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What we need? We need stronger players in general lol.If that's the case, then isn't what we need a stage with walk off edges so everyone has the same advantage near the edge?
I agree with Bonse0's stagepicking idea quoted above and would like to see this implemented.You have DK64 and Kongo Jungle listed as counterpicks, but they are the same stage... lol? I'm assuming you meant KJ64 and Jungle Japes... KJ64 should be neutral in Doubles in place of Poke Stadium. The only thing that makes it ban-worthy in singles is excessive stalling, but it isn't an issue in teams. As far as Jungle Japes goes, has stalling been identified as an issue on it? Otherwise I don't see why it would be legal in teams but not singles (I have almost no experience on the stage so if there is a reason I am genuinely curious; I am assuming the Klap Trap is not the reason, though I could understand why it would be considered less of an issue in an 8 stock game as opposed to a 4 stock one).
Disabling pause should simply be a RULE. It is pretty unprofessional to have a rule set that relies on players to press start at the correct time or not at all, especially when we have a perfectly effective way of just disabling it entirely. If neither player remembers to or doesn't care enough to turn off pause, then they should simply have to deal with any resulting accidental pauses, and if someone quits out, then they lose.
I also think selecting Random at all should be disallowed. A lesser-skilled player could essentially win by getting a lucky stage for the matchup that the opponent has to randomly guess (oh wow, you got FD and won because you could chain grab; there was no way I could have known not to select my character because I had a 4/5ths chance of beating you on every other stage!).
Instead of all the varying ban rules for different set lengths, there should just be one rule set. It will be applied more easily because it will apply universally, and players do not have to keep track of how many bans and which DSR rule they are using. I also believe it is better than no-ban sets which can force some particularly difficult matchups (mainly FD, which is great for most matchups, but is usually ridiculous for matchups with chain grabs).
- The winner of the last game can ban a stage. Stage bans do not last for the entire set, which means a player can change their ban from one stage to another after any game they have won.
- Modified DSR: Players cannot counterpick the last stage they have already won on.
The effect of these two simple rules allows players to play without extremely biased stages, and DSRM takes another stage out of the counterpicking decision so that players are ensured to be playing on only the 3 most fair stages.
The way I like to break it down is this. You have 6 stages, numbered 1-6. Players strike from 1-5, and they strike to 3 because it is the most neutral for the matchup. Stages 1-3 favor one player while stages 4-6 favor the other. Stages 1 and 6 are very biased in each player's favor. I think I speak for most players when I say that I would rather play this set:
3-5-2-4-3
Each player bans 1 and 6 respectively through the whole set. DSRM prevents 5 and 2 from being played a second time, so what you end up having by the 4th and 5th game is both players not being able to choose their 2 best stages, which means you will be playing the two most fair stages, 3 and 4. This makes the set overall much more competitive as counterpicks are less of a free win than if there are no bans and players are forced to play on more radical counterpicks.
This is the type of set you would have with the current rule set:
3-6-1-5-4
DSRM still prevents 6 and 1 from being played again, but the lack of bans just forces games onto more radical stages. As you can also see, stage variety is hardly being supported any more in the first rule set where the only stage being played on twice is stage 3, which was the most neutral based on the initial stage strike.
Cactuar's reasoning behind not using that was because he wanted to encourage use of the more radical stages (1 & 6). I think it mostly comes down to preference. Some people don't think spacies getting chaingrabbed on FD or slow characters getting platform camped on DL are sufficiently unbalanced enough to warrant a ban. Personally, while I wouldn't mind playing vs. a chain grabbing character on FD as Falco (especially because I would get my own best CP against them), I'd rather sacrifice a bit of stage variety (within sets) and just play on a slightly more neutral stage twice. I really would just like to try the no bans for a while before I make up my mind though.I think PS should not be a legal CP. The transformations are kind of a gimmick. The fire transformation has the ability for camping on the left, as well as the fork in the tree that can be abused. The earth transformations have the odd rock with a tiny ledge that can be used for camping and the hole that must be avoided/camped in. The water stage has the windmill which is kind of a gimmick, as well as the broken ledge on the right. All of these things are little, but they add up to a very odd stage.
I would rather see something like Jungle Japes as a counterpick. It has different attributes, and the water makes some characters change recovery options, but it isn't too big of a change I think. The claptrap is a little but of a gimmick, but if players avoid the water, the effect of the claptrap shouldn't be too huge. The positioning of the platforms also make some unique effects, and new gameplay options.
I also am a fan of Corneria, I am aware that there are problems with the stage, paticularly with the right end of it, but I don't know how much that affects the match... worth considering?
I agree with Bonse0's stagepicking idea quoted above and would like to see this implemented.
Thanks for reading a noob's post :D
That's just like, your opinion man.Your opinion is subjective, etc.
I find its fairly easy to describe 5-10 stage properties. While some things are inherently broken, it has to be admitted that the way the game is played on some non-broken stages is very different from others. Look at pokefloats compared to FD. We choose to favor the neutral stages because they are the largest group of stages that share common traits. If there was only battlefield and the other neutrals were replaced by static circular moving stages, we would probably play all the matches on them.I would have to agree that choosing stages based on similarity of properties is a horrible way to go. The majority of stages have hazards, but I wouldn't want to compete on only stages with hazards. If there were a bunch of stages like Icicle Mountain where the terrain constantly moved, I'd still rather play on the neutrals.
For the record, I have more fun playing on Pokefloats than I do on FD, even though I think FD is better for competition. Pokefloats and Mute are, in my opinion, the two most fun stages in the game.I find its fairly easy to describe 5-10 stage properties. While some things are inherently broken, it has to be admitted that the way the game is played on some non-broken stages is very different from others. Look at pokefloats compared to FD. We choose to favor the neutral stages because they are the largest group of stages that share common traits. If there was only battlefield and the other neutrals were replaced by static circular moving stages, we would probably play all the matches on them.
TBH I have no problem playing a Mute/Brinstar only tournament or a Cruise/Floats tournament, but to include all of them in the same tournament is too inconsistent IMO.