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Would you like to see a tourney ran with no interactibles/transitions?

Would you like to see a tourney ran with no interactibles/transitions?

  • YES

    Votes: 60 48.8%
  • NO

    Votes: 63 51.2%

  • Total voters
    123

shaowebb

Get your guns on. Sheriff is back.
Thread title states it all. Interactibles/transitions do a ton of damage and change the footsies of the game. I've seen some matches though that I feel the wrong person won due to how strong these tools were in the match, though.

So would you like to see a tourney ran with no interactibles/transitions? Would it excite you more than a normal tourney or not? Explain why please.

I just wanted to hear everyone's thoughts on what these tools do to excitement for viewers watching tournies.
 

ThaShiveGeek

Est In Harvey 1989
No. I like the game how it is. I mean I would still watch if I didn't have anything else to do at the time, but I don't prefer to play or watch when the intractable / transitions are turned off.
 

cpmd4

Slaughter is the Best Medicine
No.

Almost every interactable is avoidable at all distances (you can backdash through them even at point blank). It adds depth to the game. They create hype when you punish someone for using one, or if you get that surprise hit with one. With the exception of bugged interactables that cause more damage then intended or hit double when you armor (etc), interactables really aren't the huge contributing factor they're made out to be. If you can't get around them, it's because you didn't prepare to get around them.

I'd like to see them toned down a bit, fixed in terms of damage and hitbox bugs, but not removed.
 

WayoftheFist

Cold day in hell...
No thanks.

I enjoy the added depth that the interactible/transition meta-game brings.

And without them, stages don't really mean anything,
Stages shouldn't mean anything in competitive play. I didn't even mind so much when it was simply stage size in MK9 but this is a whole different level of game changing.
 

Zoidberg747

My blades will find your heart
Stages shouldn't mean anything in competitive play. I didn't even mind so much when it was simply stage size in MK9 but this is a whole different level of game changing.
Tell that to Tekken, Soul Calibur, Virtua Fighter, etc. etc.

NRS likes to mix 2D elements with 3D elements, the stages are the 3D element. There is also a reason those 3D games have a random every time rule, and our community needs to get its head out of the clouds and make this a rule.
 

WayoftheFist

Cold day in hell...
Tell that to Tekken, Soul Calibur, Virtua Fighter, etc. etc.

NRS likes to mix 2D elements with 3D elements, the stages are the 3D element. There is also a reason those 3D games have a random every time rule, and our community needs to get its head out of the clouds and make this a rule.
Or we could use our option to not have stages as a factor in competitive play. I realize they're here to stay but I don't have to agree. I honestly can't see why anyone would want the stage choice to matter other than hoping for an advantage.
 

Zoidberg747

My blades will find your heart
Or we could use our option to not have stages as a factor in competitive play. I realize they're here to stay but I don't have to agree. I honestly can't see why anyone would want the stage choice to matter other than hoping for an advantage.
Well there really shouldn't be a choice, it should be random. i agree that stage counterpicking is annoying, hopefully the community makes it random soon.
 

shaowebb

Get your guns on. Sheriff is back.
Good debates going on in here so far. Vote is fairly close so far. How do both sides of the argument feel about the damage of interactibles and how gadget characters fair vs power characters in terms of interactibles? Be pretty cool to hear both side's thoughts on those aspects of interactibles/transitions.
 

Zoidberg747

My blades will find your heart
Good debates going on in here so far. Vote is fairly close so far. How do both sides of the argument feel about the damage of interactibles and how gadget characters fair vs power characters in terms of interactibles? Be pretty cool to hear both side's thoughts on those aspects of interactibles/transitions.
I play all gadget/acrobatic characters and I love the interactables. I usually just blow up the ones that are throwable for power characters. They also start combos and OTG on a lot of stages.

The only problems with them right now are the two hitting 43% ones, but those are bugged and will inevitably be fixed
 

Reauxbot

You think you bad? You aint bad.
Yea, the mainframes you can play simply by standing around or next to an interactable is funny. I've walked upbt a drone with Shazam and jumped twice. He kept jumping to avoid. Then eventually I just torpedoed him to his doom
 

A F0xy Grampa

Problem X Promotions
Or we could use our option to not have stages as a factor in competitive play. I realize they're here to stay but I don't have to agree. I honestly can't see why anyone would want the stage choice to matter other than hoping for an advantage.
Well, once you learn to defend against interactables you'll only get hit if you deserved to.
Transitions have to stay, especially since they're 1 way to get unclashable damage in a game where there are pretty few unclashable options.
 

Bildslash

Goro Lives 
I don't see the point of turning them off. People like to throw the arguments like: "it takes away the scrubby elements", "it forces players to play footsies", yadda, yadda. The problem with said arguments is that this group seems to be oblivious of the fact matches where interactables weren't a factor have been played many times already.

Has anyone forgotten already about matches taking place in Batcave (Criminal Lab, Lagoon), Fortress of Solitude (Laboratory), Metropolis (Museum), Hall of Justice (Great Hall)? Those are the stages with the least number of interactables and whatever interactables they have aren't "problematic" or "distracting".

Lets take for instance Fortress of Solitude. Besides the crystal ball right in the middle of the stage, there's no interactable you have to be afraid (read: aware) of at all times ; the Spaceship doesn't count seeing how easy it is to dodge or interrupt. All that remains are 2 background interactables that help improve combos or create setups. When the crystal ball has been used already, aren't the players playing straigth-up footsies/zoning/baiting/poking for the rest of the match? Have any of you stop to think about this? Or better yet, were you able to tell the difference between interactable and non-interactable gameplay in this particular scenario?

A basic tenet of FGs is the awareness of yours and your opponent's position at all times and the options at hand. Turns out, in Injustice this has greater importance and depth because of interactables not despite of them.
 

cyke_out

Warrior
Needs to be 100% random choice each and every time. I have no idea why we aren't looking to other games where stages matters and take what they have been doing for years. I don't see Tekken, VF, and SC allowing the players to pick their stage. If it works for them, it'll work for us.
 

Bildslash

Goro Lives 
Needs to be 100% random choice each and every time. I have no idea why we aren't looking to other games where stages matters and take what they have been doing for years. I don't see Tekken, VF, and SC allowing the players to pick their stage. If it works for them, it'll work for us.
The problem is the lack of a true random select feature in the game. The fact the random stage is shown during character select denies the whole principle of selecting a stage randomly. Morever, the lack of this feature makes it easy for players to make mistakes in this regard in a tournament setting.

What the game needs is a command to trigger random select at will.

colt
 
I prefer interactables on. I think they keep people on their toes, which is good, but they're not overly strong. I've never really felt like a game degenerated into "who can control the interactables," and on the other hand, a lot of cool gameplay arises from how people utilize or counter interactables.