4tlas
Smash Lord
- Joined
- Sep 30, 2014
- Messages
- 1,298
In stages first, winner can swap characters after the stage. We agree this is too powerful.
In character first, winner can ban with full knowledge of character but not of stage preference. We agree there are no "problems" with this.
In the pooled system I suggested, winner can ban with very good knowledge of stage preference and therefore marginal knowledge of character preference. The point is to get both players to exhaust their power in stages. By creating a half-commit (the pool) from one player, we can afford to give them the "last pick". Someone has to have the last pick, and that person has the power.
You keep saying pool info is not as concrete as the character commitment the counterpicked has to make, but that's the whole point. Its some info to let them make a decision, so better than stage first where they have none. The pool commits the counterpicker to a few options beforehand, so they don't have the whole stagelist to choose from. The counterpicked can force the stage to be within certain parameters but does not know the actual stage, and thus cannot pick a character to perfection but can pick something that doesnt get destroyed if they have it. The counterpicker does know what character his opponent is playing but is stuck with few options for stages (that he chose beforehand), and gets to counterpick character and (somewhat) stage.
In character first, winner can ban with full knowledge of character but not of stage preference. We agree there are no "problems" with this.
In the pooled system I suggested, winner can ban with very good knowledge of stage preference and therefore marginal knowledge of character preference. The point is to get both players to exhaust their power in stages. By creating a half-commit (the pool) from one player, we can afford to give them the "last pick". Someone has to have the last pick, and that person has the power.
You keep saying pool info is not as concrete as the character commitment the counterpicked has to make, but that's the whole point. Its some info to let them make a decision, so better than stage first where they have none. The pool commits the counterpicker to a few options beforehand, so they don't have the whole stagelist to choose from. The counterpicked can force the stage to be within certain parameters but does not know the actual stage, and thus cannot pick a character to perfection but can pick something that doesnt get destroyed if they have it. The counterpicker does know what character his opponent is playing but is stuck with few options for stages (that he chose beforehand), and gets to counterpick character and (somewhat) stage.
As I explained in the original post to start this debate, people LIKE negating stage with a character swap. This is an attempt to find a system that doesn't lead to abuse but allows such an ability. So no, there is no "problem" with Character First, except that people want their secondaries incentivized with regards to stages and not just matchups. I don't think its necessary, but I enjoy the theorycrafting and I know a lot of other people like it.I don't see any reasonable explanation where pooled picks (assuming the format where Winner has to go first and exhaust ban + char pick) functions better or healthier than characters first. The question I guess should be asked, is what unfavorable situation happens in characters first, that is properly addressed by doing pooled picks in that manner?