Augmented slots aren't going to be in competitive mode....but if they aren't available for competitve play, no one cares. In the tym community at least.
That's silly. Any OP combo relies on a particular move to make it so. Nerf the move and voila, balance. Unless you have some bizarre definition of balance like "the character must be competitively viable no matter what combination of abilities a player picks."If Kustom Variations are allowed in competitive mode, there is no hope for this game to be balanced.
"Nerf the move and voila, balance". Maybe nrs should have taken that into account in mkx, if balancing a game is such an easy task. There are many factors in balace, and one has to take into account the way everything interacts with everything.That's silly. Any OP combo relies on a particular move to make it so. Nerf the move and voila, balance. Unless you have some bizarre definition of balance like "the character must be competitively viable no matter what combination of abilities a player picks."
LmaoThat's silly. Any OP combo relies on a particular move to make it so. Nerf the move and voila, balance.
they have, repeatedly. Set variations for competition. They have not figured out how many per character or whats on each yet.So you'll be able to select a custom move set for competitive play? That's what the video made it sound like, but it's still not totally clear. I wish NRS would just straight-up answer that question.
It has to be accounted for that they're taking competitive scene more seriously and making explicit game changes and mechanics changes to support this. How much of a difference that'll make for balance, I have no idea, but you don't either."Nerf the move and voila, balance". Maybe nrs should have taken that into account in mkx, if balancing a game is such an easy task. There are many factors in balace, and one has to take into account the way everything interacts with everything.
Time has proven that the balance in mkx was a total mess, and they had 33 characters with "just 3" variations to work with. If kustom variations enter in competitive modes in mk11, they will have more or less the same number of characters, but the number of variations is going to multiply by all the combinations of specials/abilities you can make. And it's obvious these abilities are major stuff from what we have been seeing, each one potentially changes the gameplan of the character.
There is no way they can balance that in less than two years, which exceeds the time nrs games are supported.
There's the money shot.Time has proven that the balance in mkx was a total mess
Custom variations for some, fixed tournament variations for others.What is the point then to make your own variation but you cant use it?
That's what I thought, but new information seems to contradict that, and I can't find any actual records of TYM hard confirming one way or the other. Any links?they have, repeatedly. Set variations for competition. They have not figured out how many per character or whats on each yet.
Nerfing a move because of one of many potential moveset variations will make all the other balanaced set ups using that move trash. These moves don’t exist in a vacuum and often in these types of customizable moveset situations the imbalance comes from abusing combinations of moves and not singular moves themselves. Or the more likely case, instead of nerfing it they try to remake it to function different without making it worse. Which ends up making that original set up balanced, but making others too strong due to the new changes.That's silly. Any OP combo relies on a particular move to make it so. Nerf the move and voila, balance. Unless you have some bizarre definition of balance like "the character must be competitively viable no matter what combination of abilities a player picks."
No. Not at all. Augments are purely for single-player.The fact that there is “augments” means it’s going a little bit into injustice 2 territory...