last Breath is now a new passive "rage" mode designed to give every character more flavor (as they near death) instead of just a 30% damage button. SEE "CHARACTER CHANGES" FOR MORE DETAILS.
+ Last Breath gets activated at 10/20/30% remaining health depending on the character and what they get. The passive persists until death (for most characters).
+ Last Breath triggers both rounds and can be healed out of.
+ Last breaths that activate at 10/20% will provide damage mitigation if the player is currently in a combo that damages them past their health threshold. (this is so characters will be able to use Last Breath at least once).
+ Match Point Last Breath (if you already lost 1 round) will now allow the player to have easy krushing blows.
THROWS: Damage adjusted. Rushdown pressure characters will have much lower throw damage.
CHARACTER CHANGES:
(I dont have the best ideas for all characters so help me! Remember every character will also now have to gain something passively for Last Breath shortned as "LB")
Baraka
LB:
+ A Tarkatan will now run up every 5 seconds and plant a War Banner.
+ Baraka gets access to all flag moves.
+ If a flag is already in place, the assistant Tarkatan will instead perform the flag charge.
Cetrion:
Cetrion will now only attack with one element at a time, all strings and specials will now use that one element with different benefits/weaknesses.
Fire: Dots
Wind: Air time/Pushback
Water: ???
Earth: Damage?
The elements can be manually cycled through every 10 seconds for 1 off 1 def meter. If Cetrion doesnt force a shift after 35 seconds her element will be randomized.
LB: idea
Dvorah
-Deadly Swarm is now apart of her base kit and the bug recall will now have 4 new moves. (Still cost meter to use)
-Df2/Df2amp/f22U1+3/db1 amplify/B34 now all add bugs to the Deadly Swarm
-Dvorah can now choose to consume different amount of bugs (1-5) that are swarming her opponent and will get a different move depending on how many she consumes.
1 bug - Same move as its always been. Can be rapid fired.
2 - Dvorah recalls 2 bugs but the move has attack stun now.
3 - The bugs do less damage but will now bring back a Strepsitera with 3 bugs. (Can't be interrupted)
4 - The bugs will fly under and float for a combo extension
5 - Unblockable hard knock down
-"Arachnophobia" now gets the "Venomous" passive from Mkx
Last Breath:
Geras:
Kitana:
-B2 will now ground bounce the opponent if they get hit out the air. (Which will allows the whole string to connect and allows her to juggle if she only uses b2.)
D1 is faster
U3/U2 have extended hit boxes
Jade:
LB: 10%
Bf2 can now be amplfied for a juggle
F2 is now i22
Glow can be amplfied to come out in 1 frame.
Nitro kick is now mid
Kung lao
The hat now falls off and has to be retrived after ANY hat moves are blocked or whiffed.
Kung lao can now teleport much faster to a grounded hat to retrieve it.
Hat toss significant damage increase
Orbiting hat now only costs 1 bar of offensive
Z hat can be used to recall the hat.
Frost
Can now attack with different segments of her body. For example her blade spin (df2) will cause her torso to disconnect and still attack while her head and legs are still in control. She can also attack with just the legs while still in control of her upper body.
Shao Khan
Gaines access to 4 new shadow priest based specials/assists. Each ability has its own seperate cool down.
Taunting now causes the cooldows to shorten.
Taunts are now a base kit move.
Last breath:
Shao Khan
Skarlet
Skarlet now loses health for all blood based moves.
New mechanic: Skarlets Vial: Her vial will now soak up any blood thats CLOSE TO HER on the floor. If skarlet has blood in it, she can now use any of her blood moves free and they will have more damage and additional properties (in exchange for losing some in the vial).
If skarlets vial fills 100% she can choose to consume it for a heal.
"Blood Ritual" does no damage but instead soaks up the blood from the entire stage.
LB:
-Skarlet gets access to all blood moves without taking health
-Blood vial will continuously fill up if shes not in block/attack stun
-Db4 and bf3 can be amp for combo extensions
-Flawless blockable gap on f4,3 gone.
Cassie Cage:
Cassies amazing normals are all nerfed. And her throws do about 8-10% damage.
Cassies drone is now a pet that can be used in all variations.
4 new pet drone moves.
Drone can be placed and sandwhiched with opponent for strong pressure scenarios and set ups.
Jacqui:
Grease kick (db4) now longer launches.
Jacqui can now use her tech wall (grab/fatal blow) across all variations.
Jacqui can only launch at the corner.
New Mechanic: Jacquis tech wall:
Jacquis wall can now be placed in front of her or behind her opponent. The wall can also move/push if she chooses to drain meter.
Tech wall absorbs projectiles.
New Mechanic: Charged legs:
Much like her Dad. As Jacqui uses her powered legs they will start to get more charge. When fully charged grease kick becomes a launch that consumes the charge.
Shang Tsung
Remove 2nd variation.
Replace with new variation "Soul Master": Shang can now choose two characters that he can morph into through out the match. He gots no additional damage or perks for morphing.
This variation would not have corpse drop.
Kollector
Completely rework all his normals and 2 variations.
Variation 1 will make him a weapon summoner where he will pick a weapon out of his bag 5 different ones and all his normals will change accordingly. In addition, he can throw any one of his weapons after equipped.
Knives/Mace/Lantern/etc
Variation 2 would give him a random item toss. Kollector will rng toss out an item out of his bag. Anywhere from kung laos hat, to a sektor missle. Quick recovery.
Nightwolf
Nightwolfs wolf and bear can now attack in tandem with him for high pressure situations. Wolf will always attack from behind nightwolf the bear will attack from behind the opponent.
These moves have cooldowns.
Disclaimer: This was made for fun, nothing would be set in stone. I wont be talking numbers. Also note that any POWERFUL characters that receive mostly buffs from this list would recieve fair nerfs to compensate. These are just some (high) thoughts, feel free to comment-on/take my ideas. And PLEASE POST YOUR IDEAS.
FATAL BLOW REDESIGN: New Mechanic (Last Breath)
Check it out.
+ Fatal Blows can now be done at any point in the game but cost 2 defensive and 2 offensive meter.
- Fatal Blows do about 25%-50% less damage and removed the armor.
- Fatal Blows can only LAND once per match, and if the player does not land a Fatal Blow, meter will not start regenerating for 6 seconds.
+ New Mechanic: Last Breath is now a new passive "rage" mode designed to give every character more flavor (as they near death) instead of just a 30% damage button. SEE "CHARACTER CHANGES" FOR MORE DETAILS.
+ Last Breath gets activated at 10/20/30% remaining health depending on the character and what they get. The passive persists until death (for most characters).
+ Last Breath triggers both rounds and can be healed out of.
+ Last breaths that activate at 10/20% will provide damage mitigation if the player is currently in a combo that damages them past their health threshold. (this is so characters will be able to use Last Breath at least once).
+ Match Point Last Breath (if you already lost 1 round) will now allow the player to have easy krushing blows.
THROWS: Damage adjusted. Rushdown pressure characters will have much lower throw damage.
CHARACTER CHANGES:
(I dont have the best ideas for all characters so help me! Remember every character will also now have to gain something passively for Last Breath shortned as "LB")
Baraka
LB:
+ A Tarkatan will now run up every 5 seconds and plant a War Banner.
+ Baraka gets access to all flag moves.
+ If a flag is already in place, the assistant Tarkatan will instead perform the flag charge.
Cetrion:
Cetrion will now only attack with one element at a time, all strings and specials will now use that one element with different benefits/weaknesses.
Fire: Dots
Wind: Air time/Pushback
Water: ???
Earth: Damage?
The elements can be manually cycled through every 10 seconds for 1 off 1 def meter. If Cetrion doesnt force a shift after 35 seconds her element will be randomized.
LB: idea
Dvorah
-Deadly Swarm is now apart of her base kit and the bug recall will now have 4 new moves. (Still cost meter to use)
-Df2/Df2amp/f22U1+3/db1 amplify/B34 now all add bugs to the Deadly Swarm
-Dvorah can now choose to consume different amount of bugs (1-5) that are swarming her opponent and will get a different move depending on how many she consumes.
1 bug - Same move as its always been. Can be rapid fired.
2 - Dvorah recalls 2 bugs but the move has attack stun now.
3 - The bugs do less damage but will now bring back a Strepsitera with 3 bugs. (Can't be interrupted)
4 - The bugs will fly under and float for a combo extension
5 - Unblockable hard knock down
-"Arachnophobia" now gets the "Venomous" passive from Mkx
Last Breath:
- Her bugs will slowly start to swarm her enemy 1 by 1.
- Bf 1 faster with bigger hit box. +3 passive bugs
- Df2 amp now +5 passive bugs
- Bf4 +5 bugs
- Her 2 is now a mid
Geras:
Kitana:
- Less recovery on fan and air fan to allow more juggle routes.
- Added combo scaling
-B2 will now ground bounce the opponent if they get hit out the air. (Which will allows the whole string to connect and allows her to juggle if she only uses b2.)
D1 is faster
U3/U2 have extended hit boxes
Jade:
LB: 10%
Bf2 can now be amplfied for a juggle
F2 is now i22
Glow can be amplfied to come out in 1 frame.
Nitro kick is now mid
Kung lao
The hat now falls off and has to be retrived after ANY hat moves are blocked or whiffed.
Kung lao can now teleport much faster to a grounded hat to retrieve it.
Hat toss significant damage increase
Orbiting hat now only costs 1 bar of offensive
Z hat can be used to recall the hat.
Frost
Can now attack with different segments of her body. For example her blade spin (df2) will cause her torso to disconnect and still attack while her head and legs are still in control. She can also attack with just the legs while still in control of her upper body.
Shao Khan
Gaines access to 4 new shadow priest based specials/assists. Each ability has its own seperate cool down.
Taunting now causes the cooldows to shorten.
Taunts are now a base kit move.
Last breath:
Shao Khan
Skarlet
Skarlet now loses health for all blood based moves.
New mechanic: Skarlets Vial: Her vial will now soak up any blood thats CLOSE TO HER on the floor. If skarlet has blood in it, she can now use any of her blood moves free and they will have more damage and additional properties (in exchange for losing some in the vial).
If skarlets vial fills 100% she can choose to consume it for a heal.
"Blood Ritual" does no damage but instead soaks up the blood from the entire stage.
LB:
-Skarlet gets access to all blood moves without taking health
-Blood vial will continuously fill up if shes not in block/attack stun
-Db4 and bf3 can be amp for combo extensions
-Flawless blockable gap on f4,3 gone.
Cassie Cage:
Cassies amazing normals are all nerfed. And her throws do about 8-10% damage.
Cassies drone is now a pet that can be used in all variations.
4 new pet drone moves.
Drone can be placed and sandwhiched with opponent for strong pressure scenarios and set ups.
Jacqui:
Grease kick (db4) now longer launches.
Jacqui can now use her tech wall (grab/fatal blow) across all variations.
Jacqui can only launch at the corner.
New Mechanic: Jacquis tech wall:
Jacquis wall can now be placed in front of her or behind her opponent. The wall can also move/push if she chooses to drain meter.
Tech wall absorbs projectiles.
New Mechanic: Charged legs:
Much like her Dad. As Jacqui uses her powered legs they will start to get more charge. When fully charged grease kick becomes a launch that consumes the charge.
Shang Tsung
Remove 2nd variation.
Replace with new variation "Soul Master": Shang can now choose two characters that he can morph into through out the match. He gots no additional damage or perks for morphing.
This variation would not have corpse drop.
Kollector
Completely rework all his normals and 2 variations.
Variation 1 will make him a weapon summoner where he will pick a weapon out of his bag 5 different ones and all his normals will change accordingly. In addition, he can throw any one of his weapons after equipped.
Knives/Mace/Lantern/etc
Variation 2 would give him a random item toss. Kollector will rng toss out an item out of his bag. Anywhere from kung laos hat, to a sektor missle. Quick recovery.
Nightwolf
Nightwolfs wolf and bear can now attack in tandem with him for high pressure situations. Wolf will always attack from behind nightwolf the bear will attack from behind the opponent.
These moves have cooldowns.