To each of you complaining: become a tournament organizer. You don't understand how many "great ideas" are killed by logistics. It's difficult to understand why certain decisions are made until you are under pressure to deliver a smoothly run event and keep a hundred patrons happy. I'm not saying the current state of aggressive stage-banning is good or even correct, but I hope you are at least attending events as competitors to voice your concern. I've lost count of how many times I've cornered people on this kind of debate in the past only to learn that they don't even compete in the first place.
I totally want there to be a huge stage selection. I support the push to keep the selection big, but there is a mountain of unknowns at this point. For instance, can a group of hazard-enabled and hazard-disabled stages be in the same random pool? Or do we show players a list of 40 stages and expect them to strike one at a time? When it comes to counter picks and bans, how are similar stages grouped? Are all tri-plats considered one stage? From there, how do you avoid overwhelming new players with the complexity of stage selection? Ensuring tournament attendees have a positive experience is the absolute lifeblood of a local smash scene.
Understand that many people in the community have been around the block. While they may have ideas you disagree with, respect the fact that they come from a place of experience and developed their opinions over time. When they say that a particular stage structure leads to degenerate play, it's not because they "can't handle this one little thing"; it's because the thing actually leads to crappy gameplay. Be ready to disprove that if you think they're wrong.
Source: I was a TO for years.
This is the worst reply I've seen here. It's such a low hanging fruit that people go for if they have nothing to add to the debate and can't prove anyone wrong.
By your logic we can't complain about how awful EA is, because we're not game publisher company CEOs. We can't complain about awful games like Big Rigs, because we're not game devs.
Stop. We're consumers and we have a standard of quality like anyone else. Stop using low hanging fruit just to shut down the debate. If you have nothing smart to say and can't contribute, leave the thread.
As for the topic of the thread, I made an account just to join this discussion. Having some variety in comp is very healthy for the lifespan of Smash: Ultimate. We're not a true 2D fighter so a lot of the RPS elements are slowed down, the "stage randomness" fills this exciting void. I'm very good in FighterZ and have lots of experience in comp for other games. Stages are part of player skill, especially in smash. Our characters have the freedom to work around these stages, in a 2d fighter like FighterZ we wouldn't be able too. But we're not a traditional 2d fighter. If a rock on the side of Jungle Japes screwed you over then that simply means you don't have a quick enough thinking mind to counteract the issues it brings. Having pro players worry about these things brings excitement and DOESN'T RANDOMLY make one or the other win. It's a stage hazard that isn't choosing to screw over a player, it's there for all players to think about at once. It's not true random, it's just a different META game, and having more meta games will bring in so much more people.
And, to other fighting communities, we already look like jokes for banning stages just because there's a rock to the side. The "Best players in smash" should be able to deal with some stage uniqueness. Banning them ALL just screams to viewers & communities, and even some of our own players, that our comp scene is just mediocre and nothing to look at. Pro players are suppose to deal with everything the game has, and banning everything untill it's a blank slate just means we're babifying comp.
DotA2 is the highest grossing, biggest competitive game in the entire world. And guess what? The map can screw players over with trees, stairs, random creeps looking for you, etc. In fact both teams don't have a symmetrical map, top right is janky as hell while bottom left is clean and open. But it's up to the players to deal with it and not complain to make the whole map flat. No one's lost because the map is anti-comp, players lose because they don't know how to work with the map. Fighting game or not, this "randomness" is still there and competitive players have done a work around using their skill and thought processes.
Look at League(LoL), that use to be so big, but they made the map like 99% symetyrical, and you don't even hear that game's name even muttered anymore. DotA2 completely took the spotlight, and probably has forever. League died as a comp game because there was SO MUCH LESS comp players had to think about, it became more character vs character, it had less meta game changes, it had just a rinse and repeat formula and died as a result. It was less of Pro players and more of people just figuring out the formula. With so much less for the comp scene to think about, it really didn't set them apart from the newbies. Dota's map uniqueness helped it thrive as it adds so much more to it, comp players have to 24/7 think about every creep, every piece of geometry nearby, what to do near them if x or y happens, what ability would be best, what placement would be best, where creeps are gonna be, creep agro, wards being in sneaky places, heroes exploiting areas and how to deal with them, etc. It adds a whole extra, huge element, and it's not anti-comp, if anything it just makes it have a higher skill-ceiling. And Smash would benefit the same way.