SypherPhoenix
Smash Lord
Yeah, this is only wholly applicable to my tournament ruleset. Playing with a few less stages would require adjustment of the banning rules.which is in ur tourney info... but i was assuming apex stagelist
1. What's the logic behind reducing the timer? If going past 6 minutes is rare, then why is there a need to reduce it more? It should be increased to 10 (or so) so the timer and time outs in general play LESS of a role in sets, not MORE.
In smash, the timer serves the specific role of forcing the players to engage one another on some level. People who are going to try run the timer out are going to try run the timer out regardless of how long the match goes on. There's no reason to have 8 minutes when 7 minutes provides indistinguishable results.
2. Bans shouldn't last all set. Example:
- Falco vs. Marth
- I win game 1
- I ban FD (obvious)
- My opponent cps YS, switches to Falco, and wins.
- He bans DL.
- Why can't I take him to FD for Falco dittos? He gets two bans if he can use my own ban against me by changing characters, PLUS adding in DSR on game 1 cuts me down even more, effectively giving him 3 bans to my 1 just because I won game 1 (not to mention I usually won't want to go back to the stage I lost on)... It's not only unfair, but illogical.
This example is flawed simply because your opponent has more tools than you from the start. Perhaps if you played more characters, you could overcome ban limitations.
The real problem is that you banned FD assuming the only matchup you were playing was Marth vs. Falco, which is something you had no way of knowing. You are complaining about your opponent knowing more characters than you and being more adaptive.
That said, I'm on the fence about whether you should be able to CP your own bans or not.