I don't know if we are talking about the same thing. Every good fighting game is built on the idea of "mix-ups". e.g. the relationship between blocking, throws, lows/overheads. I don't see how that is repetitive or consistent. The mix up game is not good here I've found and it makes reading your opponent and taking risks rather dull and unrewarding.
As for people aiming for the king, well, yeah. But in Battle Royale you are likely to run into a dozen players on the way to reach that king who all want to kill you. If its you, the king, and two other guys all fighting in the arena, then all the king has to do is go pure defense and steal some kills.
I halfway take back what I said about TDM and such sucking. I'm of course speaking from the perspective of someone who isn't familiar with two highly skilled teams clashing on any consistent basis. It could very well be entirely different with eight smart guys with headsets who not only know how to play the game but know how to play the mode. It is flawed in theory, but of course you can adapt to it and just wait and cooperate so that the odds are more even after the first few minutes. That would make this more of a "specialist mode" when most people treat it the norm (like Hardcore Search & Destroy vs Team Deathmatch in Call of Duty).
I really would like a sequel to this game, because I think if they fixed my issues with it a lot of people will say something along the lines "How the hell did we stand this before?" You see it a lot with fighting game expansions. Imbalance, infinites, lackluster netcode (I'm throwing things like the Baron glitch into here), weak mix-up game, etc, it is all here to be improved upon. Don't get me wrong, the game's multiplayer is really quite fun at times (I really do love Deathmatch), but I see a lot wrong with it. That's just looking within the battles and matches. Outside of it... the UI? fucking disaster.
Anyone who beat the campaign on Hard: How did you like the challenge?