MK11 Stress Test Feedback
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MK11 Stress Test Feedback
03/17/2019 10:10 AM EST

Hi everyone. I was lucky enough to get access to the Stress Test at 7:05 am on the 15th. I've been busy playing as much as I can, (See streams on YT Channel; shorter vids coming soon.) and I have some feedback on my experience.

Cons -

Audio glitches about half the time the announcer talks, especially when you have performed a fatality.

I experienced a bug early on day 1 where I would not be matched up with another player online properly. I had to close application and restart to get it working properly.

Invincibilty frames on all wakeups??? (Such as d2 aka upper cut) I'm not sure of that is what's going on, but multiple times I've witnessed on wakeup that the aggressor will have normal and special moves such as projectiles go straight through non blocking standing opponents right after wakeup (just getting up, not the special mechanics).

Scorpion down+2 uppercut needs its hit box adjusted. I've been hit with it without it visually connecting at all.

No training mode for beta? Honestly that just sucks. Let us get some lab work to truly test as much as we can.

Pros -

All I really have to say is I'm very impressed and actually surprised how good this game really feels. The speed is perfect. The design to make things more neutral, footsie, and true zoning better than MK ever has had before. I really had my fears, but they have struck gold here. It still plays like MK 9 and 10 at its core but has a hint of Street Fighter with possibly the best meter system ever and new mechanics that are pretty well incorporated and feel good once you get the hang of things.

Now I have actually heard that NRS is considering (or is going to?) speeding the game up before release? Due to too many complaints of it being too slow???? Honestly these ppl don't even know what they're talking about and they'll buy the game either way anyways. Maybe a slight speed increase with dashing but that's it. If they speed things up too much it will ruin the design of everything else to an extent. May not break the game, but it won't be as good is my worry. If this rumor I heard has any truth to it I really hope they just keep the speed of things as is til game is out for awhile. If they do change the speed drastically I hope they can easily roll back if it does end up not for the better.

Thanks for your time. Anyone go ahead and post your feedback if you'd like.

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RE: MK11 Stress Test Feedback
03/17/2019 04:33 PM EST
Robert_Bates

No training mode for beta? Honestly that just sucks. Let us get some lab work to truly test as much as we can.

The sole point of a stress test is to test the online servers. Why would they include an offline mode?

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RE: MK11 Stress Test Feedback
03/18/2019 06:38 AM EST

Well to be fair they enabled tower before the end. Having practice mode would of been fine.

Anyways one thing new to address.... Scorpions misery blade needs to be nerfed and here's why... This game has a focus on the neutral game which is really a good thing. With a proper neutral design in the game it helps create balance as well as creates a proper barriers between varying skill levels. The issue with Scorpions misery blade is that it basically creates a frame trap because of the plus frames on block. In my experience against it, mainly using Skarlet, there is nothing you can do as guarantee punish. Best option seemed to me to back dash after block then try to counter the pressure. However you can easily end up in the corner in this game and that takes away the back dash obviously so you're just stuck in a frame trap in the corner with really only wakeup option a being you're only hope. Maybe good one time use interactables on some stages. Fatal Blow with right timing can work but that just isn't practical either. So in the corner you must rely on wakeup game to get out of pressure unless they have user error and you then punish.... The problem with this isn't that its too strong, though it is, but rather that it is basically anti-neutral going against the grain of the intended design. With that said I hope and actually expect them to need misery blade. And it easily can be nerfed to take away the frame trap yet still have its main function of being safe on block and an option for Scorpion to play very safely and still have decently strong game still with a nerf of misery blade.

I'm interested in others thoughts on this, I may make a new thread for this specific topic unless discussion picks up here.

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RE: MK11 Stress Test Feedback
03/18/2019 09:13 AM EST
Robert_Bates

No training mode for beta? Honestly that just sucks. Let us get some lab work to truly test as much as we can.

I take it there was no training mode for the stress test but has it been said there won't be a training mode for the beta? I just want to make sure I didn't miss anything. The stress test and beta are two separate things so I fully expected the stress test to be bare.

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RE: MK11 Stress Test Feedback
03/18/2019 03:56 PM EST
03/18/2019 03:59 PM EST
Robert_Bates

Well to be fair they enabled tower before the end. Having practice mode would of been fine.

After they got all the data they needed regarding the servers - which they would've wanted as many people as possible to be using at the same time. Having half the testers pratting around in training mode wouldn't have "stress tested" anything.

As for all the other issues - this could very well be an older build of the game and all those issues might've been dealth with already. Again, the only thing that mattered for this is the stability of the servers.

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