I mean, I don't even disagree with a 7 or 9 stage starter list, but people are making a 5 stage starter list when tons of characters do great on the starters, not just Diddy, Falco, and ICs. Snake does extraordinary on all the starters (minus maybe Yoshi's), same with Fox (minus maybe Yoshi's) and Marth (minus maybe Yoshi's) and DK (BF and Yoshi's are REALLY good for him, the others pretty good for him). And the three characters everyone namedrops as overcentralizing on neutrals are all really good on the starters, minus maybe Yoshi's (like almost everyone else lol). I mean we could just play every game 1 on Yoshi's since it's so mediocre for all but like 4 characters, but in any starter list whether it's 5, 7, or 9, there are going to be lots of characters with lots of good stages.
This is why the full starter list is good. Characters with lots of good stages are good. However, why should we put all their best stages in the starter list? Where's Norfair? Lots of chars do good there.
Another thing I noticed and kinda want to point out (and this is getting kinda off-topic) but how many matches at MLG were played on the more "controversial" stages like Norfair or Green Greens? People often say, "Well there was less MK dominance at MLG and more liberal stages," but if those stages weren't used often if at all it's kinda a moot point. I really don't know though.
Alternatively you can look at the east coast, which is swamped with MKs...
and @ BPC, you seem to be assuming your opinion is 100% right and it's not. Well, your opinion on stages isn't wrong, but really opinions on stages are just that — opinions. No one ever has said, "Okay this is how the best competitive stage is."
Neither have I. I'm assuming my opinion is 100% right because, well, nobody has offered a convincing argument against it, and I've been getting a lot of support from people who seem to know what they are talking about.
Your belief is that adding stages gives the game a larger competitive learning curve because you have to learn a match-up on multiple stages; that is what stages add. But your concept you quoted is unfair because you didn't consider why stages can be anticompetitive or banned. The post is talking about only the good thing about adding stages.
Shoulda quoted the next two paragraphs, where I explain that you do have to weigh certain aspects in (for example, warioware obviously takes much more away from the game than it adds), such as very potent randomness or overcentralizing tactics. You have to see if the stage adds more to the game than it takes away. If you aren't sure, err on the side of "well, let's test this" because otherwise, you are banning something you haven't really explored. Like, how I hear East Coast banned norfair after Spammerer abused jiggs's pound on that stage... Yeah, sorry guys, but that's definitely beatable. Scrubby ban.
Some — actually a lot of people think that as a fighting game, Brawl should be about fighting your opponent, and when it gets to the point where stage tactics take priority over player vs player tactics and reading/punishing your opponent, the stage should be banned (a perfect example being TL or G&W watercamping on Pirate Ship. Sure, maybe you can beat them on paper, but not all characters can do it and it's so much more difficult on your end than it was for them to practice it for a little while, so they get a HUGE advantage).
Pirate ship is definitely a ban candidate-rudder camping is in many matchups stalling, and very difficult to counter. Add normal water-camping... But it's not a stage I personally am vouching for.
However, what's wrong with having to "fight the stage"? That's hardly an argument to ban a stage, it's simply not wanting to learn another aspect of the game. This is, after all, not street fighter. It's a game where stages actually make a big difference, and to take this away seems ludicrous.
Many people think that, "If there's a point where I can abuse X part of Green Greens/Norfair/PTAD, do considerably less work in actually reading and playing my opponent, yet still have the advantage and win because of my abusing X thing my opponent has to work around before actually playing me, then the stage should be banned."
Except he has to abuse that point when it comes around, and do it carefully so as not to get abused himself. Requires skill, it just raises the risk/reward a little bit.
You say, "This is Brawl, not Street Fighter," but that statement doesn't validate a bad stage to suddenly be a reasonable counterpick. The counterpicks Brawl has are already quite different and still useful because of the stage layout differences, but on the available counterpicks you're benefitting because of those and still having to fight your opponent directly to get the benefits, whereas other stages there's the layout differences + pretty big hazards. You can say, "Just avoid them," but a lot of people don't think that messing up warrants taking 40% or dying from the stage when your opponent wasn't able to punish you directly.
We aren't validating bad stages. Don't see me advocating Temple, or NPC, or GHZ. Again, any stage that is either excessively random or has overcentralizing tactics are clearly anticompetitive and override the whole "stage adds depth" competitiveness. We're not trying to change what stages are bad or not, we're trying to change the way we look at stages.
I really don't think that "we don't think the game should be played like this" is an acceptable excuse when the alternative is simply a more competitive game with a higher learning curve and more options. It's like any other simple opinion, except without any of the facts to back it up.
On a side note, I really,
really wish I was, for once, on the side of an argument where the other side can cross their arms, shake their hands, say "nuh-uh" and win.
![Frown :( :(](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)