Mortal Kombat 11

Mortal Kombat 11

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MK11 is a Waste of Money
I've got only 24 hours of total play time, and I wish I could get my money back for this absolutely terribly designed game. How they could go from the damn near perfection that was MK9 and MKX to this pile of garbage is astonishing. I wanna write all of my thoughts, but it'd get long and just become very boring. I'm gonna sum up my issues with the game so far.

• Characters have no string variety, and no real thought put into them. Some characters like Kabal practically have no Low attacks at all, not in the middle of strings nor starters. Noob Saibot has one overhead string, so fighting a Noob Saibot is as easy as blocking low, because his ONE overhead string is extremely easy to predict and punish. Not to mention that characters like Noob Saibot, went from relatively safe and very strong, complex characters, to a caveman-tier in two games. Kabal is also a good example because he's a shadow of what he use to be, and really isn't all that great anymore. It really seems like the developers got extremely lazy with this game. Oh and another thing to add, is a few characters actually have hilarious broken strings. One character being Liu Kang, he has a kick string that, for some reason can't be beaten by a 7f d1. Meaning he can literally jail you in a block that you actually can't escape.

But the main point is, the characters have zero depth, which is funny because MK9 and MKX had characters with a lot of variety and depth to them, allowing you to actually outskill an opponent. In this game, it's literally whoever gets to spam their 300+ damage combo more.

• Create-A-Variation system is weak; lacking; and just poorly designed, topped off with the fact that you can't add new strings or any special gimmicks, just special abilities. Some of which the character should come with by default. (Noob Saibot's ghost ball, the big one, comes to mind... Literally a staple of his character, and yet it's not on him by default. His teleport should be able to be enhanced and not as a special modifier... which is just ridiculously stupid.)

• Character roster and some character decisions are just blatantly bad. For instance, removing Ice Clone from Sub-Zero has to be the worst decision by far, as with moving a signature move from Noob Saibot as a special ability, to the terrible variation system. Then another big issue I have with this game is the new characters they added. MKX did a fantastic job adding in new characters to the roster, the worst offenders being Jacqui and Cassie. Takeda was absolutely stellar, and Erron Black was also really good.

Then in MK11, they decided to drop the ball, not only adding in a character like Cetrion who is literally just re-used assets from IJ2, but also adding in characters literally nobody asked for like Geras and the Kollector. When those spots could have been used for characters that people actually WANTED. The DLC leak is also not very hopeful due to the fact that we could have had Sheeva in the base game, instead of Geras or Kollector, etc, for instance. About the smartest choice they've made is adding in movie actor Shang Tsung. Literally the best thing they've actually announced for this game.

• The new meter system is just... depressing. I don't even have to say anything about this, but I will add that it literally lets the developers be lazy in character design. There are hardly any, if no natural combos without enhanced specials, like Noob Saibot for instance, has no combos if you don't take Sickle Snag and the teleport modifier for the enhanced combo extender. Like it ruins him because he can't do anything over 150-200 damage without those combo extensions, meaning there is no other way to play Noob Saibot, unless you go full zoner, but the second the enemy gets close, you have nothing to fight him with. Oh and the defense meter timings are too tight to be useful a majority of the time. I've lost quite a few matches simply because I couldn't activate the mid-air defense, or the roll forward/back, due to how tight and short the windows for activation are. This meter system also encourges spamming to the highest degree, and that is sad.

All in all, I remember seeing the Kombat Kasts for MKX, and it was looking so promising, and when the game came out. It was actually the best mortal kombat game to date. And unfortunately, it didn't happen again. I got so hyped with each Kombat Kast, only to start playing this game and after beating the story mode in less than a night. I just wondered why I even bought this game. I was already salty about how garbage Soul Calibur 6 was, and how hilariously that game was badly designed. And now here I am with my favorite fighting game series of all time, complaining about a game in the series for the first time in the entire time I've ever played the MK series. Literally a waste of $100.
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Mostrando 16-29 de 29 comentarios
ZefpheX 28 ABR 2019 a las 20:28 
I disagree with the point about character depth. If it was simply a fight to see who can get their combo first, then there wouldn't be pros. There's a reason why sonicfox is consistently one of the best MK players that there is.
Shaoh_Kahn 28 ABR 2019 a las 20:31 
I agree with most of this, except that my main (Kahn) isn't as badly designed as many others are (albeit, with many of his own problems). Here are my main gripes:

3-slot ability customisation too restrictive and utterly pointless to persist with, given customisation is already barred from "tournament" play, and that many abilities already have "overlapping" restrictions inherent in them (which supersedes the slot system)

the way that abilities have been apportioned, smacks of NRS running out of ideas -- instead of coming up with new, unique abilities, they take what should be default moves and make them equippable (example: Shao Kahn's taunt buffs or horizontal hammer toss)

annoying, incongruous red tape over combo strings -- example: forward 3, 4 for Kahn can only link into his 1+3 (throw / KB)

no so-called "footsies" anywhere to be seen, with the general flow of the game being projectile spamming, teleportation and guessing game combo string spams (kind of like MKX, only with shallower overall gameplay)

augments cannot be used for anything but versus-CPU grinding, making them all but a pointless mechanic (...did they say augments could be used in LOCAL and KASUAL modes??)

no way to enable BEST OF THREE(3) (or five) rounds for versus play

• game does not remember A) training mode options, or B) Player-2's controller preferences

currently, the roster is mediocre -- both because of those present, but, also compounded by fact that some of the characters as so horribly shallow (Skarlet, Baraka, Jade...)

Having said all that, MK has never been a really deep fighting game franchise -- only garnering any respect whatsoever, since MKX. As such, for a knock-about fighter for those mainly playing with like-minded friends, it's okay. For online and competitive play, however, I'd imagine (and if they don't make major changes down the track) it will prove to be very meh game indeed...
Última edición por Shaoh_Kahn; 28 ABR 2019 a las 20:33
Panackin Skywalker 28 ABR 2019 a las 20:43 
Publicado originalmente por Shaoh_Kahn:
I agree with most of this, except that my main (Kahn) isn't as badly designed as many others are (albeit, with many of his own problems). Here are my main gripes:

3-slot ability customisation too restrictive and utterly pointless to persist with, given customisation is already barred from "tournament" play, and that many abilities already have "overlapping" restrictions inherent in them (which supersedes the slot system)

the way that abilities have been apportioned, smacks of NRS running out of ideas -- instead of coming up with new, unique abilities, they take what should be default moves and make them equippable (example: Shao Kahn's taunt buffs or horizontal hammer toss)

annoying, incongruous red tape over combo strings -- example: forward 3, 4 for Kahn can only link into his 1+3 (throw / KB)

no so-called "footsies" anywhere to be seen, with the general flow of the game being projectile spamming, teleportation and guessing game combo string spams (kind of like MKX, only with shallower overall gameplay)

augments cannot be used for anything but versus-CPU grinding, making them all but a pointless mechanic (...did they say augments could be used in LOCAL and KASUAL modes??)

no way to enable BEST OF THREE(3) (or five) rounds for versus play

• game does not remember A) training mode options, or B) Player-2's controller preferences

currently, the roster is mediocre -- both because of those present, but, also compounded by fact that some of the characters as so horribly shallow (Skarlet, Baraka, Jade...)

Having said all that, MK has never been a really deep fighting game franchise -- only garnering any respect whatsoever, since MKX. As such, for a knock-about fighter for those mainly playing with like-minded friends, it's okay. For online and competitive play, however, I'd imagine (and if they don't make major changes down the track) it will prove to be very meh game indeed...


there is the option in training to set the options to save so they stay the same
Shaoh_Kahn 28 ABR 2019 a las 20:45 
Publicado originalmente por jim:
there is the option in training to set the options to save so they stay the same
Yeah... The "SAVE" after you change stuff up... Right? We did that multiple times, yet, each time we went back to the customisation, the settings were lost FOR PLAYER-2.

So, unless you're referring to some other method, I don't know what you mean... Perhaps doing it outside of the actual match, and in the main menu...? 🤔
Panackin Skywalker 28 ABR 2019 a las 20:49 
Publicado originalmente por Shaoh_Kahn:
Publicado originalmente por jim:
there is the option in training to set the options to save so they stay the same
Yeah... The "SAVE" after you change stuff up... Right? We did that multiple times, yet, each time we went back to the customisation, the settings were lost FOR PLAYER-2.

So, unless you're referring to some other method, I don't know what you mean... Perhaps doing it outside of the actual match, and in the main menu...? 🤔

that's not what you said in your original post

• game does not remember A) training mode options, or B) Player-2's controller preferences

you didnt say game does not remember P2's training mode options..
Hokunin 28 ABR 2019 a las 20:50 
Yeah, its pain the ar se trying to fight with Kabal, you feel yourself like a disabled person his combos often fail to commence. With Liu Kang on the other hand its very easy, his leg combos and stuff can be done on the fly without any thinking.
Última edición por Hokunin; 28 ABR 2019 a las 20:52
Shaoh_Kahn 28 ABR 2019 a las 21:01 
Publicado originalmente por jim:
that's not what you said in your original post

• game does not remember A) training mode options, or B) Player-2's controller preferences

you didnt say game does not remember P2's training mode options..
Well, what I MEANT was that P2's controller configurations do not save, nor do the practise mode preferences (example: "refill" meter, "1%" HP).

I just checked the former in the main menu, which confirmed the presence of a: the controller options in the main menu do no reflect what is loaded in-game, even though it clearly states "Xbox One (1)" and "Xbox One (2)" and the respective controller configuration choices. Player-2 always starts with, Krushing Blow Held Check: OFF, Release Check: ON, Alternate Controls: OFF, Input Shortcuts: ON, and Button Shortcuts: ON... Which are mostly what I do NOT want in-game. 😒

I just more than I complain about this -- given most people no longer have real life friends and just lagline only, which means it won't get fixed (much like how no player-2 load-outs were never fixed in Injustice 2).
Publicado originalmente por jim:
seems like you're just mega salty about noob saibot not being as OP as he was in 9.. that's literally all i got from reading your wall of text.
In all fairness I'm a noob player and he's right. The second anyone picks up on the fact that your overhead is your ONLY overhead, everyone just blocks low all game. He doesn't even have a f1 or f2 overhead like scorpion etc have. If you have even the smallest clue what you're doing characters like Noob are complete trash while characters like Liu Kang will make even Neo from the matrix's head spin while simultaniously pressing 2 buttons and landing a 500 damage combo. (double meterburn bike kick does nearly 350 alone)
Panackin Skywalker 28 ABR 2019 a las 21:06 
Publicado originalmente por OXU Stephen:
Publicado originalmente por jim:
seems like you're just mega salty about noob saibot not being as OP as he was in 9.. that's literally all i got from reading your wall of text.
In all fairness I'm a noob player and he's right. The second anyone picks up on the fact that your overhead is your ONLY overhead, everyone just blocks low all game. He doesn't even have a f1 or f2 overhead like scorpion etc have. If you have even the smallest clue what you're doing characters like Noob are complete trash while characters like Liu Kang will make even Neo from the matrix's head spin while simultaniously pressing 2 buttons and landing a 500 damage combo. (double meterburn bike kick does nearly 350 alone)

well i just gotta say thanks for letting me know about noobs weakness :) but in all honesty you'd be surprised at how many other characters only have 1 overhead string or 1 low string too.. it's not just noob who's alone at this, most of the cast are
Shaoh_Kahn 28 ABR 2019 a las 21:13 
Publicado originalmente por HexeR:
Tournament play is not at all the only thing that matters so this point in effect, is "pointless." They aren't over-lapping restrictions, they're chained meaning if you want your character to specialize then it will cost you slots. Most moves only 1 slot anyway, a good portion of 2 slot moves offer more options than the 1 slots.
Nah... That's not even remotely correct (or even makes much sense). The overlapping restriction on, say, Shao Kahn's anti-air spear and his Seeking Hammer, make no obvious sense; and many 2-slot abilities are rendered useless as such -- example: Cetrion's AoE specials (which also require x2 defensive meter to use, and have their own overlapping restrictions to boot!).

Also, I'm referring to NON-TOURNAMENT PLAY MODES -- i.e., the meme of "perfect balance" is irrelevant here, and if some abilities did prove to be broken (when used in conjunction with others), the extant overlapping restriction could still be applied where necessary. If nothing else, simply disallowing certain combinations of abilities is a FAR easier way to balance proceedings, than having to tweak the abilities themselves.

Giving Scorpion Demon Dash is running out of ideas? Giving Raiden a flying ability is running out of ideas? Giving Noob Saibot air-locational-teleports is running out of ideas? I think I rest my case.
If you cannot see the asset-flipping taking place in MK11, and the laughable Injustice 2-iness of the game, then I cannot help you. Perhaps an optometrist could... dunno.

Shao Kahn excels at pushing people into corners where he can use air grab for his popups and keeping opponents locked down. I've combo'd into various strings, but he's similar to Goro in what he can and can't do. He's not someone who can do everything.
If Kahn is a corner-only character, he's dead in the water already (in a competitive sense) -- in a game replete with teleporters and projectile spammers... Which also raises an irony of the character's design: the king of sorcerers conspicuously lacking a teleport! 🙄

Objectively wrong. On virtually everything. Footsies are more prominent in MK11 than they were in MKX or MK9 because now spacing is actually vital because of said projectile strats and zoning. Basic combos are as they've mostly been since MK9, albeit more readable.
Yeah... Okay. Now you're just being a shill. I won't bother arguing you on this point. I'll leave the spam jamboree e-sports types to clarify your delusions for you.

Yea, duh? People DO play fighting games against the CPU, in case you weren't aware.
What's that got to do with the price of tea in Swaziland?.. I was talking about ALLOWING THE OPTION FOR AUGMENTS IN LOCAL PvP / CASUAL ONLINE MODES. You're just being dense now...

Does for me.
You must have the 'magical' MK11... 'Cause I just tested it and the game categorically does NOT save player-2's controller preferences, even despite the main menu options displaying them as being saved.

The roster all in all, is better than the starting roster for MKX. Jade in particular has a slew of options at her disposal, needless to say that Skarlet and Baraka are fine.
Pfffft... I'm done. You're clearly just a shill who'll praise a dried dog turd with "NRS" or "MK" embossed into it. I'll leave you to shill for the game, as it your kinds' wont. I've got better things to do than to argue the veracity of facts with those who exist in Trumpian Twilight zone.

For you:💩
Última edición por Shaoh_Kahn; 28 ABR 2019 a las 21:17
Shtutik 28 ABR 2019 a las 21:21 
Git gut clown
Gaxkang 28 ABR 2019 a las 23:24 
The game is very well produced production value-wise and when the single player is fixed it will have that going for it (hopefully).

But it's still an NRS fighting system that still has all the same old issues that is ironic for a fighter that is meant to be more casual like. And then it's shoveled online at the mercy of online qualities.
Injustice 2 at least had real universal launchers and overheads.

Who knows maybe the the Day 1 patch and other patches will help frame-wise with stuff.

But geez, whole game seems to be about hitting D1, seeing whose advancing mixup hits first or best, fishing for 10 hit combos, and using things like teleports and teleport 50/50's.

KripTed 28 ABR 2019 a las 23:40 
Idk man. I got rekt against Noob Saibot online. No one could beat that spammy character in KOTH. I’m not a huge fan of the combat system in this game compared to previous titles though. Just doesn’t feel like Mortal Kombat. I do like the game for the most part but...yah. A friend of mine even said it reminds him of Killer Instinct. Previous titles use to be fun, fast, fluid and intuitive. I don’t see that in this new adaptation.
Última edición por KripTed; 29 ABR 2019 a las 3:25
VandalVortex 29 ABR 2019 a las 3:20 
I would say Shao Kahn is heavily footsie based. Half the time it feels like my objective isn't to get a combo. I often have to push my opponents into the corner and lock them down with counter pokes, hop attacks, frame traps, etc. I recommend cancelling his strings into his Up Hammer as it creates great frame traps.
Última edición por VandalVortex; 29 ABR 2019 a las 3:22
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Publicado el: 28 ABR 2019 a las 19:14
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