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Post by Nyu Nozomi Hyuga on Aug 23, 2016 15:13:30 GMT -5
Ed Boon teases his Twitter followers yet again with another 'hidden' hint at a PC version of Mortal Kombat XL Hardcore fans of Injustice and Mortal Kombat should be no stranger to Ed Boon's Twitter antics. He's recently made a post to stir the pot for fans of the latter after having a lot to reveal on Injustice 2 during the Gamescom show. This time around we've got a tweet that really doesn't make much sense, unless of course you ignore all of the lower case letters in the post: It's worth noting that this isn't the first time that he's used the "hidden message in the capital letters" gimmick, nor is it the first time that he's left us a "hidden" message about a PC version of Mortal Kombat XL. Source: eventhubs
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Aug 24, 2016 4:55:39 GMT -5
They should fix the PC version and give a free or significantly reduced price version for people who own X. What they did is terrible.
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Post by Nyu Nozomi Hyuga on Aug 25, 2016 16:06:53 GMT -5
Mortal Kombat XL confirmed for PC, beta is now live; Ed Boon teases upcoming balance patch Fans have been asking NetherRealm Studios for a PC version of their latest fighting title, Mortal Kombat XL, for quite some time. We've seen numerous hints at a potential release, but nothing concrete. Today, it looks like PC users have been given want they've so desire. According to prominent face and player in the Mortal Kombat community Brant "Pig of the Hut" McCaskill, a Mortal Kombat XL PC beta is currently live on Steam. Folks looking to try it out can do so until August 29th. But that's not the only exciting news to hit Mortal Kombat today. Creative Director at NetherRealm Studios and Co-Creator of the Mortal Kombat series, Ed Boon, has taken to Twitter -- as he is known to do -- to drop another potential hint at what's to come. This time, we see two images sitting side-by-side: One of a person balancing on a wire and the other of Robin Williams as Patch Adams. Can you say "balance patch," everyone? As Pig of the Hut pointed out in his tweet, the MKXL PC beta conveniently ends on August 29th, which is the day before Tuesday, August 30th. Tuesdays are generally a release day for video game content, meaning we could be seeing the new balance patch -- if it actually exists -- arrive as soon as next week. Source: eventhubs
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Aug 27, 2016 10:22:47 GMT -5
I need to jump on and give this beta a quick try. I'm guessing it's through the normal game or something like that.
Nope. I have to download a 30gb file off of the store page. Hmmm... I might get around to doing it.
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Post by Nyu Nozomi Hyuga on Sept 28, 2016 16:18:12 GMT -5
Mortal Kombat XL's next balance patch scheduled for October 4th release
If you're anxiously awaiting balance changes in Mortal Kombat XL, you won't have to wait much longer.
Creative Director at NetherRealm Studios, Ed Boon, took to Twitter today to reveal the next patch's release date. According to him, we'll be seeing the changes go live on Tuesday, October 4th.
But if you feel you can't wait that long to see what tweaks each character on the roster has received, fear not. The Kombat Kast will return on Monday, October 3rd to give a full rundown of what we'll see in the update.
Source: eventhubs
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Sept 28, 2016 21:37:06 GMT -5
Does that mean Alien will be taken down a peg?
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Post by Nyu Nozomi Hyuga on Sept 29, 2016 18:30:25 GMT -5
Alien got nerfed, Johny Cage received a fist buff, and Sub-Zero gets a command throw: Mortal Kombat XL balance changes already being revealed
Mortal Kombat XL's latest balance patch is slated for an October 4th release, but that hasn't stopped NetherRealm Studios from giving players a glimpse at what's to come.
Over on Twitter, several NRS representatives have shared quick GIFs showing some of the upcoming balance changes in action. What we've seen so far include tweaks made to Alien, Sub-Zero, Mileen, and Johnny Cage.
This first GIF shows a nerf made to Alien's tail attack.
Next up, we see that Mileena can now roll backward after successfully landing the first roll, allowing her to move in close and continue the combo.
Based on this GIF and the obvious hint attached to it, we can surmise that Sub-Zero was given a new command throw in Mortal Kombat XL.
And lastly, Johnny Cage has received a "fist buff."
If you'd like to see all of these changes in action, be sure to tune into the Kombat Kast this coming Monday.
Source: eventhubs
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Post by Nyu Nozomi Hyuga on Sept 30, 2016 15:55:04 GMT -5
Bo-Rai-Cho, Kitana, and Kenshi to receive buffs in the upcoming Mortal Kombat XL patch; more balance changes revealed
The latest balance patch for Mortal Kombat XL will soon be in our hands, and the team over at NetherRealm Studios have been giving us a few sneak peeks of some of the changes that we can expect.
More GIFs have surfaced on Twitter showing off upcoming balance changes for Bo-Rai-Cho, Kitana and Kenshi that will surely shake things up a bit for the kombatants.
Bo-Rai-Cho gets a decent tool against zoning characters with the new property added to his staff spin, allowing him to nullify incoming projectiles:
Kitana players should be happy to see the new addition to her Rising Fan move, she's now able to spend meter to cancel the recovery when it gets blocked, giving her a shot at keeping the pressure up.
Kenshi's Balanced variation gains a new option as well. Spending meter for his Ex-Drop now nets the player the ability to combo afterward.
Source: eventhubs
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Post by Nyu Nozomi Hyuga on Oct 1, 2016 23:15:20 GMT -5
Quan Chi loses an overhead, Shinnok gets a dash cancel, and newly added armor on moves for Raiden and D'vorah: More Mortal Kombat XL balance changes
So far, we've seen a nerf to Alien's tail, Bo' Rai Cho's new ability to stop projectiles, and more. The NetherRealm Studios team isn't done giving us a glimpse at Mortal Kombat XL's upcoming balance changes, though.
Today, we have another handful of GIFs featuring changes for Quan Chi, Shinnok, Raiden, and D'vorah, courtesy of NRS.
First up, we see that Quan Chi's back + 2 no longer hits as an overhead.
Next up, Shinnok gains the ability to dash cancel out of his Judgement Fist and Smash special moves.
Lastly, we have two characters that received added armor on specific special moves. Raiden can now absorb two hits on his meter burn flying tackle special move, and D'vorah's Bug Burst can now be used to stop oncoming attacks.
Source: eventhubs
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Post by Nyu Nozomi Hyuga on Oct 3, 2016 15:20:56 GMT -5
Ed Boon jokes about upcoming nerfs to Alien; Mortal Kombat XL balance patch Kombat Kast now live
xhttps://www.twitch.tv/netherrealm
Creative Director at NetherRealm Studios, Ed Boon, took to Twitter earlier today to remind followers of the stream's start time. In the tweet, he jokes that every character is getting better... except Alien.
Alien is known for being incredible strong in Mortal Kombat XL, so nerfs were to be expected. It will be interesting to see what changes are being made.
Source: eventhubs
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Post by Nyu Nozomi Hyuga on Oct 3, 2016 23:39:59 GMT -5
Brand new moves, changes to armor moves, and much more: Here are Mortal Kombat XL's latest patch notes
Mortal Kombat XL's latest balance patch is set to drop tomorrow. To give players the lowdown on what's changed, NetherRealm Studios has released the full set of patch notes.
There's a lot to comb over, and on this list you'll see new moves, gameplay changes, tweaks to move properties, and more.
Additionally, Mortal Kombat XL is set to be released for PC players tomorrow. So, gear up, Mortal Kombat fans, this is going to be a great week.
General Gameplay Changes
• Many move list corrections • Increased energy cost to start running to 25 (up from 15) • Increased energy cost to cancel into a dash (where applicable) to 25 (up from 15) • Getting hit while running will now drain 50 energy • The increased hurt regions when you perform an air attack now activate one frame before the hit region activates • Kounter message added when a hit lands as a counterattack or punish • Delayed Wakeup will no longer activate if the block button is pressed or held while holding down • You are no longer able use specific timing to avoid recovery frames on some jump attacks which used weapons • Reduced the victim blockstun along with the attacker block recovery on many moves (keeping the same +|- on block advantage) • WBID unlocks no longer have additional requirements
Alien
• Alien - while attacking with the tail Alien will have an extended hurt region • Alien - fixed an issue with Alien’s ducking hurt regions not resizing properly • Alien - Towards+BK now has 19 startup frames (up from 17) • Alien - adjusted the increased hurt regions during the active frames of jumping attacks • Alien - Tail Slam no longer has armor • Alien - Tail Flip & Tail Slam now have 20 startup frames (up from 18), 2 active frames (down from 4), & had the hit region adjusted • Alien - Tail Flip is now -10 on block (down from -7) and Tail Slam is now -28 on block (down from -17) • Alien - Xeno Strike is now +14 on hit (down from +22) • Alien - Tail Snag is now +14 on hit (down from +20) and Tail Grab is now +18 on hit (down from +48) • Alien - adjusted the hit region of Tail Snag & Tail Grab to hit more consistent • Alien - fixed a bug which could allow Alien to cancel out of miss recovery of a jump attack into a special move or combo string • Alien (Acidic) - adjusted the air reaction of Acid Blood to prevent an opponent from being otg-juggled during it • Alien (Acidic) - fixed an issue where Acid damage over time was not stacking properly • Alien (Acidic) - Acid Blood now self-inflicts 3 damage (up from 1) & Erosive Blood now self-inflicts 3 damage (up from 1.5) • Alien (Konjurer) - Fixed an issue which could cause Drone Drop to hit multiple times on the same frame Alien was in block pause • Alien (Tarkatan) - Chop Chop Shop now has 2 hits of armor • Alien (Tarkatan) - Spinner no longer has armor • Alien (Tarkatan) - Tarkatan Rush can no longer be delayed (Tarkatan Fury can still be delayed)
Bo' Rai Cho
• Bo Rai Cho - dash forward now takes 26 frames (down from 33) • Bo Rai Cho - run startup is now 13 frames (down from 15) • Bo Rai Cho - back dash recovers 2 frames faster and travels slightly further • Bo Rai Cho - fixed a bug which would allow an opponent to block after Fart Cloud if it hit late on the same frame Bo Rai Cho exited the attack • Bo Rai Cho - Fist Flurry, Monkey Flips, & Bump n Dump now have 2 hits of armor • Bo Rai Cho - adjusted the hit region of Tumble Kicks & Monkey Flips to hit more consistent • Bo Rai Cho (Dragon Breath) - Up Fire Spit & Up Fire Breath now destroy most incoming basic projectiles • Bo Rai Cho (Dragon Breath) - fixed a bug where Up Fire Breath could trade with Shinnok’s (Necromancer) Summoned Fiend from far away • Bo Rai Cho (Dragon Breath) - Up Fire Spit now recovers 5 frames faster • Bo Rai Cho (Drunken Master) - Spinning Hammers now has 2 hits of armor • Bo Rai Cho (Bartitsu) - Spinning Kane & Spin and Slam now recovers 10 frames faster on miss • Bo Rai Cho (Bartitsu) - Spinning Kane & Spin and Slam now destroy most incoming basic projectiles • Bo Rai Cho (Bartitsu) - Snag and Bump & Kane Strike now have 2 hits of armor • Bo Rai Cho (Bartitsu) - Bo Rai Cho can now perform the Kove brutality while using this variation
Cassie Cage
• Cassie - Towards+FK now has 20 startup frames (up from 15) • Cassie - Getaway Flip now has 45 miss recovery frames (up from 36)
D'Vorah
• D'Vorah - fixed a bug causing her head collision to get smaller while running • D'Vorah - Spawning Puddle is now +12 on block (down from +22) and has reduced pushback • D'Vorah - Spawning Pool is now +27 on block (down from +47) and has reduced pushback • D'Vorah - Towards+BP now hits mid • D'Vorah - increased the hit advantage and cancel advantage of Towards+FK • D'Vorah (Brood Mother) - reduced the recovery of Bug Blast, Bug Bomb, & Enhance Bug Bomb by 4 frames • D'Vorah (Brood Mother) - increased damage scaling on Bug Blast, Bug Bomb, & Enhance Bug Bomb • D'Vorah (Brood Mother) - reduced the block stun on Bug Blast, Bug Bomb, & Enhance Bug Bomb by 10 frames • D'Vorah (Brood Mother) - reduced the damage of Bug Bomb by 1 • D'Vorah (Brood Mother) - reduced the damage of Crawler by 1 • D'Vorah (Brood Mother) - Enhanced Bug Bomb no longer sometimes visually stays on screen when blocked • D'Vorah (Swarm Queen) - Vortex Swarm is now +3 on block (down from +22) • D'Vorah (Swarm Queen) - Infestation is now +1 on block (down from +20) • D'Vorah (Venomous) - replaced Bug Spray (enhanced) with a new attack called Bug Burst • D'Vorah (Venomous) - Venomous brutality requirements changed
Ermac
• Ermac - Force Port when done as a wakeup attack no longer has armor • Ermac - Towards+BK now has 16 startup frames (up from 12), is -25 on block (down from -22), and does 5 damage (down from 7) • Ermac - increased combo damage scaling on Force Lift & Tele-Lift • Ermac - reduced the blockstun of Air Soul Blast by 10 frames and reduced the pushback • Ermac - Up Soul Blast is now +22 on hit (down from +27) • Ermac - Away+FP,BP is now +15 on hit (down from +23) • Ermac (Mystic) - reduced the pushback on Levitate • Ermac (Mystic) - fixed a bug where if Ermac was hit on a certain frame after connecting with Levitate, the life gain and meter drain could be active longer than intended • Ermac (Mystic) - increased combo damage scaling on Tele-Hang, Tele-Hold, Tele-Choke, & Levitate • Ermac (Master of Souls) - increased combo damage scaling on Soul Ball & Soul Trap • Ermac (Spectral) - Spectral Charge now has 2 hits of armor • Ermac (Spectral) - Force Port & Soul Blast while hovering no longer has armor
Erron Black
• • Erron Black - Towards+FP now has 23 startup frames (up from 16) • Erron Black - Slide Shots now has 2 hits of armor • Erron Black (Gunslinger) - • Erron Black (Outlaw) - Sand Throw (pocket sand) no longer has armor • Erron Black (Outlaw) - Sand Throw is now -5 on block (up from -20) with increased pushback and does 4 more damage • Erron Black (Marksman) -
Ferra/Torr
• Ferra/Torr (Lackey) - Ferra/Torr - reduced the blockstun of Ferra Toss by 10 frames and reduced the pushback • Ferra/Torr (Ruthless) - • Ferra/Torr (Vicious) - • Ferra/Torr (Lackey) - Torr Up no longer has armor
Goro
• Goro - BP,FP,BK is now -2 on block (up from -5) • Goro - Towards+BP now has 17 startup frames (down from 22) • Goro - Increased the range of Towards+FK • Goro - removed 5 recovery frames from Away+BK • Goro - Shokan Bolt now has 16 startup (down from 23) and has 5 less recovery frames • Goro - Shokan Blast now has 21 startup (down from 27) and has 5 less recovery frames • Goro - Fist Flurry now does all 6 hits on block and is now -12 on block (down from -5) • Goro - Fist Flurry & Punch Walk now cause the same air reactions making combos more consistent • Goro - Shokan Slam & Krush now have 2 hits of armor • Goro - Fist Flurry no longer pops up the opponent but can still be enhanced • Goro (Kuatan Warrior) - Chest Charge now has 2 hits of armor • Goro (Dragon Fangs) - Piercing Fang is now +7 on block (down from +12) • Goro (Dragon Fangs) - Dragon Spin no longer has armor • Goro (Dragon Fangs) - Piercing Fang now has 2 hits of armor • Goro (Dragon Fangs) - Shokan Massacre now has 2 hits of armor • Goro (Tigrar Fury) - removed 5 recovery frames from Flame Ball • Goro (Tigrar Fury) - Dragon Torch now has 30 frames of armor (up from 20) • Goro (Tigrar Fury) - Dragon Breath is now +7 on block (down from +12) • Goro (Tigrar Fury) - Flame Chain has increased pushback on block, has 4 less recovery frames, and the last two projectiles now hit mid
Jacqui
• Jacqui - BP,FP,BP is now -2 on block (down from -7) • Jacqui - Forces Charge now has 2 hits of armor • Jacqui - Away+BP now has 5 less block cancel advantage • Jacqui (Full Auto) - increased combo damage scaling on Towards+BP,UP+BP,BP+BK • Jacqui (Full Auto) - Up Rocket is now -3 on block (down from +5) • Jacqui (Full Auto) - Rocket Power is now +7 on block (down from +28) • Jacqui (Full Auto) - increased combo damage scaling on Up Rocket & Rocket Power • Jacqui (Shotgun) - Double Barrel is now -1 on block (up from -5) • Jacqui (Shotgun) - Low Blast is now -11 on block (down from -6) • Jacqui (Shotgun) - increased combo damage scaling on Low Blow & Low Blast • Jacqui (Shotgun) - Low Blow is now +9 on hit when done a second time in the same combo (down from +39) • Jacqui (Shotgun) - Low Blast is now +19 on hit when done a second time in the same combo (down from +39 • Jacqui (High Tech) - Quick Burst has an additional 3 recovery frames • Jacqui (High Tech) - Quick Burst is now -1 on block (down from +2) • Jacqui (High Tech) - Quick Burst level 2 is now +8 on block (down from +11) • Jacqui (High Tech) - Quick Burst level 3 is now +7 on block (down from +10)
Jason
• Jason - Down+FP is now -4 on block (down from -2) • Jason - Choke Slam & Temple Slam now have 2 hits of armor • Jason (Slasher) - Bloodlust & Shoulder Charge now have 2 hits of armor • Jason (Slasher) - added 5 recovery frames to and increased combo damage scaling on Shoulder Push • Jason (Relentless) - Blood Mist now has 3 hits of armor • Jason (Unstoppable) - Jason will now properly resurrect when killed by the second hit of Predator's Scimitar Stab • Jason (Unstoppable) - Fixed a bug where an opponent could lose a round if they had a damage over time effect which cannot kill active on them while Jason resurrected
Jax
• Jax - Dash Fist cannot be changed into Downward Dash Fist if its armor is hit • Jax - changing Dash Fist into Downward Dash Fist will remove its armor • Jax - Gotcha Beatdown no longer has armor • Jax - FP, FP is now +1 on block (down from +2) • Jax (Heavy Weapons) - Fixed bug where Jax could be holding the rocket launcher in his hand during his X-Ray attack and cinematic • Jax (Pumped Up) - Gotcha Extreme now has 2 hits of armor
• Jax (Wrestler)
Johnny Cage
• Johnny Cage - Nutcracker & Ultra Flipkick no longer have armor • Johnny Cage - Eclipse Kick now has 2 hits of armor • Johnny Cage - Ultra Flipkick is now -1 on block (up from -16) and has increased pushback • Johnny Cage (Fisticuffs) - Fist Bump can now be enhanced after activation which can then be cancelled into any attack or special move • Johnny Cage (Stunt Double) - Eclipse Kick while Mimics are activated will no longer lose its armor • Johnny Cage (Stunt Double) - reduced the blockstun Shadow Kick while Mimics are active by 10 and reduced the pushback • Johnny Cage (Stunt Double) - reduced the blockstun of the first hit of Shadow Dropkick while Mimics are active by 20 and of the second hit by 10 • Johnny Cage (Stunt Double) - Fixed a bug that was preventing Eclipse Kick from being cancelled into during Mimic activation • Johnny Cage (Stunt Double) - Double Straight Forceball now does 12 damage (down from 16) • Johnny Cage (A-List) - added 5 frames before a dash cancel is active if a move is charged during the opponents block stun
Kano
• Kano - Black Dragon Ball no longer has armor • Kano - reduced the blockstun on Multi Blades by 5 frames • Kano (Cutthroat) - Fixed a bug which could cause Kano to lose the round if he had Power Up or Charge Up activate while Jason (Unstoppable) resurrected • Kano (Cutthroat) - Away+FP can no longer be cancelled when blocked and is now -15 on block (down from -10) • Kano (Cutthroat) - Charge Up no longer has armor • Kano (Cutthroat) - Power Up & Charge Up now have 10 more recovery frames when done while the opponent is blocking • Kano (Cutthroat) - Away+FP,BP,FP is now -10 on block (down from 0) • ano (Cybernetic) - Eye Blast no longer has armor and is now +4 on block (up from -11) and has 10 less recovery frames • Kano (Commando) - Strangle, Power Bomb, & Rib Breaker now have 2 hits of armor
Kenshi
• Kenshi - Away+BP recovery reduced by 5 frames • Kenshi - Towards+BK is now +4 on block (up from +2) • Kenshi - BK, BK, FP, BP now does 7 damage (up from 5) • Kenshi - various combo damage scaling adjustments • Kenshi - Sword Dance & Blade-Nado no longer has armor • Kenshi - Blade-Nado is now +47 on hit (up from +42) • Kenshi - Sword Dance is now -7 on block (up from -12) • Kenshi (Balanced) - Spirit Push is now -10 on block (up from -15) • Kenshi (Balanced) - Spirit Charge now has 2 hits of armor and increased recovery frames by 5 • Kenshi (Balanced) - Spirit Charge is now +3 on block (up from -2) • Kenshi (Balanced) - Telekinetic Slice & Telekinetic Slash have 4 less recovery frames on miss • Kenshi (Balanced) - Telekinetic Slash has a different reaction which can allow for combos afterwards • Kenshi (Balanced) - fixed a bug which could cause Tele-Flurry & Tele-Beatdown hit regions could be misaligned • Kenshi (Balanced) - Karma Eruption no longer has armor and is now -2 on block (down from -17) • Kenshi (Balanced) - Tele-Beatdown is now +1 on block (up from -9) and has increased pushback • Kenshi (Balanced) - Karma Eruption recovers 10 frames faster on miss & hit • Kenshi (Possessed) - Demonic Slice & Soul Charge now have 2 hits of armor • Kenshi (Possessed) - Sickle Strike no longer has armor and is now 0 on block (up from -10) with increased pushback • Kenshi (Possessed) - Towards+BK has 10 less recovery frames on block & miss • Kenshi (Possessed) - Soul Charge is now +3 on block (up from -9) • Kenshi (Possessed) - adjusted the hit regions of Demonic Strike & Demonic Slice • Kenshi (Kenjutsu) - Tele-Suspend no longer has armor • Kenshi (Kenjutsu) - Tele-Blast now has 2 hits of armor
Kitana
• Kitana - Away+BP now has 18 frames startup (down from 25) • Kitana - increased the range on Towards+BP • Kitana - FK,Down+BK is now -5 on block (down from -15) • Kitana - Rising Blades can no longer be cancelled into regular air special moves on hit • Kitana - Rising Fan & Rising Blades can be cancelled into air enhanced special moves on hit, block, or miss • Kitana - Throat Slice is now -16 on block (up from -30) • Kitana - Throat Slash now has 2 hits of armor and is now -8 on block (up from -30) with increased pushback • Kitana - increased fan projectile damage by 1 • Kitana - Square Boost & Square Wave now recover 25 frames faster on miss • Kitana - Square Wave now has 2 hits of armor • Kitana - After Air Float & Princess Flutter you can hold Towards to perform directional jumping attacks instead of neutral jumping attacks • Kitana (Royal Storm) - Air Square Boost & Air Square Wave now recover 10 frames faster on miss • Kitana (Royal Storm) - Air Square Wave now has 2 hits of armor • Kitana (Royal Storm) - BP,BK is now -1 on block (up from -11) with increased pushback • Kitana (Royal Storm) - Fan-Nado & Fan Vortex have increased pushback on block • Kitana (Assassin) - Assassin Impale now has 2 hits of armor • Kitana (Mournful) - Staff Smash & Eclipse Kick now have 2 hits of armor • Kitana (Mournful) - Increased glaive projectile damage by 1
Kotal Kahn
• Kotal Kahn - Away+FP now hits high • Kotal Kahn - Sunstone is now 0 on block (down from +5) • Kotal Kahn - Burning Sunstone is now +6 on block (down from +15) • Kotal Kahn - Towards+FP is now -2 on block (up from -6) and had the pushback increased • Kotal Kahn - Towards+FP,BP is now -1 on block (up from -6) • Kotal Kahn - Away+FK,BP is now +2 on block (up from -3) and had the pushback increased • Kotal Kahn (Blood God) - Obsidian Totem now lasts for 240 frames (down from 400) • Kotal Kahn (War God) - Sword Takedown & Sword Quake now have 2 hits of armor • Kotal Kahn (War God) - Overhead Sword Smash no longer has armor • Kotal Kahn (War God) - Sword Toss is now +13 on block (down from -+18) • Kotal Kahn (War God) - Spinning Sword Toss is now +10 on block (down from +20) • Kotal Kahn (Sun God) - Moon God Choke now has 2 hits of armor
Kung Lao
• Kung Lao - Towards+FP is now -2 on block (up from -5) and has reduced recovery • Kung Lao - Away+FP now hits high, has 7 startup frames (down from 12), and is 0 on block (up from -11) and has reduced recovery • Kung Lao - Away+FP,BP,BP+BK is now -3 on block (up from -13) and has increased pushback • Kung Lao - Towards+BP,FP is now -3 on block (up from -8) • Kung Lao - Towards+BP,FP,Down+FP is now -7 on block (up from -14) • Kung Lao - Towards+FK is now +1 on block (up from -4) and has reduced recovery • Kung Lao - Towards+FK,BK is now +2 on block (up from -4) and has reduced recovery • Kung Lao - Down+FP now has 7 startup frames (down from 8) • Kung Lao - Vortex no longer has armor • Kung Lao - Advance Teleportation now has 2 hits of armor and disappears 10 frames faster • Kung Lao - Hammer Punch will knock the opponent down if it is done on the way up after Advance Teleportation’s armor is hit • Kung Lao (Tempest) - Cyclone no longer has armor • Kung Lao (BuzzSaw) - increased damage on hat projectiles by 1 • Kung Lao (BuzzSaw) - Upward Buzz Saw now hits overhead • Kung Lao (BuzzSaw) - Upward Grinder recovers 4 frames faster • Kung Lao (BuzzSaw) - Low Grinder has increased pushback on block • Kung Lao (BuzzSaw) - Low Buzz Saw has 5 less blockstun frames • Kung Lao (BuzzSaw) - Hat Grinder & Buzz Saw now recover 4 frames faster • Kung Lao (Hat Trick) - Adjusted the hit regions on Hat-A-Rang & Hat Call Back to hit more consistently • Kung Lao (Hat Trick) - Slightly easier to combo after Hat Call Back & Heavy Call Back
Kung Jin
• Kung Jin - added 8 miss recovery frames to Cartwheel Smash • Kung Jin - Towards+BP now has 24 startup frames (up from 19) and is -7 on block (down from -10) • Kung Jin (Ancestral) - Low Shot now fires 1 frame faster • Kung Jin (Ancestral) - Quiver activations now last 420 frames (up from 360) • Kung Jin (Ancestral) - Frame Data for arrow types are now shown in the movelist • Kung Jin (Ancestral) - Fire Arrows cause 10 more block stun frames and have increased pushback • Kung Jin (Ancestral) - Vampiric Arrows cause 10 more block stun frames and have increased pushback • Kung Jin (Bojutsu) - Bo Flame & Bo Inferno now have 12 startup frames (down from 18) and have reduced recovery • Kung Jin (Bojutsu) - Bo Strike, Bo Spin, & Low Bo Spin no longer have armor • Kung Jin (Bojutsu) - Bo swat is now -12 on block (down from -20) and does 7 damage (down from 9) • Kung Jin (Bojutsu) - Bo Strike is now +3 on block (up from -20) • Kung Jin (Shaolin) - Up Kick & Rising Strike are now -24 on block (down from -7) with adjusted pushback • Kung Jin (Shaolin) - Up Kick & Rising Strike now do 7 & 12 damage (down from 9 & 13) • Kung Jin (Shaolin) - Shaolin drop & Shaolin Slam now do 5 & 9 damage (down from 6 & 10) • Kung Jin (Shaolin) - Shaolin drop & Shaolin Slam are now -24 & -17 on block (down from -7) and now gain additional block stun frames the longer it is delayed • Kung Jin (Shaolin) - Low Chak-A-Rang no longer returns when blocked and is now -5 on block (down from 0)
Leatherface
• Leatherface - Spin-Sanity no longer has armor • Leatherface - Low Grinder & Psycho Slasher now have 2 hits of armor • Leatherface (Killer) - • Leatherface (Butcher) - Mallet Slam no longer has armor • Leatherface (Pretty Lady) -
Liu Kang
• Liu Kang - Down+FP now has 7 startup frames (down from 9) • Liu Kang - Flying Dragon Strike & Dragon's Wrath now have 2 hits of armor • Liu Kang (Flame Fist) - Windmill Flurry’s cancel window now starts 5 frames later • Liu Kang (Flame Fist) - Away+FK,BK,BP now hits overhead and is -15 on block (down from -5) • Liu Kang (Flame Fist) - BK,BK,BP now hits overhead and is -13 on block (down from -7) • Liu Kang (Flame Fist) - Windmill Flurry no longer has armor • Liu Kang (Dragon’s Fire) - added 3 additional frames before you can dash cancel out of Dragon Fire if the opponent is blocking • Liu Kang (Dualist) - activated Soul Spheres now do proximity damage to the opponent when activated and prevent the opponent from running through it • Liu Kang (Dualist) - activated Soul Spheres can now be ignited by Solar Blast & Solar Flare • Liu Kang (Dualist) - getting hit while charging Yang will now activate the current level of the buff • Liu Kang (Dualist) - Solar Blast has 5 less frames of blockstun and increased pushback
Mileena
• Mileena - combo damage scaling adjustments and increases • Mileena - Away+FP now hits high and starts up in 10 frames (down from 15) • Mileena - Flip n' Roll no longer recovers in time to juggle the opponent • Mileena - Flip n' Roll can now be enhanced to roll backwards allowing for a juggle • Mileena (Piercing) - Away+FP now hits high and starts up in 10 frames (down from 11) • Mileena (Ethereal) - • Mileena (Ravenous) -
Predator
• Predator - Down+FP is now -4 on block (up from -6) and had a hit region adjustment • Predator - Scimitar Slam no longer automatically bounces the opponent for a combo • Predator - Scimitar Stab & Scimitar Slam can now be enhanced to juggle the opponent • Predator (Warrior) - Dread Launch now has 11 startup frames (down from 13) and is +6 on block (up from -14) • Predator (Warrior) - Dread Launch now has 2 hits of armor and no longer allows for a followup afterwards • Predator (Warrior) - Away+FK, Down+BP does 4 more damage • Predator (Warrior) - Destruct Sequence now activates and recovers 5 frames faster • Predator (Warrior) - Self-Destruct now activates 5 frames faster and recovers 12 frames faster • Predator (Hunter) - Trap & Snag will now properly damage scale when done twice in the same combo • Predator (Hunter) - removed 19 recovery frames from Medi-Kit & Quick Healing • Predator (Hish-Qu-Ten) -
Quan Chi
• Quan Chi - Towards+FP is now -5 on block (up from -13), +9 on hit (up from +1), and have 20 recovery frames (down from 28) • Quan Chi - Towards+FP,BK,BP is now -5 on block (up from -14) and has increased pushback • Quan Chi - Away+BP now hits mid • Quan Chi - Towards+BK now hits overhead, does 7 damage (up from 5) and is -11 on block (down from -5) • Quan Chi - Demon Skull is now +6 on block (down from +16) • Quan Chi - adjusted the timing of being hit by trance while airborne to be more consistent with the grounded reaction • Quan Chi (Sorcerer) - Fixed an issue where armor from Dark Curse would not always have a fresh timer on a new activation • Quan Chi (Warlock) - Portal Stab now has 3 hits of armor, is -2 on block (up from -6), and has 11 less recovery frames • Quan Chi (Warlock) - Portal Slam no longer has armor • Quan Chi (Warlock) - Fixed a bug where an opponent could momentarily be floating in the air after being hit by Portal Stab • Quan Chi (Summoner) -
Raiden
• Raiden - BK, BK is now +2 on block (up from -5) and can now be special cancelled • Raiden - Down+FK is now -4 on block and adjusted the hit region • Raiden - Vicinity Burst now has 2 hits of armor, hits mid, is -2 on block (down from 0), does 9 damage (up from 5), and no longer knocks down • Raiden - Vicinity Blast now does 8 damage (up from 5) and has 10 less recovery frames • Raiden - Electrocute & Shocker now hit mid • Raiden - Thunder Strike & Shocker no longer has armor • Raiden - Thunder Fly & Air Thunder Fly now have 2 hits of armor • Raiden - Electric Fly & Thunder Fly (air & ground) now recover 15 frames faster on miss • Raiden (Thunder God) - • Raiden (Displacer) - • Raiden (Master of Storms) - Directional Static Trap startup and recovery is more consistent now • Raiden (Master of Storms) - Static Trap passive damage is now 0.5 (up from 0.2) • Raiden (Master of Storms) - Static Trap now activates in 14 frames (down from 16) • Raiden (Master of Storms) - Full Trap now activates in 11 frames (down from 12)
Reptile
• Reptile - Acid Spit now has 16 frames startup (down from 17), does 7 damage (down from 8) and has 6 less recovery frames • Reptile - Acid Puddle now prevents the opponent from running over it • Reptile - Klaw Pounce now does 9 damage (up from 7) • Reptile - Klaw Bounce no longer allows for a combo juggle afterwards, is now -6 on block (up from -19), and does 12 damage (up from 7) • Reptile - Klaw Slash no longer has armor • Reptile - Slippery Slide now has 2 hits of armor and is +37 on hit (down from +40) • Reptile (Deceptive) - Invisibility no longer has armor • Reptile (Nimble) - • Reptile (Noxious) -
Scorpion
• Scorpion - Flameport no longer has armor as a wakeup • Scorpion - Takeout now has 2 hits of armor • Scorpion (Ninjutsu) - • Scorpion (Hellfire) - added 2 additional frames before you can dash cancel out of Fire Ball if the opponent is blocking • Scorpion (Inferno) - Minion Slam is now +2 on block (up from -21) • Scorpion (Inferno) - Minion Strike is now +3 on block (up from -27)
Shinnok
• Shinnok - Towards+FK now has 13 startup frames (down from 16), is -1 on block (up from -6) and has slightly extended range • Shinnok - Hell Sparks & Hell Blast enhanced is now +5 on block (down from +14) and has reduced pushback • Shinnok - Krushing Shoulder now has 2 hits of armor & no longer does the ground burst automatically afterwards • Shinnok - Charging Shoulder & Krushing Shoulder can now be enhanced on block or hit to perform the ground burst which has a modified reaction • Shinnok - Amulet Strike is now -6 on block (up from -11) and has 5 less recovery frames on miss • Shinnok (Impostor) - adjusted the timing of being hit by Mimicry while airborne to be more consistent with the grounded reaction • Shinnok (Impostor) - Mimicry is now +17 on hit (down from +104) • Shinnok (Bone Shaper) - Scepter Launch no longer has armor • Shinnok (Bone Shaper) - Dark Beam is now -9 on block (up from -12) and has increased pushback • Shinnok (Bone Shaper) - Dark Blast is now 0 on block (up from -3) and has increased pushback • Shinnok (Necromancer) - Devil's Flick has increased pushback • Shinnok (Necromancer) - Judgment Fist & Judgment Smash can now be dash cancelled out of before the drop
Sonya
• Sonya - Away+FP now has 19 startup frames (up from 12) and 2 active frames (down from 4) • Sonya - Away+FP,BK now has 16 startup frames (down from 14) • Sonya - Leg Slam now has 2 hits of armor • Sonya (Covert Ops) - • Sonya (Demolition) - adjusted the hit region on Bake 'n' Wake and it now has 5 additional recovery frames • Sonya (Demolition) - Only 1 of each type of Grenade can now be used in the same combo • Sonya (Special Forces) -
Sub-Zero
• Subzero - Towards+FP now has 10 startup frames (down from 15) • Subzero - Towards+FP,BP is now -2 on block (down from +2) • Subzero - Down+FP now has 7 startup frames (down from 9) • Subzero - Icy Slide now has 2 hits of armor • Subzero - Frost Bomb no longer has armor and has 10 less recovery frames on hit and miss • Subzero - Ice Burst is now -5 on block (up from -10) • Subzero - Down+BP now has 11 startup frames (down from 12) and 4 active frames (up from 3) • Subzero - fixed a bug where an opponent would drop out of a frozen reaction if Subzero blocked an attack on the same frame • Subzero (Cryomancer) - Towards+BK,BP,FP+FK now does the same animation and damage as the other variations • Subzero (Cryomancer) - added new special move Polar Puncture & Arctic Assault which functions as a command grab which can be special cancelled out of on hit • Subzero (Cryomancer) - Frost Hammer & Crushing Hammer do 2 less damage • Subzero (Cryomancer) - Towards+FP,BP is now -7 on block (down from 0) • Subzero (Cryomancer) - Towards+FP,BP,BP is now -14 on block (down from -9) • Subzero (Unbreakable) - Barrier Of Ice now has 25 less recovery frames • Subzero (Unbreakable) - Barrier Of Frost now has 15 less recovery frames • Subzero (Unbreakable) - Ice Burst & Frost Bomb have increased pushback when Ice Aura or Frozen Aura are active • Subzero (Grandmaster) - Ice Statue no longer has armor
Takeda
• Takeda - combo damage scaling adjustments and increases • Takeda - Towards+FP,BP,BP+BK & Towards+FP,BP+BK is now -24 on block (down from -21) • Takeda - Tornado Strike no longer has armor • Takeda - Fist Whirlwind now has 2 hits of armor and no longer automatically launches the opponent without being enhanced • Takeda - Tri Kunai has 10 less blockstun frames and reduced pushback • Takeda - Away+BP now has 25 startup frames (up from 24) • Takeda - Towards+BK is now +4 on block (down from +9) • Takeda (Shirai Ryu) - Shirai Ryu Phase no longer has armor on wakeup • Takeda (Lasher) - Whip Flurry now has 2 hits of armor and no longer automatically launches the opponent without being enhanced • Takeda (Lasher) - Whip Flip no longer has armor • Takeda (Ronin) - Away+BP now has 20 startup frames (up from 15) • Takeda (Ronin) - adjusted the hit region of Away+FP • Takeda (Ronin) - Away+FP,FP is now -2 on block (down from 0) • Takeda (Ronin) - Blade Summon no longer has armor • Takeda (Ronin) - added 5 additional recovery frames to Quick Kall if the opponent is blocking
Tanya
• Tanya - combo damage scaling adjustments and increases • Tanya - Low Drill Kick no longer has armor • Tanya - fixed a bug that would allow Tanya to cancel the recovery of a Teleport into a special move • Tanya - removed 5 recovery frames from teleports • Tanya (Kobu Jutsu) - Tonfa Strike now has 1 hit of armor • Tanya (Kobu Jutsu) - Tonfa Swipe can no longer be delayed (Tonfa Strike can still be delayed) • Tanya (Dragon Naginata) - Spinning Kick now has 1 hit of armor • Tanya (Pyromancer) - Devil's Dust now has 2 hits of armor and does 10 damage (up from 7) • Tanya (Pyromancer) - Dark Shroud now does 7 damage (up from 5) • Tanya (Pyromancer) - Air Fireball now does 8 damage (up from 6) • Tanya (Pyromancer) - Fireball now does 8 damage (up from 7) • Tanya (Pyromancer) - Surging Blast now does 12 damage (up from 10) • Tanya (Pyromancer) - Air Surging Blast now goes 15 damage (up from 12)
Tremor
• Tremor - Towards+FP now has 6 startup frames (down from 7) • Tremor - Away+FP now has 14 startup frames (down from 19) • Tremor - Down+FP now has 8 startup frames (down from 9) • Tremor - Towards+BP now has 26 startup frames (down from 30), is +2 on block (up from -6), and has 11 less miss recovery frames • Tremor - Towards+BK is now +6 on block (up from -14) and now hits high • Tremor - Stone Slam cannot be changed into Stone Kut or Stone Hammer if its armor is hit • Tremor - changing Stone Slam into Stone Kut or Stone Hammer will remove its armor • Tremor - adjusted the hit reaction Rock Blast (Up Shatter) to reduce the combo potential • Tremor (Aftershock) - • Tremor (Metallic) - Gold Launch no longer has armor • Tremor (Metallic) - Magma Blast now has 2 hits of armor • Tremor (Crystalline) - Fixed a bug where a summoned Krystal could be invisible while thrown • Tremor (Crystalline) - Krystal Blast no longer has armor
Triborg
• Triborg - Away+FP now has 22 startup frames (up from 18) and 4 more hit cancel advantage • Triborg - Towards+FP,FK is now -8 on block (down from -4), +8 on hit (down from +12), has 4 additional miss recovery frames, and has 4 more hit cancel advantage • Triborg - Away+FK now has 16 frames startup (down from 15) and is -6 on block (up from -8) • Triborg - Slide And Strike now has 2 hits of armor • Triborg - fixed a bug where an opponent would drop out of a frozen reaction if Triborg blocked an attack on the same frame • Triborg (LK-9T9) - Flame Thrower now has 2 hits of armor • Triborg (LK-9T9) - Straight Missile has 5 less recovery frames, 5 more blockstun frames, & some slight pushback • Triborg (LK-9T9) - Flame Burner has some additional pushback • Triborg (LK-4D4) - fixed a bug where an opponent would drop out of a net reaction if Triborg blocked an attack on the same frame • Triborg (LK-4D4) - fixed a bug which would allow an opponent to block after Net if it hit late on the same frame Triborg exited the attack • Triborg (LK-4D4) - Shrapnel-Port now has 2 hits of armor • Triborg (LK-7T2) - will no longer get stuck if Cyber Initiative gets interrupted on a specific frame after it hits • Triborg (LK-7T2) - Smoke Cloud & Smoke Bomb can no longer hit airborne opponents outside of a combo
Source: eventhubs
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Oct 4, 2016 3:58:29 GMT -5
That's a lot of changes. Definitely a different approach from Capcom.
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Post by Nyu Nozomi Hyuga on Oct 14, 2016 0:32:01 GMT -5
Mortal Kombat XL Hotfix Patch Notes: Minor Changes and Bugfixes
About a week ago we covered the fact that NeatherRealms released a massive patch to Mortal Kombat, changing nearly everything about the game as we know it. This play at shaking up the competitive scene has worked, though it will of course not be without hiccups along the way. NetherRealm has now released a hotfix patch, targeting some problems the team is already seeing in their latest game-changer.
The patch should be up by the time you read this, and contains only a few fixes.
General Gameplay fixes
Move list corrections
Character-Specific Fixes
Bo Rai Cho (Dragon Breath) – Fixed a bug which was causing Up Fire Spit to be at advantage on block Jax – Removed armor from Dash Fist Jax – Increased damage of Dash Fist to 14 and Downward Dash Fist to 12 (up from 10) Erron Black (Outlaw) – fixed a bug where Tarkatan Infection would lose its armor before the active frames Kitana – Removed armor from Throat Slash Takeda – Fixed a bug where Fist Whirlwind would lose its armor before the active frames
Source: shoryuken
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Oct 15, 2016 1:52:12 GMT -5
I wonder what the new tier list will be like.
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Post by JACK-2 on Oct 18, 2016 11:19:26 GMT -5
Kombat Pack 3 when?
You play this game C-master? Maybe we can have some matches.
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Oct 18, 2016 11:23:57 GMT -5
Kombat Pack 3 when? You play this game C-master? Maybe we can have some matches. I don't really game too much anymore but I have played it a few times.
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Post by Nyu Nozomi Hyuga on Nov 1, 2016 1:13:04 GMT -5
Interview with KitanaPrime: Talking Mortal Kombat X’s Future and Losing a Sponsorship
The Mortal Kombat scene is unusual among current fighting games. Their scene persevered without developer support for years, but recently the ESL Leagues got a lot of attention very quickly. With NeatherRealm backing away from the scene and focusing on Injustice 2, some fans are left in a bit of a daze from the esports stature seemingly being given–and then stripped away.
To get better insight into the scene and the future of the community, I contacted one of the top players for some input. Bryan “KitanaPrime” Benzing sat down with us and discussed the scene, as well as his sudden loss of sponsorship [due to the shutdown of EVB Gaming – Editor] and his own future with the game.
John “Zidiane” Silvia: Alright. So, to start off, would you mind just introducing yourself for people who may not know you? Your name, games you play, achievements, etc.
Bryant “KitanaPrime” Benzing: Well for starters, I am Bryant Benzing, known to the FGC as KitanaPrime. If you’ve seen anything that involves me, you’d know I’m an NeatherRealm Studios guy through and through as far as the games I play competitively. Top Kitana player, top commentator, and I also run the NRS games portion of most of the majors. I’m also a crowd hype monster, so take a look anywhere near a Mortal Kombat X setup (or any game on finals day!) and you can usually find me.
Zidiane: How long have you been playing games competitively?
KitanaPrime: I play a lot of games, mostly single player, but only have the drive and passion to play fighting games competitively. I look at the clock and it’s been a little over 4 years. My first tournament was CEO 2012, a year after Mortal Kombat 9 was released, as I stumbled onto the FGC by a pure stroke of luck.
Believe it or not, I don’t remember how or where, but I stumbled across Justin vs. Daigo EVO [2009] Grand Finals for Street Fighter IV and as I was watching the YouTube comments (I know, worst on the internet) talk about how the fireball game was “just spam” and how “my friend could beat them” I thought two things: what makes this so effective? If these guys are in finals, something HAS to be, right? …and two, do they have anything like this for Mortal Kombat? That’s the fighting game franchise I’ve loved my entire life.
I immediately started searching for anything MK and came across Tom Brady vs. Perfect Legend Power 2011 Grand Finals and I was HOOKED.
I could go on forever about how this changed everything, but I’m here now, and maybe those stories are for another time.
Zidiane: Do you ever think about how there might be someone just starting out, looking at your matches like you looked at Tom Brady vs. Perfect Legend?
KitanaPrime: I do. Getting a little more personal here, but anyone out there who follows me knows I’m a depressed person. I vent through social media to not keep it bottled up. The ONE thing, no matter what, that will always make me chill and drift back into calm are the message I receive from new players. The “you’re my inspiration,” “I play this game and pick Kitana because of you,” etc., so much support, it’s crazy. I do this because I love it, and the people give back. I always encourage new players/viewers/whoever to get involved. It happens more often than I ever expected.
Zidiane: I’m glad you have that positive feedback. Speaking on your social media, I do follow your Twitter. That was actually how I learned about you losing your EVB sponsor. If you don’t mind me asking, what does it mean for a player to suddenly become a free agent like this?
KitanaPrime: It’s surprising, because it was so sudden and without warning. I just woke up one morning and there it was, I was no longer sponsored. It’d been 18 months, and here I am, without a team or… I don’t know, man. It just is what it is. So I have to carry on, the same way I did before and hopefully I can find a home somewhere else in the near future.
Zidiane: Has this had any kind of impact has this had on your ability to play games, or your ability to make it out to events?
KitanaPrime: Absolutely. With NEC, KiT and Frosty Faustings being my personal upcoming tournament calendar, currently there’s a strong chance I now miss one, if not all of these events.
Zidiane: Are there any plans in the works for moving forward? I’m just curious what the next step is, both professionally and competitively for you?
KitanaPrime: At the end of the day, the scene carries on. It was here before me and will be after I’m gone, whenever that day comes. If I don’t get picked up, I’m still going to try to make the events either way. I love this scene and will not stop playing, commentating, directing tournaments, doing interviews, whatever–until I’m unable to, by whatever definition. Injustice 2 is on the way, MKX just got it’s second wind, not to mention the general march towards overall FGC esports… and there’s plenty of new players who need ushering in. I am still the man to do it all.
Zidiane: You obviously care a lot about your scene, which is another thing I see you post on your Twitter. What are your thoughts on the current state of the MKX/NRS community?
KitanaPrime: Community is where it starts. You can show up, remain quiet, do your own thing and that’s cool. However, if you’re gonna see all of these people multiple times a year, over the years, I encourage you to get to know people or at least make acquaintance. Our guys are super welcoming and I guarantee you it doesn’t mirror the toxicity you see in the online world! Nothing is perfect, of course there’s people who may not get along, or there’s a bad seed here and there, but it’s definitely a family atmosphere. I mean, it’s not the Skullgirls community (which is a ridiculous btw, that’s family), but nothing like what people may perceive from what you may see on the online side of things. So many players/spectators meet the guys and girls for the first time, and the scene almost certainly will collectively make you feel like you’ve been there for a while.
Zidiane: I have occasionally seen you make some comments about frustrations you have about the community. Something to the effect of focusing too heavily on developer tournament support, I believe. Do you think there are any ways that the competitive community can improve as a collective?
KitanaPrime: Yeah, I wasn’t mad with the community, per se, it was more of a “hold that” for those prepared to end it after what was our usual cycle for NRS games. MKX has outlasted both MK9 and Injustice in dev support in every category. Those who either wished “death” or assumed MKX was done after the second EVO can take that negativity somewhere else. NRS has proven it’s a different ball game. With the success of the ESL Proleague + grassroots events still garnering the support, I have no doubt that NRS wants to help the community continue to play MKX alongside Injustice 2 which is sitting right there on the horizon. 2017 isn’t too far off!
Zidiane: So, the tweets were more to encourage people to not give up on the game and stick with it more than anything, correct?
KitanaPrime: Yes sir. If you’re a part of a scene, no matter the game, no one should tell you it’s done. Keep rocking if you want to, regardless, especially when a lot of the nay-saying comes from people not involved in the scene in any capacity.
Zidiane: So, MKX of course is still running strong, especially with that latest balance patch. What do you see in the future for MKX, in 2017 and perhaps beyond?
KitanaPrime: No idea, but we’ll see where it goes. It’s still here and it’s a clean start so far. I’m hoping to continue playing competitively alongside Injustice 2 within the scene. NRS has spoken, now the ball is in our court. Another ESL season wouldn’t hurt either.
Zidiane: Were there any final words you wanted to say to the MKX community, or anyone else who may be listening?
KitanaPrime: Short and sweet. If any part of the FGC interests you, any game, I ask you plan ahead and attend at least one major. Worth it! Say what up and welcome to extended family.
Source: shoryuken
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Post by JACK-2 on Nov 1, 2016 8:00:04 GMT -5
NRS makes more money off retailing the game then E-sports.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on Nov 8, 2016 8:52:49 GMT -5
That's because they make products that people actually want to buy.
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Post by Nyu Nozomi Hyuga on Nov 22, 2016 19:32:22 GMT -5
Mortal Kombat XL for PC Discounted At Newegg After originally missing the update, PC players are now able to get on Mortal Kombat XL. For those who’re interested in getting on NetherRealm’s latest Mortal Kombat now, here’s some great news: the PC version of the game is currently on sale at Newegg. The digital download version of Mortal Kombat XL is currently on sale for only $23.99; this is a 40% discount over the game’s original $39.99 price. the game in this package includes the new characters added to Kombat Pack 2: Alien, Leatherface, Triborg, and Bo Rai Cho. In addition to this, all the prior downloadable characters such as Goro, Predator, Jason Voorhees, Tremor, and Tanya are also included. Other items include exclusive skins, including the Samurai and Apocalypse skin packs. Interested players should head on over to Newegg to check this deal out. www.newegg.com/Product/Product.aspx?Item=N82E16832777174&nm_mc=AFC-C8Junction&cm_mmc=AFC-C8Junction-VigLink-_-na-_-na-_-na&cm_sp=&AID=10446076&PID=6149898&SID=ivu73nc0z400buup00053Source: shoryuken
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Dec 8, 2016 12:23:15 GMT -5
Cool. I didn't even know it was available on sale. I gotta pay attention.
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Post by JACK-2 on Dec 30, 2016 23:14:43 GMT -5
That's because they make products that people actually want to buy. I can't believe I missed this savage comment. lol, Capcom could learn a thing or two.
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The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
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Post by The Big Daddy C-Master on Jan 1, 2017 16:17:35 GMT -5
It's just a simple fact. When you make products that bring in big cash you don't have the incentive to do the other stuff.
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