EndofGameBoss
That's about right.
The winner should stay character and variation lock.
You're ignoring the core component that the loser is DOWN a game. There is no "advantage" because you paid a game for the right to switch. Similarly, your opponent gets the same option when/if he loses, so its fair. Without variation lock you are granting the winner the opportunity to counter pick without the paying the entry fee of losing a game. This is why the continuation rule is such a piece of shit for fighters.But it prevents the loser from being counter-picked by allowing the loser to counter-pick himself. I just don't understand why there has to be a built-in rule to grant advantage to one player or the other. In any sense.
When players sit down for the first match of a series... where does counter-picking come in? Why does it have to change before match 2, 3, etc.?
And again, it's beside the point in general, but MK specifically has a built-in feature on the select-screen if you don't want your opponent to see which character you select.
Exactly.I'm not really sure why this is even up-to-debate lol. What we've always used is a character lock....
this would defeat the purpose of the variationsI'm not really sure why this is even up-to-debate lol. What we've always used is a character lock and if each variation is its own character then obviously we use a variation lock.
No it wouldn't, I'm hyped about having different variations because it promotes character loyalism. I'll give you a scenario:this would defeat the purpose of the variations
I agree with KT
I wouldnt' mind my opponent knowing what character I chose...... as long as my variation was blind.
exactlyThe only downside I see regarding variation lock is, this community won't really get to showcase the variety of characters and playstyles in a best of 3 match, and hardly any variations would be used. And I don't think this is what the developers want the game to be.
If anything you should be prepared to fight all 3 classes, and have knowledge on what your own variations do vs MUs.
why would the opponent stick with the war god if another variation is a better MU?No it wouldn't, I'm hyped about having different variations because it promotes character loyalism. I'll give you a scenario:
16Bit is down 2-1 in loser's finals at Evo 2015 (). He mains Cassie Cage and knowing 16Bit, he is definitely not going to change characters. But it turns out that Cassie (Hollywood) - Kotal Kahn(War God) is a 1-9 MU! So what does he do? Well he switches to Cassie (Spec Ops) which is a 5-5 with War God and ends up winning 3-2 whilst remaining a character loyalist, using only Cassie Cage
This shows why it's pointless to argue this now, because we don't know how steeply a different variation changes a MU. What if all other variations 5-5 Spec Ops Cassie as well? Well we don't know yet.why would the opponent stick with the war god if another variation is a better MU?
this just premotes rampent counter picking and slows the flow of matches down.
How many people are really going to learn all three variations of a character when they find one that suits them? If one variation is a grappler and the other is a zoner, I am not (necesarily) going to learn the Zoner version just because it looks like my favorite grappling character. I'm FAR more likely to learn Kotal's grapple style and Torr's grapple style than all three Torr's.The only downside I see regarding variation lock is, this community won't really get to showcase the variety of characters and playstyles in a best of 3 match, and hardly any variations would be used. And I don't think this is what the developers want the game to be.
If anything you should be prepared to fight all 3 classes, and have knowledge on what your own variations do vs MUs.
IdkHow many people are really going to learn all three variations of a character when they find one that suits them? If one variation is a grappler and the other is a zoner, I am not (necesarily) going to learn the Zoner version just because it looks like my favorite grappling character. I'm FAR more likely to learn Kotal's grapple style and Torr's grapple style than all three Torr's.
Variations is a nice touch for letting people play more characters the way they like to play the game, but its not going to change the fact that I'm no good / don't like zoning / keepaway. And I'm not about to learn three versions of Sub Zero just because they're called Sub Zero when they all play completely different. Did every Sub Zero main keep a pocket Noob because technically its the same guy?
I agree that the current system of enabling the loser to counter pick temporarily handicaps the winner and probably decreases the chances of players getting 2-o'd. That said, that's a very casual mindset and not a competitive mindset. Competitive mindset is win at all cost and show no mercy.I think the point is... to make the fight a more even match. Aka, more hype.
No one wants to watch someone flawless someone twice. The more competitive the match, the more hype it becomes. So if the loser needs a counterpick of Kenshi vs a Sub to have a chance, he has that option.
It started at the cabinets, but I don't think that's why it continued.
Um, counterpicking is the definition of winning at all costs lolI agree that the current system of enabling the loser to counter pick temporarily handicaps the winner and probably decreases the chances of players getting 2-o'd. That said, that's a very casual mindset and not a competitive mindset. Competitive mindset is win at all cost and show no mercy.
As has been said, there is no drawback to hidden select, it is fair to both players and does not handicap either player. The only true issue I see with it is players making mistakes when picking and ending up with a character they did not want. But that's an execution issue and you don't get mulligans for missed execution in competitive play.
It's not a unique thing, we've already had games with the mechanic before -_-We are given a very unique thing here.....
Because we have evidence of other games with the mechanic doing things differently from how people say it should go -_-I'm not really sure why this is even up-to-debate lol. What we've always used is a character lock and if each variation is its own character then obviously we use a variation lock.
No...counterpicking is a user-created method of handicapping the winner. Quite different as it's completely outside the game. I think deathblooms2k4 is saying why not just use the (probably) in-game method of hidden character select which is fair in that neither player has advantage?Um, counterpicking is the definition of winning at all costs lol
But there's a point in showing how other games with similar mechanics have handled it as this kind of thing isn't exactly new. As I have previously stated, Arcana Heart and Melty Blood, both of which have similar options (arcanas and moon phases) both allow the sub-option. On the opposite end of the spectrum, Last Blade 2 did not allow for the winner to select from Power/Speed based on how broken the game and some options were.I think we should wait to see how distinct the three variations actually are.
IMO, the "tradition" argument and the "let's do it like Street Fighter" argument aren't compelling. MKX is its own game and tournament rules should be catered to its strengths. As such, we should at least try many variations of rules before making a choice.
Because counter picking has been accepted by the community as a legitimate tactic. Not like you can truly stop it anyway. I mean, what's to stop someone from picking based on who they knows their opponents play as.No...counterpicking is a user-created method of handicapping the winner. Quite different as it's completely outside the game. I think deathblooms2k4 is saying why not just use the (probably) in-game method of hidden character select which is fair in that neither player has advantage?