Hi @
NegaNixx
you are 2 years late in the discussion. People using the straw man "you ban them just because you don't like them" has been outlawed in 2013, this is the place for intelligent discussion.
@
Pazx
& @
MrGame&Rock
I get your arguments and admit that Wuhu and Skyloft are both different from Delfino. If I get it right :
-Skyloft has no water
-Delfino has close blastzones
-Wuhu has very few platforms and wide stages
Now let's move on to the next point of discussion : all of those characteristic can already be found in other, non transforming stages, so what do transforming stages (as a whole or individually) bring to the competition ?
Here are the things that I'm seeing those stages can bring :
1-A main stage with varying platform layouts, it can also be found in TC though
2-A set of 9/11 transformations that last from 15 to 18 seconds. The order of those transformations is randomized by sets with each stage layout having from 25% to 75% chance of spawning. While it is possible to know which transformation to expect from a set of 2-4, it is almost never possible to know in advance where the travel will take you. Around 44% (13/29) of the transformations have walkoffs.
3-The ability to pass through the main platform from under.
Point 1 isn't exclusive to Wu-fi-loft so I won't talk about it. So we have point 2 and 3 to discuss (maybe more but I don't see them, it's late and I need sleep).
Point 2 is imo a big argument against the inclusion of transforming stages. Yes it is their big selling points, but having an always changing layout that, unlike Castle Siege can be reacted to but not anticipated puts a big part of the outcome of a match in the hands of RNG and that is a big no-no in my book. I know everyone doesn't have the same opinion about the player vs player vs stage component, but since the consensus is to reduce it to a strict minimum I'd say this is why most people dislike those stages and don't want it legal.
Point 3 is imo the saving grace and the true thing that can bring some interest in picking those stages. It gives you the possibility (for more or less half the match time) to have extra recovery options, to remove the risk of stage spiking and to increase your options at the ledge. This is the kind of thing I want to see when I'm talking about strategic diversity.
So yeah, if those stages had a reason to be legal that would be for the ability to pass through the main platform because that is the one thing that can't be found on any other stage and that has some strategic application. On the other hand we don't need 3 stages giving people that option (because in a tournament set you want people to be able to ban this option from their adversary, just like you want them to be able to ban the BF layout) and there is a lot of RNG going on with the variation of the transformations. So is the strategic diversity worth the RNG ? I'd say yes, but which one of the 3 stages is the best for that ? I don't know.
We shouldn't have to provide reasons why things should be included. Every stage in the game was designed to be played on and is innocent until proven guilty. You have to provide reasons why they should be banned.
You are mistaken. The game was designed to be played with 8 players and items on.
Yet those criterias are not fit for competitive play where you want to judge the skills of players.
In a competitive mindset you want to remove as many factors that could prevent the results from reflecting the true skills of the players as you can, and hence make the rules as simple as possible. If you want to complicate the ruleset by adding stages you have to provide reasons why they should be legal.
Example : wanting to switch out FD for an omega version in the stagelist because of the Taiyoken is a valid reason because "who is the most resistant to the blinding flash" is not a skill you want to evaluate during a Smash tournament. With this choice you complicate the ruleset for the competitive health of the game.