Shoah_Kahn
Noob
I think these kinds of sentiments are overplaying the whole "if you don't see / know the abilities, you're at an unfair disadvantage" angle.Seeing the average response here, it's clear: train with custom variations so when NRS allows them or adds a matching premade you're months ahead of every "not even gonna bother" player. Sounds like a plan.
For one thing, anyone worth their salt in a fighting game, can adapt. There are only three, measly "slots", and many abilities are either teleports, projectiles of buffs -- it's not like we'd having to memorise every opening gambit in chess. Secondly, where's the fun in knowing everything that's going to take place?... The fundamental problem of the "variations", and even counter-picking, is the predictability aspect of it all -- something NRS themselves acknowledged in a roundabout way and, in no small part, why the customisation was... at least, was going to be evolved in MK11.
Lastly, in terms of e-sports / tournament play, if this ilk of player wants to be paid for their playtime, they have to hone their skills to an appropriate degree. To imply that a "pro" cannot adapt to an ability change, contradicts the whole premise of being a pro (*the likes of SonicFox actually wanting customisation in tournament play, notwithstanding).
I just feel that all the negativity and / or tentativeness (or allusions of) relating to the untested customisation, is killing the concept in utero; not unlike the proposed individualised Amplify input scheme was... And also why we can never have nice things v_v