Only thing I see with cost to initiate THEN cost to bid is that the defender will usually be at a disadvantage, having already spent some of their meter.
Its funny though, although there are still some big questions, as I think about it more, I’m warming more to the idea.
I still don’t understand this clash system, it sounds very confusing and difficult to execute. From what I gather its a random sequence that may or may not work to your benefit?
So you pick how much meter you want to spend, your opponent does the same, and the one who bid the highest ‘wins’. If the attacker wins, there’s some kind of bonus damage, presumably ending the combo. If the defender wins, the combo damage is undone (at least as of this time).
We don’t yet know (and maybe it isn’t even decided) if the bidding is blind, or what the minimum is, or if there’s a cost to initiate a clash.
We don’t know how it’s initiated, or if both players have to agree to the clash before it happens. NRS has been very intelligent in their implementation of meter systems, so I assume that it won’t be as simple as “the most meter can completely void a combo every time”
It could be possible that the defender initiates a break, and then the attacker creates a clash from the break, which is how it actually appears in the gameplay video (to me, at least).
The point is we don’t know how it’s going to work, and I’d wager NRS doesn’t either with so much dev time remaining. They do have high level players on staff, so anything obviously silly probably won’t make it to release.
If I’m thinking of it correctly, then I like the change from MK’s meter management to this. In MK, breakers were just guaranteed if the defender had 2 bars (this sucked some life from the game IMO; NR could have made breakers baitable/ whiffable, but that creates issues too). But with Clash, breakers aren’t so free. You have to wager: I can break this guy’s combo and recover health, I can break this combo just as in MK, or I can make a wrong bet and the attacker gets to continue a combo thus costing me even more damage. It turns MVC3’s TAC on its head in a sense. It’s 2/3 beneficial for the defender to initiate this, but there’s 1/3 likelyhood of it backfiring. The cinematic event and dialogue are just fireworks.
Maybe I’m reading way wrongly into this. What do you guys think?
It sounds very risky though, I mean will it even be worth it to try out. Why waste to much meter unless your very desperate, I figure its better to just eat the damage and save the bar. Something so expensive isnt worth merely breaking a combo…I would prefer to just take damage and fight another day in the next round.
Said this up above, but worth saying again. It’s gonna look weird, we’re not used to people in fighting games looking like people.
edit:
It’s kind of about patterns, there’s a whole set of ‘standard’ reactions that people get annoyed by. Of course tying it to being a Capcom Fanboy is the exact same thing, that’s the standard reaction to people disliking any more unusual games (the number of times BB fans have used that term has to count in the billions at this point, for instance)
Sometimes it feels like we’re not having real discussions but rather just slipping into the proper expected roles for our ‘side’ ><
Damn, I was kinda hoping the stage demo would be an uncut match with Ed Boon walking us through the controls and basics. It seemed like this “demo” was pretty much another interview with stock footage playing in the background.