Warning: Read At Your Own Risk
(Cape, I'd really appreciate it if you read it all and at least responded to the main point - even if it doesnt sound like it, i have mad respect for what youve done with B+ and how youve managed to make me question some pretty long-standing opinions on stages)
Main point
So basically you want ROB and Metaknight to be top tier due to stages, which completely throws off all the effort into balancing the characters? Or should I just go make MK and ROB worthless unless they CP a stage in their favor (or one of 6/7)
Sounds like a good deal of fun to me. I like losing to a person because of a horrendously stupid advantage thats avoidable instead of to their skill.
Thats why the Melee backroom changed the ruleset how they did, and I agree with everything they did on that.
I was originally gonna start this post with a rant on how I looked back at it and realized that Cape’s stage list was (as I would have said)
"really ****ing stupid". But then I found this post, and I realized that this was what I wasn’t understanding. I saw your logic for each of the stages, and I saw that it was consistent throughout. Extremely conservative, yes, but consistent. But what I didn’t see was the basis for that mindset. And giving Brawl+ the same treatment as Melee may look ingenious from the perspective of an MBRer, but the truth is, that logic is straight up
flawed.
Now, Im no Melee pro, but from what I understand, Brawl’s predecessor has about 8-10 truly viable characters. That’s 1/3 of the cast. And the characters that comprise that third are mostly fairly unique especially in their playstyles – in fact, several characters have single stages that work best for them, so, especially with the new streamlined stage list, it’s more than possible to not be at a total disadvantage, as long as you know to ban the right stage. Extrapolating this to Brawl, the same kind of list makes sense, since Brawl has a similarly small viable portion of the cast to work with.
However, I feel that it gets completely thrown out the window when Brawl+ comes into the equation. Suddenly you have a viable character list no less than 4 times larger than Melee’s. Suddenly, we have the power to change stages for the better. Suddenly,
no combination of stage and character cannot be countered. Even if you have a character that can completely and utterly abuse a stage to hell and back, at least one out of the other 39 characters will both have an advantage on that character and do well on that stage. And if that isn’t true 100% of the time, somebody has screwed up somewhere. You shouldn’t need to use your ban to stifle a strategy, unless you stubbornly stick to your main through and through. Why get pissed at ROB on Frigate, or Diddy on Smashville, etc, etc, when (by definition) half the cast will have an even or better matchup with them, and several will do more than adequately on that stage. Your ban should be on a stage you personally loathe, or one that several of the characters you play do poorly on.
Because you have viability across the board and because you can find a character tailored to your opponent’s choice for both stage and character,
the counterpick system that is already used in this game is more than adequate at preventing a no-win situation. Brawl+ makes the failsafes at your disposal – remove your opponent’s favourite stage and counter your opponent’s best character – truly safe from failure. And so it doesn’t need to be like Melee, where a stage ban is a strategy ban. Banning a stage is only part of countering your opponent’s strategy; it cuts your opponent’s options while simultaneously opening some of your own. It’s completed when you tailor your character choice to the character he used in game 1 (because he’s counterpicking, which means that
you won the previous game) and the stage he’s chosen. Ban Delfino, so that annoying bat can’t shark you there. Then when he cp’s you to Halberd, choose Snake. Or Wolf. Or G&W. Or Ness. Or Olimar. Or Ganon. Or whoever. You get my point. The logic that works with Melee doesn’t apply here. Because you have options for characters, you can have a more liberal stage list. Because you have a more liberal stage list, characters get more counterpicks, and the thinking game gets more complex. How can you say that that’s bad?
======
Sub-points
So now, im going to get into specifics, starting with the individual stages...
======
WWR
As for WiFi waiting room. Its just plain HUGE. Its barely a good enough stage for teams and the sandbag, while it can be strategic also leads to more camping than it supposedly stops. Other than that its just a bad FD rip off with humongous boundaries.
Show me a video of WWR being camped so badly. Not to mention we can change the boundaries and probably the stage size. And if it’s good enough for teams, then make it cp in teams.
AND THAT STUPID, STUPID sandbag. it just gets in the way causing hit lag and blocking projectiles.
Boundaries are fixable, and it sounds to me like you simply haven’t spent the time to learn how to use sandbag to your advantage...
"My strategy for that stage is to go Sonic, jab you, and take ledge. for 8 minutes. It's a legit strategy magnified only by the stupidity of the level. very few projectiles will hit me on the other side and good luck approaching, i'll just dash attack you." [/COLOR][/FONT]
Are we talking about FD here? Because it seems to me like the exact same strat could work there. Maybe...iunno, half the stages in the game, too?
WWR and SSE jungle have similar strategies and WWR is just plain a bad stage, making it the obvious dismissal.
What? Similar strategies? How? This game has 40-some-odd characters. Can you honestly say that
every single one plays the exact same on both of them?
WiFi Waiting Room promotes camping because if say Fox hits you for damage and then runs to the other side of the screen and keeps shooting, you have to approach. With Sandbag, you can just hide behind him and take no more damage. Meaning you arent approaching. Sandbag does not give you a chance to approach because its motionless, however it gives you a shelter from projectiles. Therefore it removes approaching from the equation.
1) This only applies to Fox, because his projectiles are the only ones that don’t cause flinching.
2) You go through sandbag. You run to fox. You take 3 damage. You do whatever afterward.
Sandbag is not a wall
3) If Fox is unbeatable by laser camping here, I shudder to think what he’s like on other flat stages
4) You still want to approach, because you’re losing. Duh.
======
Frigate
For Orpheon the KOing off the top can be pretty random as I have seen it KO from multiple spots on both sides of the flip. You should not win a match because the stage just happened to KO your opponent for you. Thats a stupid competitive stage for that reason.
Orpheon can KO you off the top or trap you under the stage. Two videos posted showing different locations and my own experience has seen it KO on the right hand side. Sure there is a big light going off when the stage is going to flip, but the flipping is entirely inconsistent. Seen it flip four times in a row before, that comes into fighting the stage more than the opponent. If you go to a tournament and expect the stage to beat your opponent for you, then how far do you even get in tournies?
http://www.youtube.com/watch?v=G7SWAEIhbBA
http://www.youtube.com/watch?v=5wxrH3cMbUQ
Brawl is a glitchy game.
And if the stage beat your opponent for you, then your opponent needs to learn to play this game.
======
PS1
Pokemon Stadium 1 is not needed as a CP (but could easily be argued as one) due to the ledges, the windmill, the rock, and the fire stage. All of those stages have areas where no matter what character you are it makes it a completely stupid idea to ever approach. This puts the match on hold for 30 seconds each time. What happens when you get the rock stage 4 times in a row? Thats a waste of two minutes. And dont give me any of this strategic bull**** since it doesnt matter who is hiding behind the rock or the tree, approaching is a stupid idea. Because of TOs only having so much time to run a tourney + the fact that this stage has stupid ledges and areas that create long breaks in the fighting without any kind of a strategy involved then why the hell would we have it on?
Get the rock stage 4 times in a row? Please. An 8-minute match will have 5 transformations total. You’ll get each one once or twice. Each one lasts up to 35-40 seconds. That’s no more than 2 minutes on rock or fire. Not to mention, unless one character is actively camping, it’s entirely possible that the whole ‘im too scared to approach’ thing might not even occur. And since characters can actually break overly defensive play (and counter MK), Plank vs. Puffster Ep. 2 wont happen in B+. btw, johning about the ledges is scrubby.
======
Pictochat
I'm also a huge fan of pictochat, but see that the stage has so many impassable barriers that slow down the action quite a bit and FORCES camping. the hazzards are also a bit over powered and there's nothing worse than losing to someone you shouldn't have because you were in the wrong place when a random drawing spawned.. lol
I agree with the distaste for the random drawing spawning, but weve already slowed the stage down. You have ample warning when something's about to occur. There are really only a small percentage of drawings that actively harm you, and the key is that, like PS1, they are temporary. You only need to put up with them for a short amount of time, and then you get another, hopefully better one.
======
Halberd
Halberd serves the exact same purposes as Delphino but has stronger and more active hazards and a smaller platform. Hurts spacies recoveries as Delphino does and allows for sharking to be done heavily. Delphino is the better choice and both stages should not be on at the same time for that reason. If you were to ban one, and I just took you to the other then I still get to use my strategy against you anyway and its completely stupid for characters like Kirby and MK against characters like Fox and Falco.
So...four matchups in this game...perhaps more, but seriously, you’re banning a stage based on the fact that two characters have a hard time and an uncommon but completely beatable strategy is easier to accomplish. “Serves the exact same purpose”? What kind of crap is that? Show me where it says that character boards consider these two stages the same? Oh, right, it doesn’t. If I ban Halberd against a Snake, I don’t want to ban Delfino at the same time. Delfino and Halberd are completely different stages, no matter what way you slice it. Some other characters have a field day at Halberd but despise Delfino. Some like or dislike both. Not all. Some.
======
Lylat
Lylat's tilting edges can never be seen as a legitimate hazard as the tilting can make you miss a recovery all of a sudden. It actually changes the stage grab boxes while it tilts. The stage also starts in a random position at the start each time so its not even like you can even memorize where the stage will be at any given time (like you can use the timer for Wario's fart). Plus when the stage is tilted you have the tilted ledges, and since those are never consistant dont even start telling me that you can use that **** for strategy. The stage's extreme inconsistancy is the reason that it should not be on CP in any serious tournament.
It’s not ‘all of a sudden’. You missed. The grab boxes go DOWN when the stage starts tilting, no matter whether the side is going up or down. Yes, I checked, unlike you since it seems FroHo says that it starts flat all the time. Not to mention this stage is nothing like SSE jungle. I have no clue where you got that from, but just because they look similar doesn’t mean they act the same. Think of your main. I don’t care who it is. Now tell me if it isn’t obvious that your character will prefer one stage over the other.
======
Castle Siege
Castle Siege is a fine stage, but it has the same problem as WWR. Its decently large and is great for running away and time outs (especially the second stage). Second stage also leads to walk off camping as they are semi permanent. The changing stage also has the opportunity to save from KOs during transformation (which isnt strategic, or good timing) its just ****ing annoying (same reason people hate ghost on Yoshi's Island Brawl). Its like praying that God comes down and saves your *** from being spiked. if you want a big time out stage then go play SSE Jungle since the run away and camp strategy is viable there but it isnt so retardedly easy that I could spam Sonic's "You're too slow" taunt and still win.
It’s like you had a bad day with this stage and you’re just complaining about it…you even say it’s fine, then air a personal beef about how the stage saves your ***. Like we haven’t seen that before. Not to mention, semi-permanent != permanent...if you don’t want to approach, don’t approach. If your opponent manages to run down the clock and you have to approach, then you did something wrong on the other 2/3rds of the stage.
Castle Siege seems to mostly be a run away kind of stage and Junglefield fills that role better (with more options too)
Final Destination seems to mostly be a projectile-lover’s kind of stage and Smashville fills that role better (with more options too)
THEYRE NOTHING ALIKE
PS1 seems to be mostly a campy kind of stage and Brinstar fills that role better (with
less more gay too)
That’s not logic. That’s personal preference.
Rainbow Cruise seems to be mostly an aerial battle kind of stage and Battlefield fills that role better (with a stationary camera too)
Battlefield seems to be mostly an aerial battle kind of stage and Rainbow Cruise fills that role better (with a dynamic camera too)
New Pork City seems to be mostly a joke kind of stage and Temple fills that role better (with nostalgia too)
WWR seems to be mostly a white kind of stage and Pictochat fills that role better (with stripes too)
======
Stage Philosohy (?)
You go to a tourney to play matches and fight, not to try to figure out what two stages of 30 you hate the most. The small amount of stages keeps players playing and fighting with slight advantages and disadvantages to basic general strategies. Too many stages creates too many copy clones, and too many bans just makes the system more convoluted than it has to be.
This implies that starter stages are completely neutral, or close to it. That is simply not true. No two stages in this game play out the same. Individual characters might like or dislike the same subset of stages, but that’s because they can capitalize on the aspects that are similar. It doesn’t mean that everything about those two stages is similar.
The point of the matter is, the stage should lead to assisting a strategy or harming another not beating your opponent for you. Overlapping of the same strategy on different stages makes the entire banning system useless. So you add more bans (which aside from being unbalanced) leads to a more convoluted system than it needs to be. The stage list is conservative but is also the best stage list for competitive play.
If you pick a stage that your opponent dislikes, he should’ve banned it. If this is his second-least favourite stage, then he has two options: grin and bear it, or counterpick his character. Because he can do that, right?
Variety for what?
the Melee video was to demonstrate that a stage can definetly lead to an almost unwinnable strategy. I think Vidjo had banned Rainbow Cruise that set for similar reasons, so Spammerer just went to the stage of the exact similar type and did the same thing. More stage variety will just lead to more opportunities to use a completely unbalanced strategy on your opponent. The more stages you have, the less effective any and all stage bans become. Then it comes down to fighting the stage and not your opponent. If I wanted to fight the stage and not an opponent I would MM myself on Rumble Falls.
Also, its a MELEE video, who gives a ****? Its still smash. It has the same basic strategies in Melee as it does in plus. The specifics are different for sure, but the basics are still the same. More stage variety leads to more fighting stages and less fighting opponents. The stages I listed are the 10 most basic stages you can get with differing strategies, this way you can ban strategies instead of stages. The stage itself should only affect your strategy and not just plain completely **** your character for you for free. That is the issue.
The Melee analogy fails here, because there is variety in viability, and so you can cp characters (not to mention characters will be roughly equal anyways…). If we can create an unbeatable strat on a perfectly legal stage, I’d wonder how a community mod striving for balance allowed that to happen.
You seem to think that people should give their opponent a chance when the cp stages. You know, like playing honourably. Last I checked, that was a four-letter word around these parts. If I like two different stages, does that mean that one of them is automatically banned? I want a home field advantage. You say learning how to take advantage of stages that aren’t ‘neutral’ isn’t really skill? I beg to differ. You should read Praxis’ defense of Green Greens sometime if you haven’t already. He provides video evidence showing that he’s spent more time than he needs to on Green Greens, and he makes it clear that the 3 people who actually tried their hand at the stage not only all destroy everybody else there, they also go even with each other. He basically proved that Green Greens rewards the more skilled player. Green Greens. And you question Lylat’s legitimacy. (which reminds me, I havent seen any explanation for Norfair's exclusion yet...FFFFFFFF- ninja'd by FSLink)
Small stages for breaking up camping, big stages for camping, wide boundaries if you have a good recovery and they dont, close boundaries if you are a killing machine, etc, etc.
Those are groups of stages. Not exactly the same stage with a different background/layout/whatever.
Let me give a decent example of what Cape is talking about with Halberd and Delfino.
Say you play against a DDD main (in Brawl mind you) and you main someone he can CG. DDD's best CP is Delfino but, Castle Siege is also a good stage for DDD because of the 2nd transformation. Both stages have platforms to avoid getting CG'd but, they both serve the same strategy: CG to the blastzone transformations. So you won the first match, you ban Delfino because he's DDD. He thinks about his choices and left and chooses the next best thing, Castle Siege.
Castle Siege's 2nd transformation lasts longer than the Delfino ones but, the platforms are higher so you can stay away from the ground below where DDD can CG you. Still, the strategy for the stage for DDD is the same.
There's lots of other characters and stages that have this in Brawl and as someone who wins a match in a tournament, I myself never really know what to ban because either way, they will pick a stage where their strategy benefits them regardless of what I ban. Brawl's banning and CP system is basically, to me, deciding between the two evils. The one that's eviler you ban but, even if you ban that, the lesser of the two will be chosen and the same strategy is applied.
In other words, it's a horrible system and I've always felt that way when you have a large CP list.
The fault here isn’t with the stages, its with the game. If there’s a strategy that works unfailingly on several stages, theres a problem. And since we have Brawl+ here and not Brawl, we can get rid of that strat. Sharking does not work unfailingly. Hoping your opponent fails at sweetsoptting the edge doesn’t work unfailingly. Just because you look at a match the same way (ie “im going to camp him with my lasers because they are safe and effective”; or “he sucks at breaking juggles so imma do that”) doesn’t mean that it’s bad to be able to do that on more than one stage...
All the neutrals are basically the same with minor differences:
FD has ledges
BF has three platforms
SV has one moving platform
YI has a wiggled bottom and a tipping platform
PS2 has two platforms
What the neutrals do is allow the players to feel up their opponents and the good players will see their weaknesses and their strengths and counterpick to make either of those more evident. That is why the CPs all have a basic overall type. It comes down to fighting your opponent more than the stage and the stage assists you with your strat.
(Nerd moment) Like in the Yu Gi Oh anime where the area that they battle may give a boost to their character.
WW has a 2x2 array of platforms
Lylat has a 1x3 array of platforms
Again, you’re generalizing...they are basically the same, but they are completely different. They are five unique stages with a few similarities shared between some or all of them. Full stop.
Adding a second ban is also not a good idea due to the fact that in that scenario you could ban Castle Siege and Delphino against DDD. But now he has two different bans and can also ban two different strategies. It makes the counterpicking system unbalanced and gives certain characters more advantages than others.
Example with the list that has been used in tournies:
ROB is great on:
Mansion
WiFi Waiting Room
Skyworld
Frigate Orpheon
etc
So why should this character be great at four stages and I have to decide how I want him to bend me over a table and **** me in the ***. Comes down to not fighting the character, but fighting the stage. Not a good way to play a tourney set IMO.
Edit: And when I say great, I mean have unfair advantages against most other characters.
Character X is way above average on stages 1, 2, 3, and 4. I beat my opponent in the first match, and ban the stage I hate the most, so he has 1 of 3 to choose from. When he picks which one he likes, I can tailor my character choice to the stage and character (because its all but obvious that he’ll be staying with character X), and counter one, the other, or both. Or I can stick with my main, who obviously is doing well seeing as how Im up 1-0 in the series.
ROB plays better on cps than neutrals. Because neutrals aren’t actually neutral. Theyre as polarizing as any other stages in this game. Theyre just more straightforward. The counterpick system cant possibly be balanced across B+’s roster. For instance, your list somewhat stacks up against ROB...
======
Nah, Maestro's is better.
**** straight.
======
tl,dr: Maestro just spend 4000 words disagreeing with Cape.