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XYRO, also you are gonna have to accept that walkoffs weren't banned based on a single character. Maybe it was your reason, but the community at large will acknowledge walkoff camping as a castwide issue much like circle camping. Walkoffs and circle maps are banned because they will ruin EVERY MATCHUP. This means you have to drop reset bomb, guar plains and maybe jungle japes (aerial characters can easily circle others here). Walkoff camping isn't entirely unfair, it just degenerates the same to sudden death. First backthrow/forwardthrow takes the stock. You might as well let people CP sudden death mode.
Arena Ferox is NOT the same situation as pokemon stadium 1. Stadium gave extremely good spots to camp, but you CAN go in and beat someone in those positions. Arena Ferox is just FD alternating into various TERRIBLE layouts that all devolve into circle camping. We have 30+ FDs already, having one that wastes half the time on the clock is a waste.
Tortimer Island is randomly generated, how do you plan to regulate a random platform layout? I have no problem with it spawning minor items, but I definitely take issue with the stage being completely different at random. Keep in mind there is no ledge on the left side and TWO ledges on the right side at times. The size and layout of stage would definitely enhance runaway tactics (probably not to the point of breaking them) beyond what I think anyone would want to allow. Just consider you are playing Lucina vs Sonic. On Battlefield I make a defensive read and get past you. I can waste maybe 5 seconds before I have to confront you again. On this stage, I can probably waste 20. Just some stuff to consider.
Japes is in the same boat as tortimer, the runaway enhancement might not break EVERY matchup, but a character with superior aerial mobility can greatly reduce the number of conflicts between players. I'd be careful before letting this one loose again. Stages like this will fundementally be bad in every smash for competitive play. Honestly, I really wish this stage could be good. The water current this time around presents us with a way to counterpick against GOOD vertical recoveries(walkoffs aren't a good option here), but the size and platform layout mean those good recoveries will just be used to stall anyway. If this stage was battlefield/FD with raging water, I'd be all for it.
Paper Mario goes from walkoff to aerial circle camp (platform layout) to hard circle camping (physical barriers) on some kind of brinstar depths remake. No chance for this one.
Boxing ring is straight up walkoff+ circle camp.
Guar plain, c'mon man, this stage is obviously too ****ing big and the layout is ******** even if you cut this stage in half. I"d probably play this one with items on, but hell no for competitive 1v1 or 2v2.
Why haven't you even considered Corneria? I've seen 0 confirmed wall locks, ledge abuse is the weakest its ever been and its nearly impossible to ANYONE to go under the stage. If you destroy the cannons under the ledge, they apparently don't ever respawn ( I waited for 3 minutes, they never came back).
Brinstar could be fine. It was banned heavily after MLG when M2K abused it vs Ally with MK. People might not be very welcoming of hazards again, but the layout does add some unique things without breaking anything I can see. Sharking is much less of a problem as your next ledge grab will still get you punished.
Prism Tower is Delfino without the random factor. Walkoff for 10 seconds, then smooth sailing and a good CP vs ground huggers like mac and sonic I think.
The new ledge mechanics have finally recreated that "king of the hill" feeling that Smash was designed to have. Walkoffs definitely ruin that. Our best chance of reintroducing them was in Brawl where we had sloped walkoffs that made backthrow camping nearly impossible (its pretty much impossible to walkoff camp on Yoshi's Island Pipes or Distan Planet unless you are Olimar). I don't forsee any way to solve permanent walkoffs without a way to entice players to return to the middle. Projectiles do NOT stop walkoff camping because you can always walkoff camp with someone with stronger projectiles.
I sympathize with you wanting a wider stagelist, I was super liberal about stages in Brawl where we had 3 stages the whole world loved, 10+ stages that were used
somewhere and 20+ that was fun for item play. This time we have 2 stages the whole world loves, maybe 5 we could use otherwise and 30+ that was basically just minigames that are completely outside the realm of competition.
Your result should be:
Final Destination (all 30+ lumped together)
Battlefield (best stage in smash bros imo)
Yoshi's (I think we can forgive the ghost platform yet again)
Prism Tower (encourages mobility and displaces zoners who set up shop often)
Brinstar (displaces zoning character, more emphasis on aerial combat)
Corneria (there is a harmless glitch with reflectors here)
I'm an advocate of full stage list striking for a truly balanced stage for the matchup, but I only see 6 legal stages in this game. We have 3 that favor grounded characters and 3 that favor more versatility.
Didn't mean for this post to be so long, hopefully you give it a thoughtful read anyway,