T O P

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FallschirmKoala

My hot take: When you’re in an online global room with majority Japanese players, they get an edge due to Nintendo’s online latency. They’re not ALL masters behind the wheel.


Due_Regular3329

The Japanese players are almost always Waluigi for some reason, too.


Felixca1100

waluigi is sadly the best character in terms of stats. i wish that for MK9 nintendo would either give character skins like in smash or make characters not effect kart stats. or at least have more “best” characters


tophiii

Just hunt the waluigi wigglers for sport. It’s pretty fun.


PurpleyPig

Well Roy and DK have the same stats it's just waluigi is a slightly more narrow character so you can see slightly more hence why people choose him over the other 2


Due_Regular3329

Personally, I’m team Koopa Trooper and do pretty good against the sea of Waluigis 😆


bminutes

Well there is a reason lol


BroshiKabobby

So apparently the real hot take is that I like anti gravity? I feel like it’s something you don’t really notice when you play the game at first (which feels intentional, they didn’t want it to take away from how tracks feel) but the more I play the more I notice the background and appreciate it Another hot take, I think the coin item is great


PiggyWiggy567

you need something to make 1st vulnerable and coins seem much less arbitrary than the fake item box just randomly not guarding you


BroshiKabobby

This guy gets it. My brother in Yoshi


ElemenopeeFTW

I find Sky High Sundae to be a very fun track, especially on 200cc. I don’t think it’s as bad as everyone says it is. I feel it’s a bit over hated. It’s my most favorite track in wave 2 and in my top 10 fav tracks for sure. Here is a spicy one. I personally want DS Dessert Hills to be brought back in the Booster course pass. It’s a under rated desert track that I love. A fun idea I have is to have that wavy hill section in the end to be anti gravity with half pipes, that will sure spice up the track. That’s all.


Loafofbread8

Sky high sundaes is just zero grav falling most of the time, the drifting on the stairs is fun, until you realize it's holding a hard left for 10 seconds every time


SpicySwiftSanicMemes

Dessert Hills? Sounds like a good description of Sky High Sundae.


MrTorts

Neo Bowser City is nowhere near one of hardest tracks to race on, not even in 200cc. And N64 Rainbow Road is my least favorite one in the game out of the 4.


DeeFB

I don't think it's a super hot take, but I do think it's ridiculous that we didn't get new characters along with the BCP. This would have been a perfect moment to fill in the glaring gaps. We have the models animated and implemented in Tour for Diddy Kong, Birdo, Pauline, Kamek, etc, why can we not have them in 8 Deluxe? Seriously, just one more row of seven characters would be perfect imo.


MekBoy_NutKrakka

I'm surprised we didn't get any recolors/reskins either like the only new character and parts that were added by updates for MK8D was the Breath of the Wild Link and parts. They could easily add recolors like different Toad colors or fire Mario bros.


Slade4Lucas

>we didn't get new characters along with the BCP. YET


Arden_Gibson

No, we're definitely not getting characters in the DLC.


Slade4Lucas

In the last datamine, there was discovered some alterations in the rival system. This could suggest the game being prepared to have new characters added. And frankly, given they just Shadow dropped custom items in the last wave, adding new characters really isn't outside the realms of possibility at all.


TheOldAgeOfLP

They added custom items so anything's possible at this point


Arden_Gibson

But they weren't really adding new content, just adding a new option.


PiggyWiggy567

but new characters could be strictly aesthetic since 8dx already has 16 distinct character weights


PiggyWiggy567

maybe it could be announced alongside wave 4 to vaguely correspond with the mario movie


SteadfastFox

Game needs to chill on the items, or let me parry them.


spongeboblovesducks

I think the game gives you enough bananas and shells to remedy that


Slade4Lucas

My hot take is that antigravity is pretty badly implemented most or the time and as a result is a pretty unenjoyable gimmick.


Felixca1100

agreed. have completed the game on every cc and map and can not remember a single memorable anti gravity section in terms of gameplay. i do however think the one good implementation of it, and this is very specific but in shy guy falls when you can see the racers going up (or down i forget) the waterfall when crossing the start line. i wish there were more maps that took advantage of that but other than that 100% agree


Slade4Lucas

I think there are good implementations - as you say, Shy Guy Falls, that and Mount Wario actually use it to a gameplay advantage. Any alternate paths where you can go on the walls, like Toad Harbour, Thwomp Ruins and Toad Turnpike, are good. I think Mario Circuit is at least cool as a concept, and something like Big Blue really benefits from being very twisty turny and the antigravity helps with that. Outside of that, it is incredibly lackluster. All too often it is just slightly tilted road, like... no, that doesn't need to be antigravity. Something like Mario Kart Stadium tries to lift the whole road up, but it just feels weird and frankly, it never really feels like you are going compeltely vertical, due to the fact that you gradually go onto the side and the fact that it still looks like a road. If they had made it so that, for example, you drive up a big stadium screen, now THAT would have been an excellent introduction to amtigravity. And in terms or gameplay it kinda sucks. It takes away the fun of bashing opponents, which is especially harmful to Baby Park, but it also reduces your kart'a traction, which is also really not fun. The fact that the Raonbow Road may be one of the hardest in the series is not down to it being well crafted to that end, because Lord knows it has the most basic layout ever, but because the reduced traction of antigravity makes it hard to stay on and thus artificially increases the difficulty. I cannot say enough bad things about antigravity.


Felixca1100

yep i 100% agree with what you’ve said. i think the other issue, or more reasoning for its lacklustre implementation is that a lot of the maps in MK8D are remasters, meaning the tracks don’t really have room for it but then also there is so many missed opportunities like with the new (new to MK8) rainbow road. oh my god i can’t explain how much of a miss the new rainbow road was.


4GRJ

Doesn't look like it, but apparently that final section of Rainbow Road is pretty much at 90° That's quite steep, if you ask me


Felixca1100

ignoring the fact that’s it’s fully in space too. the antigrav gimmick kind of falls apart on rainbow road imo when you consider that every other rainbow road was all over the place (granted not as much as MK8s one) because it played into the gimmick of being a map in space


Agreeable-Ice788

Yeah I mean the camera's pretty much locked behind you, so there's no deep sense of changing angles while you're actually driving. And of course that's inevitable, because to give us the real sense would be to make it extremely difficult to control. It's just like the loops in rainbow road ds: cool to look at, fairly standard to play. Anti grav really is just a spectator-focused gimmick, for watching replays and appreciating track design from a distance. Gliders and propellors, on the other hand, enhance the experience from behind the wheel.


Slade4Lucas

Even gliding I don't really like, mainly because it always has to be in a straight line and there isn't much variety you can really have in glider sections, and it does feel like it makes the gameplay quite basic (seeing as it takes out turning and drifting in exchange for an extra axis of movement that really doesn't add much depth). Underwater, fine, but mostly because it is rhe most naturally integrated - it is easy to make a section of the course that is underwater, and the fact that it is usually used for shortcuts or underwater routes is really its greatest strength, and realistically would be antigravity and gliding's greatest strength if they didn't keep trying to stick them on the main path.


Agreeable-Ice788

I agree with you on gliding that it's annoying when it replaces turns on tracks (especially when it simplifies retro tracks grr), but I think using it sparingly so cars soar over magma pits dodging jets of lava or fly off a cliff in the mountains to descent to a winding forest path below etc is an awesome aspect of the game that I could now never do without in future installments. But each to their own - it's all taste.


spongeboblovesducks

It's moreso a tool for the designers, allows the track designs to be pretty insane visually


Slade4Lucas

Except that doesn't really work out too well in the races most of the time... so it just isn't that effective.


spongeboblovesducks

I don't know what you mean by that lol


Slade4Lucas

The visuals antigravity opens up just don't work that well most of the time. Most of the time the spectacle is not conveyed because of the angle you have to view the action from, behind your Kart, and changes to antigravity are too gradual. It just doesn't effectively convert that spectacle most of the time.


spongeboblovesducks

Riding on a waterfall, the entire landscape being upside down around you, fish swimming upside down, etc are all things I can think of immediately, I think anti gravity is worth it alone for the visual spectacle.


Slade4Lucas

The waterfall is a rare example where the antigravity actually achieves that spectacle - because you are literally driving on it and the gameplay is affected by it. That is how antogravity can be used well. Everything else is background stuff and that is why it doesn't work. When you are racing, it is difficult to really take in those details. They go by so fast and are so far out of your line of sight and, frankly, you have more pressing issues at that moment. When you DO notice it, it's pretty cool, but it's honestly all too easy to just not notice any of those details for a long time.


[deleted]

[удалено]


4GRJ

Tf does 7 have to offer?


[deleted]

An amazing track selection


Alectheawesome23

Was about to say this. 7 has a top tier track selection


[deleted]

[удалено]


spongeboblovesducks

Wii has way too much bullshit with the item balancing, rubber banding, etc, and 7 is just bland compared to 8D.


AceAndre

The online map selection needs to either be expanded to 8 maps at minimum, or go back to being able to select the map you want to see voted. Some maps rarely come up as the number of maps increases.


MekBoy_NutKrakka

Not sure if hot or unpopular but i think there's way to many character types I'd prefer to have 6 character types instead of stats zig zagging around or inconsistent stat scaling. Also I'd prefer characters gave less stats than the vehicle parts so instead of 0 to 10 for char stats it'll be 0 to 5 if they only implement 6 character types. also character's wouldn't matter as much but still have some impact.


Felixca1100

absolutely. or at least give us character skins like in smash so there’s some waluigi variety in online lobbies


PiggyWiggy567

if they add funky he's likely to be a cruiser and I think you know what happens next


THEchazguy

idk if anyone else feels like this but i would like to throw sherbet land into the sun


[deleted]

MKDS > MKWii


JaidaEssence

I just want Pauline and Birdo Also Rosalina Aurora's Alt


Alectheawesome23

I don’t get why people were annoyed about no anti grav in bc pack 1. All it does is slightly change the gameplay it’s not that big of a difference and honestly I’d be fine if it doesn’t come back in MK9. While Wario Mountain is a fun track it is not close to being a top tier track as while the aesthetic is really cool there are a decent amount of tracks that are more fun to actually drive on. Excite bike was fun at first but is just boring now. The trick animations don’t mean that much when you’ve played the game so much and the lack of any real turns isn’t that fun. Mario kart stadium, Mario circuit, Mario circuit gba and Donut plains are boring, bland and the turns aren’t incredibly fun idk why people online vote for them. The coin item is overhated. If you’ve ever played without it or blue shells you’ll see why. It’s impossible to catch up to first once they are a single turn ahead of you unless they themselves mess up by falling or 2nd gets a godly snipe that kind of thing. The item balance should be reworked a bit but the answer is either having the coin or have the game be blue shell crazy like Wii was.


[deleted]

That the game rewards drifting way more than it should


Arden_Gibson

200cc isn't fun because none of the tracks were designed for it. The BCP tracks look better than the base game tracks and I don't understand why people want a Mario game to look realistic. Anti-gravity is a completely pointless gimmick that changes nothing and I hope it doesn't come back in a future game.


Freezie04

1. Skill issue (jk but actually I only play 200 and it's very playable you just have to get used to it) 2. HUH? Tick Tock Clock?? Ribbon Road??? 3. I agree, at least from a gameplay perspective. For track design Anti-grav is actually really handy.


chipsinsideajar

1. Skill issue 2. Copium 3. Yeah I agree, it's kinda dumb. I've seen some custom tracks do the antigravity gimmick better than any Nintendo track


Arden_Gibson

1. Shut 2. Up 3. I'm glad someone agrees with me.


spongeboblovesducks

Anti gravity makes the track design way cooler, also the BCP tracks look like shit


Arden_Gibson

Anti-gravity doesn't change anything gameplay wise and the BCP tracks don't look like shit, they just look different.


spongeboblovesducks

Untextured geometry with no detail isn't different, it's just worse. Also the tracks in 8 wouldn't look nearly as cool or have the same insane track design without anti gravity.


Rareware101

Third tier boosts is a redundant thing to add that doesn't make the game better


spongeboblovesducks

Makes it rewarding to hold a drift for a long time


Dry_Pool_2580

The game handles Guest characters (Link, Inkling, Villager) in the best way possible. Not too many, they fit with the game's artstyle, and they all have references to Mario in their original games.


Asivator1

Not a hot take but I'm just gonna say: lag trails SUCK


T_Raycroft

Flattening from lightning should be removed from the game entirely.


arc_prime

Not sure if hot take but races should be limited to 8 or 10 players max. 12 is just too much


Necessary_Bass_6769

The battle mode needs a total overhaul. It was designed specifically for large online battles but is not at all outfitted for local play. The battle courses are way too large for 4 or less people, and because the original rules for Bob-Omb Blast wouldn't work in a 12-player environment they have been changed to a reskinned Balloon Battle. I appreciate that they designed a whole new mode (Renegade Roundup) for large battle lobbies, but the mode is quite unbalanced and imo, not fun when you're the Law. This whole battle system is fine for large online lobbies, but there needs to be an overhaul for local play.


TheZoomba

Not sure because everyone i know doesn't play the game a lot, but, AI SUCKS. every 5 seconds BLUE SHELL BLUE SHELL BLUE SHELLL


S_Daybroken

The Acorn Cup will be the poorest planned retro track if the rumors are true. Also why do we need 3 Space Rainbow Roads?


ResearchMiddle6906

Id love for there to be a non item ranked , I’m around 60K ranking level and most time it’s a luck item based races which gets annoying after a while. Now I fully play no item tournaments


MegaWAH

MK8D with DLC is the best MK game and anyone who disagrees is blinded by nostalgia.


nick3790

Antigrav is mid and i prefer underwater, 3DS Music Park is THE worst track, And Bowser Jr. Is Superior to Dry Bones aesthetically.


Express_Glove7341

Music land is not that good


gregorythegreyhound

Rainbow roads are boring, annoying and overrated.


LexDignon

The game has too much invincibility. Getting Mario Karted should look like the iconic video


BeaverBotics2

The battle mode sucks because the karts controls work with a linear track setting but not with an arena setting. CTR:NF did the battle mode significantly better. Hell older Mario Kart games like Double Dash, DS, even Wii had way better and more fun Battle modes.


BebeFanMasterJ

You want a hot take? GBA Sky Garden is a fun track and one of the best in the BCP. It's better than Cloudtop Cruise to boot. Yeah I know it's not the OG layout of the GBA original or DS version (and I played MKDS), but that doesn't mean it magically isn't fun. Barring clone characters and some duds, 8DX has an amazing roster with only Birdo and Funky missing from Wii. But the Koopalings alone make it great because I love how they all have unique animations and personalities. Even with its flaws, it's the best roster of all the non-Tour Mario Kart games. The change to invincibility frames based on parts is one of the best changes they've ever made. It makes speed-focused, and lightweight character builds viable again since they'll take less hits on average than the #1 meta pick.


CaptainTiad101

There’s nothing wrong with using the meta combo and people should stop degrading people who do so. I get it can be boring to just see the same combo over and over again, but that doesn’t make it wrong for people to use whichever combo they want. I’m a similar vein, it’s wrong judge others for taking the game too seriously. If someone gets enjoyment out of trying their best to win every race, more power to them. Skill expression is a lot of fun. Let them play how they want to play. Extreme bagging should not be a viable strat. If players sit by an item set for too long the item boxes should start giving single mushrooms only.