Many dreaded this when NetherRealm Studios unveiled the extensive customization that Mortal Kombat 11 had to offer. Whenever in-game purchases and microtransactions are involved, this risk is always present. This time we might’ve bitten the bullet as Mortal Kombat 11 becomes slightly pay-to-win regarding certain tower challenges.
A Reddit user took to describing their experience with the grinding system of Mortal Kombat 11 microtransactions. He stated how some of the higher missions in the towers make consumables almost necessary at times. The consumables themselves aren’t easy to get at all though.
Some players even calculated that it could take roughly up to $600 to fully unlock every variant of gear for a single character. Normally, this is a good thing since it means a lot of gear. Simultaneously, it sucks when the chances of getting anything good are so low.
What makes these towers so dependent on using better gear though? If it were a matter of skill, I would defend Mortal Kombat 11, but it’s not.
Enemies in the higher tier towers carry buffs and modifiers to stack artificial difficulty onto the player. This is in the form of homing missiles that take massive chunks of health and vampiric abilities to let the enemy heal. The worst is the hyper armor given to them in some fights which bring back the PTSD from my days of fighting Shao Khan as a boss.
With that sort of bullshit difficulty and the heavily grindey nature of Mortal Kombat 11 time crystals, it’s no surprise that the game is pushing for a pay-to-win strategy. Shame on you Warner.Bros!
To NetheRealm Studio’s credit, they have promised to fix and balance the economy of the game better in an upcoming backend fix rather than a full patch. Let’s hope they can roll that out as soon as possible.
So this marks two reasons people are not pleased with MK 11 currently. Hopefully, they recover soon.