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HavocThunder
by decreasing the time limit you just make timeouts even easier. So all I'd ever do is pick the stage I can time you out on, do so, then win. It does make it was easier for the defensive players, in such a way it ONLY promotes degenerate runaway. No one will go on the offense because it's simple easier and better to be on the defense. We're going to play to win.
Do you understand how time limits work? Making them shorter or longer doesn't make winning or losing any easier. It does makes winning easier against people who forget to look at the clock, though.
If you have a life lead and there's a time limit, you win if you avoid conflict. If you don't have a life lead and there's a time limit, you lose unless you do something about it. Following this, if there is a time limit and someone is winning, the other person is losing. This means
someone has to be aggressive. The power swing begins right when someone gets hit. It would totally be different if you were arguing a case where both players had 0% and someone literally could not get a hit. Stop saying that no one will go on the offense because
that's wrong if they lost the percentage advantage, know how time limits work, and want to win.
In addition, none of that has anything to do with time limit length. Decreasing the time limit to around the length of an average match would imply that
all time outs last as long as an average match. It would also be a data-driven decision. Since average matches are generally based around aggressive matches, this would ensure generally equal times for all match types. If you want to camp out your matches, sure why not? You aren't dragging anything out anymore.
It sounds like you have a personal issue with camping, which is fine. It's not something I do much myself. However, there's two people involved in every match, and that other person is not interested in making you comfortable. I'll certainly do it if it frustrates my opponent. I hope you don't run into me online!
If you have a real, legitimate problem with people winning from camping, then kill it at the source and abolish the time limit. If you won't do it, you have no problem with it.
Nintendo also made stages for 8 Player Smash. They didn't care about only 1v1, some stages just plain are going to be too big for a 1v1. So stages where approach is pretty much impossible? Oh yeah they exist. They've existed since Melee added in Temple and there's just been loads since then (many others in Melee even).
I think you're blowing a lot of hot air with this statement. There's a huge difference between "pretty much impossible" and "is impossible." If you're going to claim that it is impossible, you need to declare what all of these stages are, what the scenario is on each stage individually, and how players have no options so we can discuss them properly. If you can't cough up the proof with situations that are recreatable for validation, you're
wrong and no one should believe you. Plain and simple.
This is what I'm waiting to hear for Wrecking Crew so I can checkmate the debate on that stage. I'm hungry for some clearly defined situations that I can prove wrong. If it's that obvious and I'm being delusional, this should be easy to do.
Pilotwings sounds like another victim of the long time limit :/
EDIT: I know you brought up Woolly World a couple posts back. I'd like some more information on how the stage is causing the camping, though.
I imagine that having hazards intrusive and severe enough to make player skill irrelevant would be grounds for a stage ban anyway.
I almost agree with this. Mainly, the player skill irrelevant part and not the "intrusive and severe" enough part. I'd like to hear an example, though.
Even if a hazard did 999% or even instakilled you, why did you get hit by it? Your opponent will take advantage of your fear if they sniff it out. That certainly sounds pretty competitive, but only if the hazard gives a signal or sign before it appears. I think that signal/sign is a crucial part of making all these stages and characters reliably work.
(I wanted to bring this up earlier but it was cut)
There are (few) examples of this in Smash, though. Items create hazards that makes skill irrelevant. There's no signal or sign where bombs or anything will pop up, so the outcome of the fight is always out of the players' hands. It's sad because the items themselves are (mostly) designed really well.
There's an easy stage example of this too. WarioWare's minigames give no warning or sign of the particular powerup when a player wins. Your performance doesn't have an effect on which powerup you get, either. Someone getting invincibility and you healing at 0% really stinks because no one had control over the situation.
If there was a way your performance affected your reward, players would have control over how the reward they received. This doesn't happen so...yeah WarioWare is easy stage ban material.
I haven't seen anything in Wii U stages that has this kind of effect on matches except maybe the amount of damage it takes to own Ridley on Pyrosphere. I'd like to know exactly how that works before jumping to conclusions, though.