If you'd been reading the thread or my posts in the past at all you'd know that:
1. I think the best solution is banning Meta Knight.
2. Barring a Meta Knight ban, the best solution is to simply limit his ledge grabs and his ledge grabs alone.
3. I believe a global LGL is a pretty scrubby rule because it affects multiple characters that aren't imbalanced when interacting with the ledge.
4. I don't have a problem with the way we handle time-outs and believe it to be the best solution we could reasonably ask for, but recognize that it isn't a perfect solution and believe a better one might exist. The problem with this "better" solution is that it would probably involve a time-breaking coin match, and no one wants to play those; thus it is not ideal.
So yes, all of my posts on the subject have been made with the understanding that the rule we have is not likely to change, not is there any reason to believe it should as long as there is a MK-specific LGL in place.
If you don't agree with an inferior rule you're playing the devil's advocate for, then don't expect me to not argue against it. :/
And I agree with the principle of all these points.
Because it arbitrarily buffs character that have the ability to make themselves unattackable for some time via planking [MK, GW, Pit, Marth, ...], scrooging [Pit, MK] or other tactics that are obviously "stalling" but not easily definable as such.
If MK has 99% and Snake has 100% the scenario is clearly in Snake's favour. The option to simply plank until the time runs out gives Meta Knight an unnatural advantage that he doesn't have
per se - it comes with the solution to decide the winner of a match by percent.
Let me elaborate on my question.
All of the rules we've set into place outside of the way Sakurai initially intended the game to be played both indirectly and somewhat arbitrarily nerf and buff just about every character- every single rule. So what makes an alteration of the way we've dealt with timeouts for a very long time more important than changing all of the other rules we traditionally use?- for example, number of stocks, time limit, banning of items, etc.
In my opinion,
it's not important that we change the rules about what to do in case of a timeout. Nothing has
warranted a change of the original rules the competitive brawl community set for this instance in case it happened.
And yes, the original ruling about timeouts
was somewhat arbitrary when it was first set in place, but so was every other rule that could have been used
instead. It was impossible to make completely objective rules about it. And we were
forced to start somewhere, though, as I really doubt anyone thought this game could have been very competitive had absolutely nothing been changed.
-----
That said, I suppose one could argue that we should
assume we're dealing with the game when it first came out, (and perhaps a lot of people are assuming this
already.) to settle arguments similar to the one below.
"This proposed rule is an arbitrary nerf to X."
"Well, those rules we set in the first place were arbitrary. Why can't this one be arbitrary as well?"
My answer to this:
By arbitrarily changing the rules about a particular tactic or character
after the original ruleset came out, we're changing a lot more than just the rules. We're also arbitrarily changing it's
players. By doing this we're potentially telling people that have already spent time with those characters or strategies, "you just wasted all your time" with arbitrary reasons for forcing this on them.
I can tell you right now that doing this (arbitrarily nerfing characters and tactics) after this game has been out for as long as it has is
not going to make this game's tournament scene flourish. It's going to do just the
opposite.