#HBC | Gorf
toastin walrus since 4/20 maaaan
And ultimately, if you don't like a stage, ban it in your set.
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I don't have enough bans to cover all the awful stages in many liberal stagelists.And ultimately, if you don't like a stage, ban it in your set.
Hmm, now tell me, why do any of these constitute something bannable? In fact, PS2 is arguably a more fair stage than PS1.Of course it's PS2. PS1 doesn't have interferences that f up ur whole mechanics, while PS2 has super jumping, treadmills and slipping.
Define "awful".I don't have enough bans to cover all the awful stages in many liberal stagelists.
As for you.... response in order.Air gives strong Uairs a huge advantage, and it gives slow fast fallers a huge disadvantage.
Oh, and I forgot about the little mountain on the ground stage.. It gives CGers huge help. No need to dig too deep in that argument.
Treadmills can help Falco CG to spike for a fast kill.
Ice can f up pivot grabs badly.
Is that good enough for you?
And? Not a ban criteria. If this was the whole stage, it could be looked into due to polarization, but as is, it's one part of the stage you can avoid. I got into an argument about a peach main who was scared ****less of what snake could do to her there, and I reminded her that between her floats, her double jump, and her parasol, she could probably stay out of snake's reach for most of the transformation's duration.Air gives strong Uairs a huge advantage, and it gives slow fast fallers a huge disadvantage.
Rock and Fire on PS1.Oh, and I forgot about the little mountain on the ground stage.. It gives CGers huge help. No need to dig too deep in that argument.
Falco can almost always CG->spike onstage on smaller stages. And one character is not a ban criteria.Treadmills can help Falco CG to spike for a fast kill.
It enhances the chances of a conditional random event in the game during one small portion of the stage. Are you even thinking about what you're arguing?Ice can f up pivot grabs badly.
Same tired arguments, same tired answers.Is that good enough for you?
...the less we care?Metaknight's dash attack is safe on powershield on the conveyor belts.
THE MORE YOU KNOW.
Like FD? You can't ban every stage "aerial characters" dominate on simply because they're good almost everywhere. See my "ICs on FD vs. MK on Brinstar" argument. If you were to ban every stage aerial character dominate heavily on, you'd have to get rid of every stage that limited, grounded characters do decently on (FD, Smashville, BF, etc.), leaving only middle-ground stages like CS, halberd, Frigate, and Delfino.@BPC: Awful meaning stages that one or two character dominate heavily on.
I'm trying...Why are you still here anyways? Back to balancing B- properly with you!
I don't know why I have to keep saying this.Actually really fast Upb's OOS will hit him even on PS. If you are facing the other direction and get it, you can easily grab or jab/fast attack.
The more you know
5 stages are skewed towards Diddy and friends, 9 stages is skewed towards MK and friends. Which one do you want? You can't remove both.
THIS.I don't know why I have to keep saying this.
9 is not skewed towards MK and friends because they are BETTER, MORE VIABLE CHARACTERS. Not because the system gives them 3-4 of their best stages for Game 1.
There is actually very little wrong with this, but people would never accept it. Instead, we compromise and use stages that most would consider "neutral".What's wrong with that? Nothing wrong with characters being good on stages.
Make the starters RC, Brinstar, FD, SV, Japes, Mansion, PS2, Delfino, and Halberd. Most variety allowed right?
Diddy Kong is absolutely broken on Pictochat. He can control the safezone extremely easily and as odds are a killhazard will show up within the 8-minute period (Actually, odds are three will), he can combo out of a banana combo into those with a throw fairly easily.
And no, T-block. That's a terrible way to look at it. I usually survive upwards of 200% against Falcos if they even manage to land a kill move on me at all. If a hazard appeared and killed me I would probably smash the TV.
When did I ever say Diddy was BAD on FD? I just think he has better options based on how projectiles function, and how banana locks across stages function.SCN, you missed the sarcasm ._. Viewing YI's Support Ghosts as something that just "delays the inevitable" is also a terrible way to look at it.
Diddy is not broken on Pictochat, although I'd give it a close second... I'm fairly convinced FD is still a better stage (but you don't even think FD is good for Diddy anyways lol). Pictochat is larger which makes it harder to control. Odds are, of the drawings that would be considered significant (Arrows, Plant, Cart, Spikes for the KO; Missiles for the damage), two or three will show up in a 5-minute match. You have two or three chances to take advantage of the stage, and in order for your opponent to be able to claim the stage screwed him over, he has to be at KO percent (which is as high as like...150%), and has to be caught in the middle of Diddy's combo when it's being drawn. I've played Diddy on Pictochat a lot - it doesn't happen that often.
9+ starters might be "skewed" towards MK+friends in a sense. But that's the way it should be, because they are more versatile (again, assuming you agree with this line of thought). So it's not really "skewed" so much as... natural.
I tried to do that DMG... FD/SV/PS1/BF/CS/Lylat/PS2/Frigate/RC
NO RESPECT.Thio I mained him back when he sucked. It's not my fault that the metagame became poking/harassment and initiating properly became hard. He's not changed much, everyone else around him just got worse and worse lol. Besides his half damage to turrets nerf.
If it makes you happy, he's usually Auto ban in most serious ranked games. So I have to play other characters.
The only one of those stages I would consider arguable bannable would be Mansion, but even then, there's nothing actually wrong with it.That list I just gave was terrible. 4-5 of the stages are outright CP's or arguably bannable stages lol.
0_0Shaco isn't OP really, it's that people don't want to have to deal with him IMO. Especially in Solo Queue, you do not want to take the chance of getting an unaware/not so good team that doesn't have the tank getting Oracles or being dedicated to stopping his jungling.
He's still really good, but he's no Heimer/Shen/Soraka/auto ban characters.
And I'm saying they should, because a MIDDLE ground is a stage where both characters deserve an even chance! If you truly cared about "fairness" you wouldn't be rewarding aerial characters just because they are versatile. You'd find an actual stagelist that isn't obscure or enables bull****. Diddy Kong on FD should never be compared to Metaknight on Brinstar, one is actually beatable. I'll restate it again and again and yet it is still compared, and I'm saying if you don't assess the strength of the counterpicks it's obvious you will brew a flawed stagelist, when the original did not have issues in the first place until stage nazis decided to create them for the use of justifying their liberal ideas.You should probably read my conversation with ADHD in the stage legality discussion topic. The strength of the stages doesn't matter so much as whether or not they force a strike.
That was the worst point you have ever made, lol.Do you really not realize how dumb it is to claim all characters should start as close as possible to 50/50 on Game 1? No one anywhere else EVER has ever decided to favor bad characters just because they are bad.
There is no buffing of the aerial characters going on in the 9-stage starter. There would be if it was something like RC, Norfair, Brinstar, Green Greens, PS2, Frigate, Halberd, Delfino, RC again. No, instead we have a balance between stages aerial characters like and grounded characters like. And it usually ends up on YI or LC anyways, which is not exactly a counterpick for most characters.It is also biased to try and debuff them and buff other characters with a 9 stage starter. Intentional or otherwise.
So? If something affects gameplay, who cares? Learn to adapt to stages. Get rid of this god**** street fighter "stage is flat with no obstacles" concept, and pick up the street fighter "ban only what we must" concept.There are good reasons to have the stage list at 5 stages. The 5 stages usually picked tend to be the least interfering with gameplay. Past that point, you go into stages that clearly have some aspects that affect gameplay. Not things like platforms or uneven terrain, but moving platforms or hazards or what not. Even if they aren't a big deal, it's still there.
DELFINO AND HALBERD ARE TERRIBLE CP STAGES.What is the ideal goal of the first match? To give both sides a fair stage, if possible, right? 5 stage list accomplishes that about the best you can. There is some variety in it, and at the same time it doesn't have that many CP like stages (Delfino, Halberd, etc).
Then why are we letting Diddy automatically start on Battlefield, or Falco, or ICs? It's not fair terrain for them. It's a ridiculous advantage for them.Yes, Brawl should be more than just "boring", non interactive stages included. That and CPing stages is what makes Smash, well Smash. The question is do you want that to also apply to Game 1 or not? Game 1 obviously is the most important game of the set bar none. Winning Game 1 gives you a cushion and a last resort CP hopefully for an advantage. Do you think that Game 1 should try to be on stages that are "boring" because they are the least interacting with gameplay, or do you think Game 1 should be a bit more open to what happens for Games 2 and 3?
Yeah, but if they're only good on these few stages, and we can guarantee that they go there game 1, doesn't that mean our balance is a little whack?Diddy and the flat land brothers being good on those stages isn't the issue. There's nothing wrong with characters happening to be good on the stages that do the least. MK certainly is up on a cloud in the sky, looking down on everyone saying "I love all of my children, yes I do".
Keep trying. Also, FD, BF, and SV are ridiculously biased towards grounded characters. Again, I've shown that that list is just as bad as RC, Brinstar, Delfino as a starter list.I think for Brawl, you should have a conservative starter, and a more liberal counter list (with it being reasonable. None of this Japes/Green Greens nonsense). Variety of stages good. First game though yes I would rather it be boring old FD, BF, or SV than Delfino, Halberd, etc being even a possibility in the first place.
Name me one stage that is banned (justifiably) for this alone.If stages do not interfere with gameplay, then why are some of them banned for doing that?
Why is RC less quiet than FD? Remember, there is no randomness. Sure, the stage moves, but that's hardly a reason to john and say "the stage killed me"; no, that pendulum always vanishes there, and you were put into a ****ing terrible position by your opponent who apparently knows the stage better than you. What about brinstar? Again, it's not random, if you know the stage, it's just as quiet and simple as FD.Most stages interfere/interact with gameplay. The legal ones obviously not to extreme amounts (hopefully). The question is whether you would WANT to play on a stage like that first game, or a more calm quiet stage? I'd rather lose on FD knowing my opponent got the best of me, than win on RC because something happened that could not on a quiet stage.
...Game 1 IMO should be as non interactive as possible. You vs the opponent with the stage doing as little as possible to disturb the match. Why? Because even though this is Smash, most people for at LEAST the first game, if nothing else, want to solely play the other guy 1 on 1, mind vs mind, with nothing else in the way. I know of more people who would want to play on FD/BF/etc all day long because even though it may favor Diddy or IC's or whoever, they know that they are playing the opponent and that is it. They may lose because their character does bad against whoever on that stage, or cause the matchup is skewed, but it's definitely not losing because of any interactive interfering aspect of the stage.
Game 1 IMO should be boring, non interactive, player vs player in all regards. If the stage is flat, and characters like flat stages, so be it.
Would you rather play Tennis on a flat grass court, or on a variable terrain shape shifting court with linesmen holding up signs for you to jump to avoid the shockwaves while the ball has a countdown timer and G/S symbol on it for when it will massively shrink/grow while non-random birds swoop in making deflections based on what direction they came at the ball from, with the net sometimes waving up and down?
Because that's why it's called counterpicking. You are at the disadvantage for losing the first game, so you get a chance to redeem yourself on your Tennis court of choice. Game 1 is played out on neutrals because it gives both players a chance to show that "Hey, I can demonstrate proficiency to the point of beating you when there aren't any hazards." Thus when the loser counterpicks, the winner of that match is being tested more thoroughly. That's why the winner of game 1 is rewarded with a counterpick on game 3. If you can play someone on your choice of court after losing, the winner of game 1 deserves that same benefit.That would be a ridiculous way to play tennis right? But if we played 3 tennis matches in a row, you would be okay with the birds, shockwaves, timers as long as the first match was on a normal court? If its so wrong and ruins gameplay, why do for game 2 and 3. Why don't we just stage strike from 5 neutrals for all 3 games of a set? And grand finals is just a match on all 5 legal stages. Why bother being fair only once per set?
Leaving that here again as no one pointed out yet why it would be a ridiculous idea for a reason I'm unaware of at the moment.Why not dividing stages based on how heavy they favour grounded and respectively aerial characters, then choose one stage from each section and horray, a balanced list... actually divding might not work, so maybe rather ordering... unless you already did that and I didn't notice, in that case, ignore this...
Concerning the court layout, I'd actually like to try that, it should be interesting.... the shockwaves and stuff might be a bit painful, but then again I'm no video game character (as far as I'm aware of).Would you rather play Tennis on a flat grass court, or on a variable terrain shape shifting court with linesmen holding up signs for you to jump to avoid the shockwaves while the ball has a countdown timer and G/S symbol on it for when it will massively shrink/grow while non-random birds swoop in making deflections based on what direction they came at the ball from, with the net sometimes waving up and down?
I wondered why Skyworld was banned... What reasons exactly led to it being banned? The breakable cave of life?I didn't say Random. Just interactive aspects. It doesn't have to be random to be a problem.
Stage that is banned for that? Skyworld. Every potential problems stems from how the stage interacts with gameplay.
You have to do something about it, but since when is this not a part of competitive smash? Why is having an impact on gameplay important when deciding the first stage of the match? Almost every stage does this, and in most sets, each other match will require this skill.A stage does not have to be random to be interfering with gameplay. Take Pictochat for example. The drawings are not entirely random, yet they CLEARLY impact gameplay. PS1 the game tells you of the transformation, yet when the rock mountain develops everyone knows what happens. When the windmill comes, just because it tells you so doesn't mean now it's not in the way. If you see a car coming down the road, with the light on and the horn blasting, does it change the fact that it is coming and you have to do something about it? No.
So hang on. I have learned how to play my very best on every stage in the game that isn't flat-out instabanned (I learned how to play on, for example, distant planet, Luigi's Mansion, and similar stages that are ridiculously borderline). My opponent has only done this for "non-interferential" stages like FD, BF, or SV. I have a skill more than him, why is he being rewarded?Stages like RC and Brinstar and Norfair might not have bannable interference. That doesn't mean it's a great idea to start Game 1 on them. Same with Delfino and Halberd. Sure, the hazards and things that change might not be a problem, but it's still there. Even if you think it's minuscule, inconsequential, etc. Most people would not want that to be even a gleam of hope for Game 1.
My G&W, Metaknight, Wario, Pikachu, and ZSS, among others, would like a word with you.The flat stages are not as bad as stages like Brinstar, RC, etc. There is actually some balance among themselves for the stage. FD for example. Who likes it the best out of Diddy, Falco, IC's, and Snake? What about BF? Or Smashville? Would Peach mind taking Diddy to FD? What about Olimar? Would Marth mind going BF against Falco or Snake?
Yeah. Now tell me. Why are we penalizing characters for being really good on a stage? See my example of ICs on FD vs. MK on Brinstar. Again. First few paragraphs of this post. http://www.smashboards.com/showpost.php?p=10803065&postcount=1918Now, take those stages. Who wants to go up against MK, G&W, or Wario on those stages? Not many people at all lol.
No, no it shouldn't. Stages that require player skill should play a role too. When we are rewarding the worse player on game 1, there is something wrong.Game 1 IMO should be boring, non interactive, player vs player in all regards. If the stage is flat, and characters like flat stages, so be it.
Terrible, TERRIBLE analogy. Tennis completely relies on a flat court for any kind of gameplay. It would be a fair analogy if the characters in brawl had about the same movement capabilities as the fighters in Tekken or SF4 and they were forced onto stages like Brinstar or RC. But as is, a more fair example would be something like this:Would you rather play Tennis on a flat grass court, or on a variable terrain shape shifting court with linesmen holding up signs for you to jump to avoid the shockwaves while the ball has a countdown timer and G/S symbol on it for when it will massively shrink/grow while non-random birds swoop in making deflections based on what direction they came at the ball from, with the net sometimes waving up and down?