Noa.
Smash Master
Here's another way to view how more conservative players view stages. Stages change the amount of reward an option will provide.
Every stage does this. They affect different options, and they affect these options in variable amounts.
For example, FD skews the amount of reward that Sheik gains from hitting an opponent with a single needle at high percent. Usually when a character is hit with a single needle, they can just land on a platform and approach sheik from there. But on FD characters are forced to reset to the ledge, or they have to land on the ground and Sheik is practically guaranteed to land another single needle. FD doesn't change the damage or knockback of sheik's single needle, but it does change what options opponents have against it. With less options for counter play available to opponents, the reward on Sheik's single needles at high percent is increased on FD. FD also allows Sheik to do a fair strong a bit more times than on other stages because it's longer. Again, the reward for a fair string is affected by stage selection.
Evey stage does this to an extent. They all increase or decrease the reward for certain options.
Ness is playing against Rosa on smashville. She knocks him offstage without a double jump. Usually this results in Ness's death because if he tries to recover with Pk Thunder, Rosa will just use Gravitational Pull and gimp Ness. Thankfully for Ness, the smashville platform floats towards him and he can just land on it. In this situation the reward for Rosa successfully knocking Ness offstage without a double jump was decreased. Usually this would result in a stock, but smashville prevented that.
All stages influence the amount of reward for different moves. Hyrule Temple and other stages that allow circle camping increase the reward of Fox's blaster so much that he wins the match by landing it only once if he's more mobile than the other character. Circle camping increases the reward of getting the percent lead way too drastically.
Caves of life like the one on Gamer reduce the rewards of kill moves drastically. They prevent kill moves from doing their job, and increase the duration of matches since it's hard for characters to achieve the ultimate reward, which is taking a stock off of their opponent.
Halberd, Castle Siege, and Delfino Plaza skew rewards in ways that most players feel is too drastic.
Halberd's low ceiling is disgustingly low. While Rosa uair to double jump uair usually just provides some nice damage, in this stage it can kill opponents sub 30 or 40%. On this stage Rosa is rewarding for landing a rising uair with a stock at practically any percent, instead of just percent like on most stages. Zss's uair uair upB doesn't always end up killing opponents, but on this stage it is basically guaranteed now matter how you DI. You might even reach the blast zone before Zss finishes her boost kick. On most stages it can be very difficult for Zss to kill with uair uair upB without reading DI well and baiting out delayed airdodges, but she's always guaranteed a KO on this stage with that combo. Town and City does this as well but to a less extreme extent. While maybe 10% of Town and City's screen may pose a KO threat from Rosa's uair, on Halberd maybe like 20% of the screen can end in a KO for Rosa. Halberd's low ceiling allows for KOs to happen at much much Lower percents than other stages.
Delfino does the same with the changes in its boundaries, but the change in reward here is much bigger than Halberd. Ness's u throw will kill at any percent during a transition if he's on a platform. Now I know Ness is guaranteed KOs from grabs at high percents, but being able to KO any character at any percent under these conditions is a little extreme. Any character with decent base knockback on a vertical move can get a KO at any percent with these boundaries. Thankfully the transitions don't last too long so it doesn't happen all the time. But when it does happen it certainly doesn't feel particularly earned. The boundary changes skew the risk and reward ratio of vertical moves quite drastically, even if it's only for a short portion of the Match.
Temporary walk offs increase the reward off of moves that have a high amount of knockback even at mid percents.
Lots of players just feel that these stages change the reward ratios of certain moves way too drastically. But it's just down to personal preference. Everyone has a different idea of what is acceptable for how much a stage affects gameplay. Some are just more conservative than others.
Every stage does this. They affect different options, and they affect these options in variable amounts.
For example, FD skews the amount of reward that Sheik gains from hitting an opponent with a single needle at high percent. Usually when a character is hit with a single needle, they can just land on a platform and approach sheik from there. But on FD characters are forced to reset to the ledge, or they have to land on the ground and Sheik is practically guaranteed to land another single needle. FD doesn't change the damage or knockback of sheik's single needle, but it does change what options opponents have against it. With less options for counter play available to opponents, the reward on Sheik's single needles at high percent is increased on FD. FD also allows Sheik to do a fair strong a bit more times than on other stages because it's longer. Again, the reward for a fair string is affected by stage selection.
Evey stage does this to an extent. They all increase or decrease the reward for certain options.
Ness is playing against Rosa on smashville. She knocks him offstage without a double jump. Usually this results in Ness's death because if he tries to recover with Pk Thunder, Rosa will just use Gravitational Pull and gimp Ness. Thankfully for Ness, the smashville platform floats towards him and he can just land on it. In this situation the reward for Rosa successfully knocking Ness offstage without a double jump was decreased. Usually this would result in a stock, but smashville prevented that.
All stages influence the amount of reward for different moves. Hyrule Temple and other stages that allow circle camping increase the reward of Fox's blaster so much that he wins the match by landing it only once if he's more mobile than the other character. Circle camping increases the reward of getting the percent lead way too drastically.
Caves of life like the one on Gamer reduce the rewards of kill moves drastically. They prevent kill moves from doing their job, and increase the duration of matches since it's hard for characters to achieve the ultimate reward, which is taking a stock off of their opponent.
Halberd, Castle Siege, and Delfino Plaza skew rewards in ways that most players feel is too drastic.
Halberd's low ceiling is disgustingly low. While Rosa uair to double jump uair usually just provides some nice damage, in this stage it can kill opponents sub 30 or 40%. On this stage Rosa is rewarding for landing a rising uair with a stock at practically any percent, instead of just percent like on most stages. Zss's uair uair upB doesn't always end up killing opponents, but on this stage it is basically guaranteed now matter how you DI. You might even reach the blast zone before Zss finishes her boost kick. On most stages it can be very difficult for Zss to kill with uair uair upB without reading DI well and baiting out delayed airdodges, but she's always guaranteed a KO on this stage with that combo. Town and City does this as well but to a less extreme extent. While maybe 10% of Town and City's screen may pose a KO threat from Rosa's uair, on Halberd maybe like 20% of the screen can end in a KO for Rosa. Halberd's low ceiling allows for KOs to happen at much much Lower percents than other stages.
Delfino does the same with the changes in its boundaries, but the change in reward here is much bigger than Halberd. Ness's u throw will kill at any percent during a transition if he's on a platform. Now I know Ness is guaranteed KOs from grabs at high percents, but being able to KO any character at any percent under these conditions is a little extreme. Any character with decent base knockback on a vertical move can get a KO at any percent with these boundaries. Thankfully the transitions don't last too long so it doesn't happen all the time. But when it does happen it certainly doesn't feel particularly earned. The boundary changes skew the risk and reward ratio of vertical moves quite drastically, even if it's only for a short portion of the Match.
Temporary walk offs increase the reward off of moves that have a high amount of knockback even at mid percents.
Lots of players just feel that these stages change the reward ratios of certain moves way too drastically. But it's just down to personal preference. Everyone has a different idea of what is acceptable for how much a stage affects gameplay. Some are just more conservative than others.