It depends on their balance style, and realistically, creating a stagelist for this build,
I am unsure what you are referring to when stating that “it depends on their balance style.” If by this you mean that if the pmdt wanted to have stage selection be just as significant a factor for changing advantages in MUs as character counterpicking, then the style argument is irrelevant.
The pmdt stated that they aren’t creating the ruleset, so it’s up to the community to decide what rules are going to apply regardless of the pmdt’s intentions regarding their balancing style. If the community can come up with a relatively balanced way of counterpicking with the stages that we currently have, which I foresee being able to happen, then the pmdt is likely to continue to balance the game with that in mind. I highly doubt that if we get a good stage list and effective ruleset, that the pmdt will then intentionally “polarize” our existing stages or add more polarizing stages for the sake of making stages have more counterpicking weight.
very few characters have winnable matchups against the cast assuming they choose any stage they want.
And it's the right decision based on what's left every time. Assuming character changes at that screen, when it gets to game 3 likely a different stage will be better in game 3 for the initial winner.
I can understand this argument having some weight (few characters with winnable MUs on all stages) if there was a bad stage list and if one were to ignore the fact that the winner gets the 3 bans that I stated they would be getting. Of the remaining stages, yes the loser will get the “right decision” every time, but the right decision of what’s left is not better for the loser than the “best decision” that could have happened with the previous system. Basically the “right decision” should lead to a relatively fair MU for both players. It doesn’t matter how much information both players have, as long as the counterpicking process leads to having the most fair matches possible.
I understand the argument against a guessing game - that makes sense. The guessing game would still exist, though, for the winner but they would have less information (be in a worse spot potentially) when choosing characters.
The guessing game is completely removed by picking characters first because there is potentially no right answer, given that the loser knows how to play the right set of characters (hence there will be no relevant guessing involved). The loser will, if they can, counterpick the winner’s character. If they counterpick the winner’s character, then the winner limits the loser’s advantage with the stage bans.
In the current system (stage first, then character), there is a “best answer,” and that answer is an advantage gained by guessing. By picking the stage first, the loser can guess what stage will give them the best chance to win against the winner’s potential character choice which is currently unknown. The winner potentially could guess the loser’s thoughts to hopefully strike the “best stages.” The winner can also know or guess correctly the loser’s potential character choice because of the stage chosen, and also get an advantage in guessing the right character to choose to counterpick the loser’s potential counterpick. This leads to having the possible “best decisions” for either player, which can cause too great of an advantage for either player. This is particularly unwanted because aside from having the worst possible situations for either player to arise, it is also a situation that is brought about through guessing.
Just for clarification; even if character selection preceding stage bans cause the next best right answer to be the “best answer” in that situation, it is not an answer that came about due to guessing, nor can it be better than the possible “best answer” with the other system.
Also, I don't agree with it being hard to counterpick with this system. The winner gets some information - they then have to consider what approach the loser is going to take and weigh their odds against it. The loser has a game plan with stage choice, and if the winner chooses a different character unexpectedly, the loser has all information and can then respond accordingly.
It’s not that it’s hard to counterpick with that system, it’s that it’s potentially not possible for the loser to get a good counterpick with that system as opposed to the alternative where it is always possible.
With boikos example, the same issue would happen with both situations.
In Boiko’s example the same issue would not happen in both situations. In Boiko’s example, he is locked into the stage (the stage that gave the huge advantage in the MU) that he would clearly have banned in the current system if able to. With character first, he would have the opportunity to ban the polarizing stage for that MU.
as an aside, i dont think it really affects stages though, since its pretty clear what is acceptable or not in terms of stage legality. we have minor issues with a handful of stages, but relatively speaking these are very trivial disagreements with regards to the stage list at large and we are 95% on the same page, even if it doesnt feel like it sometimes. im pretty okay addressing CP order and moving the stage list argument along in tandem.
The idea mentioned earlier (characters preceding stage) doesn’t directly affect the stage discussion. However, a problem that has been occurring constantly throughout the thread is that people have been arguing for or against certain stages and a certain number of stages for certain reasons such as “having to ban” one set of potentially poor stages for the next MU. Others who are assuming that character selection will eventually precede stage banning are arguing what they believe should be the case but without assuming such problems. It seems that this, among other reasons has lead to some confusion regarding the reasons that should be argued for or against in determining an appropriate stage limit and stage list.
Thus the main reason I asked the question I did earlier (Can someone explain why having only 8-9 of the best stages is worse than having 10-12 stages that include some disagreeable ones?) was to see if people could address the stage limit (leading to a more agreed upon stage list), by at least questioning the reasoning behind the warranted function of the stage list. Having been ignored, I thought it’d be best to at least have some of the other questions answered for which there have been a lot of posts about, so that it would make it easier to answer the question I asked previously.
Essentially, it would be easier to make certain arguments for a stage limit, and ultimately a stage list, if the situation becomes simplified, which I was attempting to make happen. There are many ways to go about this, and I just chose this way since I thought it’d be most effective. Unfortunately I have problems communicating on forums, so I was hoping that others could help me in my endeavor.
i would prefer to stay on stages first because characters first opens the losing player to being locked out by character counterpicks too harshly imo
I would argue the opposite being more harsh for the reasons previously given.
i'll try to go in order-
if we play out loser picks character, winner picks character, loser picks stage, the player that won the previous game is then able to straight up CP the other player back on their CP via MU.
From my understanding the system that is being argued for is that the winner chooses character first, then the loser counterpicks their character. The winner then bans the 2 stages that give the biggest advantages in that MU leading to a more fair stage selection.