SaladPlateLover
Mortal
The recent post showcasing Rewind's master of storms Raiden was fun to watch. I am a fan of more fun
Yeah... And we should all be saying how much 'fun' it is to circumvent one of the key selling points of the game, in order to homogenise the competitive scene.They were saying it’s better for the competitive scene. Everyone is using a base character variation opposed to their own variation.
Lol I’m not in the competitive scene or telling anyone what to do. I’m just saying what they said.Yeah... And we should all be saying how much 'fun' it is to circumvent one of the key selling points of the game, in order to homogenise the competitive scene.
K'... But, in that case, there would be no need to limit the mechanic's use in M11K. You know, to ensure that they are present and accounted for to "help you against some troubling MUs"... Right?Many of you misunderstand the concept of variations and why they were introduced in the first place. It wasnt supposed to be a different character nor it to be super viable in every single MU ,it was there to help you against some troubling MUs and thats it.
I was also just sayin'... ¯\_(ツ)_/¯Lol I’m not in the competitive scene or telling anyone what to do. I’m just saying what they said.
That's not what I meant by the title though, I'm not advocating for them to take them out of the game, I'm saying it's not a good idea for the game from what I've seen so far. But I get how it can be misleading.I’m all for discussion, but I think the better title or topic would be “why I believe variations shouldn’t be in future NRS/MK games”. Because you can’t possibly believe they would take out variations out of MK11 at this point.
As someone who's lactose intolerant, that looks like a really horrible death.Will you please stop doing this? It looks like milk.
Wasn't just tourney players that missed out. I'm terrible, but I put in a lot of time and work, so I still wanted to play on a balanced foundation. I didn't really belong anywhere and was effectively orphaned as a player.*snip*
Injustice 2 seperating casual and competitive and making all those gear pieces and special moves completely pointless other than aesthetically to anyone planning to go a tournament was one of the biggest mistakes I've ever seen a game make. Let's not have that again.
Nah, I feel you. Orphaned is actually a real good way to put it.Wasn't just tourney players that missed out. I'm terrible, but I put in a lot of time and work, so I still wanted to play on a balanced foundation. I didn't really belong anywhere and was effectively orphaned as a player.
Maybe I'm an extreme edge case and don't count.
Well the trick really is relative balance. I think mk X did a pretty good job of getting variations to work given it's easy as hell to fuck up, but it's certainly a much larger task to try and make variations appealing but not super obvious.Lots of conjecture here, but I'm not sure alot of high level players. Variations are tools, the more tools in a fighting game the better, given relative balance.
Glad master of storms raiden got brought up, hat trick kung lao...
these are extensions of already balanced content, with added flavor. I'm talking stunt on you blow you up severely with style.
Show me videos of you piling bodies with master of storms with aa full conversions and trappy gimmick mixes. It's fun as shit son. I'ts the pinnacle of casual play.
Good point, I get why gear couldn't have their benefits when playing ranked and maybe it was helpful for the players who grinded the multiverse but other than that it was useless. And not to mention when you played against a friend they didn't have any gear so you had to remove the gear's abilities. That part was not well thought of, but I did like the customization aspect of the game.As long as everything available is tournament legal and it doesn't end in stupidity as the game's life goes on - like getting rid of MKX's armored launchers but doing nothing to make sure Balanced Kenshi, Lackey Torr, and Jax overall weren't totally invalidated in the process - they can do whatever they want with variations and special slots.
Injustice 2 seperating casual and competitive and making all those gear pieces and special moves completely pointless other than aesthetically to anyone planning to go a tournament was one of the biggest mistakes I've ever seen a game make. Let's not have that again.
I agree those are all really good points actually. There are definitely pros and cons to everything and we can talk about all the good things about variations, but we also have to point out the things that were less desirable and could be changed in the future.I like the variations in MKX and I think I'll feel the same about the variations in MK11.
1. Variations are a great feature for casual players. They see a character like Triborg, who has 4 variations: One can turn into smoke, one shoots all kinds of fancy rockets, while the other guy drops grenades and the fourth guy shoots iceballs and slides and divekicks all over the place.
And while not all variations differ from each other to the same extent, there is still a lot to discover in each character.
2. I, as a beginner, also like the fact, that I can play characters I like, since the chance is high that they have a variation that is fairly easy to play compared to the others. Like Ninjutsu Scorpion or Slasher Jason. If the game had only one character with one variation, I would be screwed, if I liked that character, but he was super execution heavy.
3. Competitive players always try to min-max everything."Oh, so you're playing FPS games on the PC and you have a 10/10 mouse, but there is a new mouse coming out with more DPI? And it only costs 300 real life Bison dollars? Oh boi, better get that shit to keep your competitive advantage!"
I truly believe that if MKX didn't have variations the top 8s in every tournament wouldn't have been as diverse in terms of used characters as they were. You just have a greater variety, when it comes to countering opponents with your favorite character. You also have a higher chance at ending up with a useful character, since at least one variation can turn out to be really damn good.
And last but not least, there are always underused characters / variations, who come into a tournament and do really well and being in a lot of hype. I never saw Fisticuffs Johnny Cage in MKX, but then I saw DJT (I think) bring him to a tournament and roflstomp his way up to the grand finals.
Ideally, that's solved with Kustom Variations.I agree those are all really good points actually. There are definitely pros and cons to everything and we can talk about all the good things about variations, but we also have to point out the things that were less desirable and could be changed in the future.
The thing that irks me the most about variations is feeling like you're left with an incomplete character no matter what you choose. The tools you enjoy about one variation isn't in the other one and no matter which one you choose, you won't ever have access to all the tools you feel you'll need. That's why I enjoyed picking up new characters in IJ2, you have the base moves and supers and you figure out your gameplan from there.
It does give you more 'characters' to chose from, but it still locks you out of the moves and specials and essentially just gives you part of one character with each variation you chose - there's always a useful tool that's left behind. You never get a character's full potential, you just get parts of them at a time. Some variations could be eliminated to give another variation a better toolset altogether. Combine Brawler and Hollywood for Cassie and make Spec Ops a bit more distinct. You still have two very difference playstyles for one character and you don't feel cheated.In injustice I only had a few characters I enjoyed playing, with MKX I had loads because there is essentially 100 characters.
I don’t understand the ‘most of them are gimmicky’ argument. Even if only one variation of each character is viable that’s 30 viable characters for competitive players to use. Right there you have your standard roster size. Give this 30 their tier ranking or whatever, there’s the fighting game you want.
For those that aren’t competitive players, it’s brilliant because you can just have fun with the other 70 characters to choose from. I mained special forces Sonya. There’s arguably ‘no reason to ever pick that variation’... erm what about the fact she’s a lot of fun? Why use dualist when you can use dragons fire? Because I’m not in a tournament and he’s fun to use dammit! I don’t enjoy the other variations of these 2 characters. If Demolition and Dragons Fire was there only ‘variation, so just that’s what that character is, there’s 2 characters I’m now never gonna play. Boring.
So those who are all about competitive are basically guaranteed to get the roster they want just by picking the best variation of each character, and those who aren’t get the fun of playing all the other variations. It’s a win win in my book.
Ideally, you have a full character variationless. And then variations tack on flavor and style.It does give you more 'characters' to chose from, but it still locks you out of the moves and specials and essentially just gives you part of one character with each variation you chose - there's always a useful tool that's left behind. You never get a character's full potential, you just get parts of them at a time. Some variations could be eliminated to give another variation a better toolset altogether. Combine Brawler and Hollywood for Cassie and make Spec Ops a bit more distinct. You still have two very difference playstyles for one character and you don't feel cheated.
I'm not against variations as a concept, I just dislike the way it locks you out of certain moves or tools.