Sablicious
Apprentice
Although still in flux, Boon touched on fixing / locking three variations for "competitive" / tournament play -- on account of *shudders* "balance".
On face value, this seems fine -- E-sports kind of demands some balance (...lest proe$ show their schmo stripes, and all gravitate to the same, few, "broken" characters). However, what has been brought to my attention, is the real likelihood that enforcing preset variations on players, may have the very effect mentioned: Favouritism for the preset variation that comes with the most useful tools. Compare: If the chars. came with their logical, base move-sets (Subzero: freeze, slide; Scorpion: spear, teleport etc.), but players were given full freedom from there to customise the combatant. Operating on the presumption that the special moves should all be balanced in their own right, whatever combination one chooses, should, therefore, not break the game's balance overall.
It seems to me that giving players a nice template for customisation with one hand, then effectively taking it away with the other, isn't giving them anything at all. Moreover, if players are incentivsed to agminate around the "better" variation (especially in competitive settings), you will invariably undermine the entire point of having customisation in the first place -- i.e., to lend diversity and freshness to each battle.
IMO, Boon would be better of leaving the special move customisation (not the "augments" -- they can remain barred from tournament play) open, and see how it works for the first couple of months. If serious balance issues arise, they can patch in some kind of "tourney preset" version of characters for the stage players (and online Rank, for what it's worth) to use.
Frankly, "Variations" weren't that loved in MKX -- one was good; one was a novelty; the last was useless.... conspiring to make it feel like the roster size suffered for an ill-thought-out gimmick -- and to limit this system's versatility in the new game, sets it up to fail even harder than the first time around.
On face value, this seems fine -- E-sports kind of demands some balance (...lest proe$ show their schmo stripes, and all gravitate to the same, few, "broken" characters). However, what has been brought to my attention, is the real likelihood that enforcing preset variations on players, may have the very effect mentioned: Favouritism for the preset variation that comes with the most useful tools. Compare: If the chars. came with their logical, base move-sets (Subzero: freeze, slide; Scorpion: spear, teleport etc.), but players were given full freedom from there to customise the combatant. Operating on the presumption that the special moves should all be balanced in their own right, whatever combination one chooses, should, therefore, not break the game's balance overall.
It seems to me that giving players a nice template for customisation with one hand, then effectively taking it away with the other, isn't giving them anything at all. Moreover, if players are incentivsed to agminate around the "better" variation (especially in competitive settings), you will invariably undermine the entire point of having customisation in the first place -- i.e., to lend diversity and freshness to each battle.
IMO, Boon would be better of leaving the special move customisation (not the "augments" -- they can remain barred from tournament play) open, and see how it works for the first couple of months. If serious balance issues arise, they can patch in some kind of "tourney preset" version of characters for the stage players (and online Rank, for what it's worth) to use.
Frankly, "Variations" weren't that loved in MKX -- one was good; one was a novelty; the last was useless.... conspiring to make it feel like the roster size suffered for an ill-thought-out gimmick -- and to limit this system's versatility in the new game, sets it up to fail even harder than the first time around.