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me and kevin call that the karn strat. LOOOOLlol just imagining one person striking all the neutrals and just ending up like "how you gonna act?" scares me. the idea of a last choice being "great bay, onnett, or flatzone?" intrigues me, but i still can't imagine ever staking my money/tournament life on it lol.
Yes, brilliant. Let's reduce playtime even further, this ruleset doesn't do it enough yet!I hate when threads get overinflated in size because I can't respond directly to the original post.
Well **** that, I'm doing it anyway.
This ruleset is amazing, but I would suggest making the stage strike done from all available stages instead of a predefined "Starter" list that benefits a handful of characters indirectly.
This would solve the issue of so-called neutral stages, the only problem being that we might be stage striking for 10 minutes![]()
trying to skip the bull **** so I don't want to go back and read. what stock count and timer are you potentially supporting?I want to just state I would be far more conservative with the stage list and probably just add Rainbow Cruise, Mute City, Brinstar, and two other levels (probably MK2 and something else; probably Corneria) back into the current 6 we have and then gradually test for more and more levels. Bo7 in normal sets, Bo11 in finals.
You need to get 8 kills split between 2 games in order to win a set against someone under the current ruleset. You need 12 in a finals (between 3). All this ruleset really does, aside from forcing the use of new stages, is change how you can go about getting those kills because it further breaks up the stocks-games relationship. Kind of promotes some gimmicky characters for specific levels, but I don't really view this as a bad thing. I'm not even convinced a lot of these strategies are really all that overpowering... I think you can very easily take preventive measures against a character gun-camping on Corneria, for instance. Destroying the guns, or simply not letting them reach the guns. Get a stock lead.
I dunno. I feel it opens up opportunities for a variety of strategy styles to be used... ones that basically don't exist in this current environment just because the current ruleset emphasizes some really specific criteria for character viability. There also reaches a point with a lot of defensive characters where you've basically won once you've got a certain lead (3-1 and 4-2 are pretty much GG, unless you're on death's doorstep or kill yourself). I mean, comebacks do happen, but I feel in most games once I get a certain lead I pretty much wind up grinding my opponent to death. This ruleset prevents matches from devolving into the grind of death, which I think is interesting.
That said, I kind of like the current ruleset because it benefits me greatly for all the reasons stated above. I would still probably enter a tournament under this ruleset and have a lot of fun.
Our current ruleset promotes going solo in a tournament because all the stages are very similar, promote similar strategies on the whole, and reward you for consistency above all else. This ruleset promotes having a secondary and gives a buff to raw power and gimmicks. I'm not sure those are intrinsically horrible things.
What advantage do I get by having Brinstar, Rainbow Cruise, etc., available for counterpicking? Maybe I'm missing the point, but it's not as though I have strategies available to me that are unavailable to you. What's stopping you from making the best character choice on any stage I pick?My point is that a 2-stock Bo7 with a large counterpick list is more volatile than a 2-stock Bo7 with a small counterpick list. We can modify counterpick list size independently of #stocks and Bo#.
On counterpicking; The idea is that the counterpicker's advantage is increased by a larger stage list relative to a smaller stage list, all else equal. It doesn't matter how big the absolute counterpicker's advantage is, all we care about as ruleset designers is how to get a relatively low counterpicker's advantage, since we have to work within our constraints.
The above part is not circular. I was referring more to the idea that there is increased variance if, for example, Brinstar is legal. "Peach should normally lose to Fox, but wins on Brinstar," is the type of circular logic I was referring to, which is what I assumed you meant when you mentioned "volatility." I perhaps misunderstood what you meant by volatility (I assumed you meant "variance"), so it would help if you explain what you mean by the term.I don't see where you think my reasoning is circular. Counterpicker's advantage increasing with larger stage lists is independent of what the current state of stages is.
I was operating under the assumption that players don't switch characters mid-set. The argument still holds if players only play a few characters and their opponent is aware of what secondaries they have, which I think is a realistic assumption.What advantage do I get by having Brinstar, Rainbow Cruise, etc., available for counterpicking? Maybe I'm missing the point, but it's not as though I have strategies available to me that are unavailable to you. What's stopping you from making the best character choice on any stage I pick?
You're right, when I say "volatility" I basically just mean "variance". I see now what you meant by circular reasoning, but that issue is eliminated when you change the way you view things.The above part is not circular. I was referring more to the idea that there is increased variance if, for example, Brinstar is legal. "Peach should normally lose to Fox, but wins on Brinstar," is the type of circular logic I was referring to, which is what I assumed you meant when you mentioned "volatility." I perhaps misunderstood what you meant by volatility (I assumed you meant "variance"), so it would help if you explain what you mean by the term.
However, I think the above part is just wrong. The counterpicks are banned currently because they are either "too random" or give certain characters too strong an advantage. Since Cactuar explicitly mentions that he sees nothing wrong with a player being competent with a broad range of characters in this ruleset, it's silly to suggest that it gives the counterpicking player an advantage. In virtually every case, you can just use one of the characters who is advantageous on the stage your opponent chooses.
Yeah, the assumption underlying the MBR ruleset is basically that your character choice is fixed for a set, and so they select stage to minimize the sort of variance you would see in matchups like Fox vs. Marth and Peach vs. Falco. However, top players generally adapt to their environment, even with regards to the characters they play: Ken picked up Fox to play against Azen, and Armada picked up Young Link to play against Mango. I don't think it's unreasonable to expect that, with a ruleset with several stages, good players would learn to have enough characters to account for all of them.I was operating under the assumption that players don't switch characters mid-set. The argument still holds if players only play a few characters and their opponent is aware of what secondaries they have, which I think is a realistic assumption.
The problem here is that the measurement of "better" is usually based on the probability of winning in the first place. What does it mean to suggest that I am better than my opponent if to suggest anything other than that my chances of beating him are greater than 50%?The idea is that the "better" player ought to win more consistently. When the rules are changed, the game is fundamentally different, and the metric of "better" is changed slightly (e.g. Peach players are relatively better in a ruleset where Mute City is legal than in the current ruleset). Assuming that for any given ruleset, there is an objective, well-ordered metric of "better" (that is, we can theoretically take all players and rank them), then our measurement of volatility is how consistently the "better" player wins. The "better" ranking can vary by ruleset, but as long as it exists, we can analyze the volatility of the ruleset.
I love you KK, im tempted to make this my sig.Current one is conducive to me being good which is likely a flaw of the system.