I don’t understand how anybody would want custom variations to be in competitive play. There are so many reasons why it just wouldn’t work. For one it’d be hell to balance...
Then you're assuming that the non "factory set" specials (or combinations thereof) will all be broken -- making the "extra" specials (which they're not -- 'cause, unlike IJ2, all specials will be unlocked from the get-go; with only "augments" locked out) all but gimmicks for non-competitive play... Which could be further compounded, if they neglect to allow player-2 to use the unlocked content, as with their IJ2 pratfall. That is to say, what the hell is the point of it all them?! Might as well have given the characters a nice, expansive, "BALANCED!!" move-set, and used the saved development time on giving the poor suckers' the characters they've supplicated for for forever and a day... for.
We have to work with logic here, and given that all specials are there and ready to use, and that Boon is eyeing three preset "Variations", he / we must have faith that the moves themselves are balanced (...and they more or less will be -- out-of-the-box or via patches -- this isn't 90's era SNK). Naturally, if a character has, say, two or more projectile type abilities that operating very similarly to one another (which, suffice to say, would be very lazy development practice... NRS / Midway being the reining "palette swap" champions of Earthrealm, notwithstanding), the respective abilities might flag one another out / be unequippable simultaneously. As such, there is no "balance" related reason that freedom in "Variation" customisation -- across all modes and settings -- should be so restricted.
Lastly, Boon arbitrarily designating "Variations" are no different to what MKX did... and it didn't work well in said game. Which is to say nothing of all how he's touted the 'individualisation' aspect of customising characters -- all rather shallow rhetoric, if the functionality is locked out of any meaningful play mode/s...
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I agree with you in that the main strike against custom variations is tournament stress because it seems you have to go through menus in order to set them.
Bunkum. Tournaments are mostly run on consoles -- usually Sony's console -- they can bring their profiles; upload / download them from the cloud; flick through the specials on the spot... whatev's. There is no rush.
M!!K is not as fist-paced as before
(*a pod cast I just caught, with the likes of SonicFurry, even likened '11' to an "old school" paced fighter), with all its "Krushing Blows" / "Fatal Blows" cinematics
et al. -- I think ADD addled crowds can wait 30 seconds for players to select their character set-ups. Of course, this ignores the obvious fact of matches neither being conducted in some 'speed run' fashion, nor players frantically mashing buttons to rush from match to match -- irrespective of the presence of any "Variation" customisation (and player causing pre-Fatality resets). Lastly, the characters have a few specials, not dozens -- it won't be like filling out a mortgage application!
The benefit of allowing variations in competitive play: It would will allow players to modify their favourite characters in order to suit a given match-up or opponent -- without having to swap out characters in the traditional (and, IMO, the rather craven manner) of "counter-picking".
(NB: Of anyone, it should be proe$ who should have to learn their characters well enough to not have to counter-pick every time they are faced with a difficult opponent / match-up... And if the game isn't balanced enough for that, then "Variations" are the least of the its problems).
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Wouldn’t it kind of suck if the first tourney is a shitshow of broken custom variations?
Early tournaments are always experimental: tiers are in flux; players are trying out possible mains; comboes get dropped... so on and so fifth.
Personally, I'd rather players be given the opportunity to find combinations of a given character -- using their own nous and knowledge -- with access to the full repertoire of their favourite character's move-set -- than abandoning the character that they have imprudently adopted as part of their user-handle, because they're just too crap; and the abilities that could have potentially addressed their weaknesses, are locked behind a Great Wall of Boon Balance.
>each to their own
Case in point: Imagine how differently Bane would have played in Injustice 2, were he able to use his "Super Venom" -- in so doing, losing his armour, but gaining even more damage potential? Or Enchantress, having access to here meter change special...
>mind: BLOWN
I mean, aren't these components introduced to make the game more interesting (
lit., less predictable)? If so, why be so shy in showcasing them...? If some extra balance is required -- so be it. If nothing else, it will incentivise NRS to stick with their products longer than that last DLC has been ran$omed.
/sacrcasm
Yeah... nah. I appreciate the E-sports reared generation's concerns / catatonia / self-cutting about "muh balance". But, frankly, I'd rather see diversity over predictability; exhilaration, over exhaustion from ennui; neural pathway creation over early onset Alzheimer's...
In reality, though, I'm definitely the not the majority. Heck, it's taken 8 years for my favourite character (and hardly an obscure one, at that) just to get back into the game! So, perhaps 'coherence theory' will win out (...again v_v).