Nope. Thatțs the thing.Also, a question: aren't tournament rules entirely decided by who is organizing It? Does NRS have a saying in It?
Best solution to this is to just quickly choose your abilities from a list via the character select screen, just like choosing variations. And if people are worried about endless counterpicks, then just assign each ability on the list to a button. So you’d press like, square, triangle, R2, for example, to choose those specific abilities. But there would be no visual feedback, so your opponent wouldn’t know what you picked. Kinda like choosing plays in a football game.Ultimately it will come down to the people running the tourneys. Even if the abilities were balanced, the people running the tourneys might not like the unpredictability of throwing in a bunch of other abilities. Plus they would need down time for each player to customize their Variation, and that probably wouldn't be easy to do. But hey, that's just opinion. I'll sign it.
You play them, and adapt.Absolutely not, how are you supposed to know what moves your opponent is going to have in their custom variation
That's ridiculous, you'd spend the whole first game trying to figure out what special moves they have and if they can punish some of your strings. Then after you win a game they can just swap character and variation and you're back to square one!You play them, and adapt.
Keep in mind, you’d have the same exact advantage.That's ridiculous, you'd spend the whole first game trying to figure out what special moves they have and if they can punish some of your strings. Then after you win a game they can just swap character and variation and you're back to square one!
I just don't see how it can be balanced for tournament play, if you think counter picking is bad now wait until custom variations are allowed.
That's the point. Now it's the best time since they are still working on the game: if they see that we want this, they'll balance those moves for competitive, otherwise they'll focus on balacing the pre made variations.Too early for this shit, we don't have enough information to know whether or not customs will be fair for competitive play. Give it time.
I hope you're right. My worry is that so many aspects are really hard to make competitively balanced and that the variation system's custom bits are where they migrate moves that are an imbalance hazard. I hope I'm wrong though.That's the point. Now it's the best time since they are still working on the game: if they see that we want this, they'll balance those moves for competitive, otherwise they'll focus on balacing the pre made variations.
Have you read my post on the balancing of said moves? I think they got it if put themselves on it, I'm quite positive!I hope you're right. My worry is that so many aspects are really hard to make competitively balanced and that the variation system's custom bits are where they migrate moves that are an imbalance hazard. I hope I'm wrong though.
I REALLY hope that doind take this seriously. What a balance nightmare, not to mention complete time waster at tournaments for people needing to set these up
Have you read my post on the balancing of said moves? I think they got it if put themselves on it, I'm quite positive!
Have you read my post on the balancing of said moves? I think they got it if put themselves on it, I'm quite positive!
I hope you're right.
MKX was harder to balance because variations affected the core of the character (see Sub-Zero having 2 bad variations because the core was crap to compensate for the klone) and each variation needed to get buffs when something got nerfed because everything came together.What a naive thing to think. You see how mkx turned out right ? Or how about how broken the gear moves were ?
But the clone was a separate move, it was only available in one variation? So how can it not have been balanced?if klone was a separate move,