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Waaait for ittt. Waaaaaaaiiiiitttt for ittttt....So you're a scrub? Like, you don't want to increase game depth because "it's too hard"? We're the competitive community. That's simply not a valid excuse, I'm sorry. While you're at it, please reduce the game to just one matchup, because there are so many different ways to play MK, introducing extra variables like Falco or (god forbid) YOSHI into gameplay would be way, way too hard.
What characters are only viable because of Rainbow Cruise?Stages allow for more dynamic play without breaking the game and help avoid character dominance due to only playing on a few stages. Or do you think that Japan's strong characters that are not as prevalent here has nothing to do with their stagelist? Let me be clear by saying that a healthy stage list provides characters who would normally be stuffed a chance to play better because there are more choices for how to play a character. Rainbow cruise is a good example of this and how certain characters may flex their aerial mobility whereas if you only played on SV it would not.
Nothing of what BPC said was ad hominem, nor was it reportable.Waaait for ittt. Waaaaaaaiiiiitttt for ittttt....So you're a scrub? Like, you don't want to increase game depth because "it's too hard"? We're the competitive community. That's simply not a valid excuse, I'm sorry. While you're at it, please reduce the game to just one matchup, because there are so many different ways to play MK, introducing extra variables like Falco or (god forbid) YOSHI into gameplay would be way, way too hard.
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Nice ad hominem bro .
Btw, reported.
Edit: Expanding upon levels of depth isn't making a game more competitive. Japan has 3 stages and they're plenty competitive. I play on SV 85% of the time and matches are always competitive. Juss saiyan though for anyone else wanting to link adding stages to being competitive (as if we already weren't).
I phrased my question terribly (what I meant didn't even come across when I re-read it haha). What I meant was what characters aren't "stuffed" when Rainbow Cruise is available as opposed to when it isn't available? When I think about it, what comes to mind is characters that are less used but generally understood to be viable (e.g. Ice Climbers and Olimar). I'm genuinely interested in who you're thinking of (although I hope that you aren't referring to Wario).I didn't say "only viable because of ____." I said more characters had options, whereas playing on less stages mean certain characters are more prone to dominate, especially if the stages presented are good for CGs because they are mostly static. As long as the stages don't break the game, you're heightening the skill ceiling by adding more and thinning out character based dominance due to stages.
He was referring to:Nothing of what BPC said was ad hominem, nor was it reportable.
Ad hominem is basically when someone calls you stupid and uses that as a rationale for discrediting your argument. That didn't happen this time around.
He said "if you want SV as the only legal stage, then you henceforth don't support competitive depth."
...So you're a scrub?
TO's don't take this "as a word of God", you're just upset because of the little hesitation they have when it comes to switching the rules. lol. I'm not aware of you or your region, but unless a ruleset changes your regions normal placings you should just be quiet. I could see if changing the ruleset actually caused upsets, and unusual tourney play, but there hasn't even been a tourney with this ruleset yet. And tbh, I don't think it'd matter anyway. Rules only matter when people abuse them. Let me use an example for you.No, the problem is that there are TOs who take this as word of God and refuse to think for themselves.
The starter list is the single most impacting thing about this ruleset.
Also why should I calm down? Oh wow, I'm biased against giving Ice Climbers an advantage with a ruleset. Sure this may be influenced by having mained Ganondorf for a year and a half. But we're not giving Ganondorf an advantage with a suicide rule, why the **** are we giving characters who prefer static stages to dynamic ones an advantage? It doesn't matter that you're giving more than 1 characters an advantage, you are still giving characters an advantage.
@the post just above me you better ****ing believe I'm mad about FD being a starter on a ****ing 5 STAGE STARTERLIST. I am decidedly NOT trolling.
^^^^^there is almost nothing wrong with FD as starter, People need to go away from this mentality.
If a character is bad on stages like BF/FD/SV than the character is bad.
I understand why people are upset, but if you act like children about it you get no where. If you want the "little guy" to be acknowledged, then simply stop acting little. Grow the hell up and address just what the hell you don't like about it. Instead of just insulting the people who are trying to make the ruleset.miles, the problem with all of those issues is that if we go wrong now (which many believe we are with this ruleset), its going to be even HARDER to change anything. If MLG picks brawl back up and uses this ruleset, it likely won't change. I know this new group claims they can changes things in a heartbeat, but this group is controlled by a small group of people that likely won't listen to the reason of "the little guy".
Seriously Yikarur? How do you figure that?
Not everyone agrees with bpc -_- just some of the people who have time to sit around and post all day. I doubt the majority of the tournament going community agrees with his opinions.Dude, if u give a pile of **** to the right person they can make it look like rainbows and butterflies. Its still **** though. Thats what you do. And since the overall public(and people in general) tend to follow the "one who sounds the best" thats why they support you. its not like they know any better. The brawl era is the era of lost common sense
thats why i wil not debate. They lost sight of/never understood the "basics"
FD removed as a starter? Talk about causing a real strike...and its almost as if stage striking didnt exist . Either way your shooting yourself in the foot with this argument. I think many people would be perfectly fine with a 7-stage starter list.All right, just for continuancy's sake, here's a list of things that are almost universally considered (logically almost) improvements and that stand a chance of being implemented without people going on strike:
-FD replaced by PS1/CS/DP in the 5-starter stage list
-using a 7-starter (add PS1/CS)
-(Using a 9-starter (add PS1/CS/DP/Halberd)?)
-Removing Pictochat
-Adding Japes
-(Adding Norfair, or Green Greens)
Items off, fox only, FD .Regarding t-block's post: It doesn't really matter how often the bad transformations appear, all that matters is that they're there, and they happen. Losing a stock over a bad transformation out of what, 10 matches? Is still losing a stock completely unnecessarily which you had no control over. It wouldn't matter if you had a phone for 5 years and then lost it, because you still lost it, and that sucks no matter how long it took for it to happen.
Even if a stage is theoretically unfit for competitive play 1 out of 10 matches, it's still unfit for competitive play.
Interesting that you would say that... it doesn't matter how often they appear? Then the comparison between Yoshi's and Pictochat would truly hold, as both can change the stock count due to pure chance. The only difference between them really is frequency.Regarding t-block's post: It doesn't really matter how often the bad transformations appear, all that matters is that they're there, and they happen. Losing a stock over a bad transformation out of what, 10 matches? Is still losing a stock completely unnecessarily which you had no control over. It wouldn't matter if you had a phone for 5 years and then lost it, because you still lost it, and that sucks no matter how long it took for it to happen.
Even if a stage is theoretically unfit for competitive play 1 out of 10 matches, it's still unfit for competitive play.
But that's wrong. Comparing Smash to other fighting games isn't logical. You don't have a clear % of KO, and stage dynamics will always play an important role no matter how limited you make the stage list. You are just allowing those stages a more pronounced effect. If you played on FD every time all you are doing is skewing the characters more and more. This isn't street fighter. I agree there is a line that needs to be drawn with what stages should be allowed, but your argument is nothing more than "I am speaking for all smashers when I say..."@Gea- Cool story bro. Larger stage list means....well I'm not sure what it means. I guess you think it's 'better' for competition. I'd like to say though, that w/ this being the only (or at the very least 'one of the few') 'fighter' game where stage plays a large factor (you could say Smash in general but Melee's crowd might beg to differ slightly), you could argue that 'better' would be limiting the stages down to non-interfering stages, per how it is in normal fighting games. The large majority of tournament goers like stages were it's PvP and that's what this Unity Ruleset was aiming to please. Aiming to please the masses.
No, you can clearly see the transformation before you are able to fall through, are you not? Though I agree both Yoshi's and Frigate can lead to stock changes based on total luck. I don't think Picto is a fair stage, but I do like the stage for what it offers minus the DEATHLINE.I will agree that the line is terribly programmed but saying pictochat should be banned exclusively for that reason is like saying castle siege should be banned because on occasion you will fall through the stage.
Yes but you can't really consider it a hazard since it helps the person in question, like you said there's a difference between a positive influence and a negative influence. Just because they both "change the stock count" doesn't really mean they should be looked at as equals.Interesting that you would say that... it doesn't matter how often they appear? Then the comparison between Yoshi's and Pictochat would truly hold, as both can change the stock count due to pure chance. The only difference between them really is frequency.
It was just an example. My main point was that you're kind of just going "Oh, this stage is okay most of the time", which seems pretty backwards to me.And Pictochat influences a match far far less often than 1 in 10, but obviously I can't prove that, so that's all I have to say.
Again, the chance of being auto-spiked by an invisible transition is SIGNIFICANTLY smaller than the chances of the ghost on Yoshi's Island saving someone. It's just that seeing a character spiked like that is so appalling we immediately deem in unacceptable, when it really doesn't happen that often.The chance of random effects on gameplay are not outweighed by knowledge of the stage, IMO. Comparing it to YI is also an extreme exaggeration. While the platforms are random, all the player has to do is know that in two small areas of YI there is a very small chance that the player could be saved from a gimp. It is incomparable to getting auto spiked from an invisible transition, or losing your stock because your recovery options randomly got cut in half.
Did you watch the videos I linked? The platform can lead to kills as well, not just saves. I have seen Lucas/Ness have their recoveries eaten by this platform SO many times it's not even funny anymore. I honestly don't see the difference between my opponent gaining a stock and me losing one. If I had to choose one, it's not obvious which one is better =\Yes but you can't really consider it a hazard since it helps the person in question, like you said there's a difference between a positive influence and a negative influence. Just because they both "change the stock count" doesn't really mean they should be look at as equals.
I've also never really thought of YI as a neutral.
It was just an example. My main point was that you're kind of just going "Oh, this stage is okay most of the time", which seems pretty backwards to me.
lol'dThis post looks weird without a title
:/'dA case for the legalization of Pictochat
Of course compilations are nice, but why do I need to show you a compilation when I can show you a single match, at that elusive 'top of the metagame', where the players still can't handle all of the hazards. May I direct you to a post I made and reposted, both times without a response:The videos being presented do not capture the whole picture
First off, let me begin by refuting all of this video "evidence" being brought to the table. These videos are entertaining, and do indeed show what Pictochat could potentially do, and a compilation can be quite convincing. However, it is important to realize that such a compilation cannot capture the frequency at which these events occur. Click the following links, one after another: (snip)
http://www.youtube.com/watch?v=epAydvCDSWk&t=13m29s
Legitimate uses of Picto's hazards in this matchup:
15:23 - piranha is chilling there and Razer rolls right into a grab-uthrow-bonus damage. Certainly preventable.
16:59 - this one is borderline...Ally did make the mistake of up-b'ing into the missile, but he didnt really have many options in the situation. 45%+stock that probably was preventable, but really had no business taking place.
Stupid Picto bull:
14:29 - Ally misses a pivot grab that couldve led to something, but mightve led to nothing. One second later, Razer begins a nair and the spikes immediately show up. Without any possible way of predicting or preventing this, Ally gets a free extra 20%, Razer's nade blows up, and Ally punishes for the stock. Good job on Ally's part for recognizing his options, but a fair amount of dumb luck factored into getting that kill.
15:33 - Razer blows up his C4 to land, but note that Ally wouldve jumped into the flame regardless of whether or not the C4 hit him. In total it's only about 5% extra damage, but Ally loses every shred of momentum he had thanks to the RNG.
17:18 - basically the stage going trolololol at Ally's attempt to chase...and yes, the damage that the stage prevents from happening is just as important as the damage it causes. No prediction/prevention possible. The transformation is stalled out and the situation goes back to neutral.
17:37 - initially I was going to disagree, but looking back at the video, this is in fact another case of Picto randomly screwing a player over. An interesting mindgame scenario turns into the game for Ally; as the cart started getting drawn in after the first grab, Razer had no chance at prediction, and if your only options are 'airdodge into/attack the guy planning on shieldgrabbing once you do' and 'jump into the path of the rapidly approaching deadly hazard', there really isn't much of a choice in the end.
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In most cases randomness can be handled, but Picto's particular brand of unpredictable and unpreventable (one by itself is usually ok) at the same time is, imo, way too much for competitive play. I'm not one to say that the match wouldve ended similarly on a different stage, but it's pretty safe to say that the route taken to get to the finish would certainly require much less dodging around and stepping in bull****.
The problem with the transformations isn't their moderate level of irregularity, but rather their absolute lack of predictability. Of course, if a game is going to time and you've managed to keep track of every transformation selected so far, you can get a feel for the (presumably) one or two that you still have to look out for. But until that point, it's unreasonable to expect the player to be prepared to adapt to every potentially dangerous or interfering hazard the stage has to throw at you (which by your own count down below starts at one dozen) and still focus on attacking one's opponent.How random is Pictochat?
I firmly believe that many overestimate the actual influence of randomness on a match. Let's get some stage facts out of the way first:
- While the timing cannot be predicted with 100% accuracy, it can be predicted to within an interval of around three seconds. Generally, a drawing will appear after 6-9 seconds of blank time.
- After a drawing has appeared, it will not appear again for the rest of the match (using 8-minute time)
- It takes 9 minutes to cycle through all 27 drawings. This means that an 8-minute match will see approximately 24 drawings, while a more average 5-minute match will only see 15.
Note that the interval where a drawing could appear is only three seconds. That is not a large window, and practising on Pictochat allows you to develop a definitive feel for when that window is. This is not an unrealistic expectation - it is something that any player can achieve by practising and putting in an effort to becoming familiar with the stage. If a subpar player like me can do it, most of you can. However, I'm not going to pretend that this alone is enough to mitigate the potential effects of this stage.
That's certainly a lot of factors, but note that in my video breakdown above the piranha plant example was the only hazard that I said was unequivocally the player's fault for getting hit by. It's the others (jumping into a hazard, jumping into a wall/ceiling, getting grabbed right as a hazard appears so that you had no way to realize you were in danger but your opponent still gets bonus damage) that irk me. The plant is relatively tame as far as the hazards go. The more subtle effects of the stage, like being denied a punish rather than being granted a bonus, get overlooked but are just as important in deciding the outcome of the match.Moving on, step back for a moment and consider how many factors must align in order for Pictochat to wildly screw someone over. Hazards that kill, such as Plant and Mine Cart, do not kill at unreasonable percents (typically 130%+) - if launched into the Plant at lower percents, the damage is hardly anything to cry about. Furthermore, if randomness is to be blamed, we must be talking about when the Plant first appears, and the one or two seconds afterwards - any later and both you and your opponent have had enough warning. So what has to happen in order for Plant to significanty sway a match? You must be in a certain percentage range - high enough to die, and low enough that the stock wasn't over anyways (dying at 200% to the Plant isn't the worst thing in the world); Your opponent must have you in a comprimising position, able to force you into the newly-formed hazard, and this must occur within a very specific time window - late enough for you to be hit by the hazard, but early enough that the warning was inadequate - if randomness is to be blamed. On top of all that, you must both be in a place on the stage where the hazard could not have been avoided by DI or airdodging. That is a lot of factors that must be present.
I don't disagree with this.Chain grabs will inevitably be brought up as a counter-argument. Yes, characters with chain grabs will indeed have an advantage in this regard, as they have control over their opponent for a longer period of time, and have a higher chance of hitting that window. Those who play characters with chain grabs (Falco, Pikachu, Dedede), or those who regularly play against them may see the "randomness" of this stage more often than most. However, I see no problem with such an advantage. It is along the same lines as taking an Olimar to Frigate Orpheon and hoping that the stage remains on the first side for as long as possible... or Peach going to Yoshi's Island with the hope that the platform will save her as she floats down with her Parasol.
Focusing solely on whether the transformations take stocks discounts the less drastic but still important situations of the hazards causing or preventing damage on a whim, as well as the even more subtle momentum shifts that occur. I've never even seen the blowing face gimp a recovery, but I most certainly have seen the game made nearly unplayable by its wind. Also, the character further to the right gets a substantial positional advantage for no good reason. It's certainly unreasonable to try to stay to the right of your opponent for the sake of one drawing, but when it happens, it happens.About the effects of drawings that don't do damage, there are three that are brought up regularly: Spikes for forming a ceiling over the edge of the stage, Diagonal Line for taking away the left ledge, and Blowing for forming a solid wall. Again, let's examine how many factors must line up in order for these to significantly affect a match. For Blowing, the face must appear when a character is recovering high from the far right, and must appear within a timing window such that the character recovering cannot react in time to decide to recover low. With Spikes, the victim must be launched into a specific spot at a very specific time. With Diagonal Line it's the same - the drawing has to decide to appear within a very specific timing window in order to cause a death that can be attributed to randomness. Yes, these things do happen. I acknowledge that. But really, how often do they occur? Those of you who have played this stage often, consider how often Diagonal Line appears. Out of those times, how often does it actually take a stock?
Noted above. Walls are only a positive problem (that is, actively increasing damage) in a few matchups, but they are a negative one in every single one. Again, the video above (geez, it's such a great example!): Ally is going for a punish, but he gets amusingly boxed in, giving Razer a free chance to land and resetting the momentum to 0. Walls aren't always an unavoidable problem. Walls that don't warn you that they're going to happen are, for the most part. Not to mention that these walls can be attacked through, almost with impunity. If someone decides to go on the offensive from inside the whale or the sailboat, there's really nothing you can do besides shield or eat a few ledge grabs while you wait. Not necessarily that painful, but they still have the capacity to ruin your momentum if the get drawn in at the wrong time.As a quick note, take a look at how many drawings are actually potentially problematic:
- 6/27 have active hitboxes - Arrows, Cart, Fire, Missiles, Plant, Spikes
- 6/27 have temporary "walls" - Arrows, Bricks, Diagonal Line, Sailboat, Singer, Whale
- 3/27 form solid walls/ceilings that could lead to awkward recovery positions - Blowing, Diagonal Line, Spikes
This is a total of 12/27. Walls are only a problem in a few matchups, so in the majority of matchups, we have 8/27 that are potentially problematic, two of which are Fire and Blowing, which very rarely cause significant damage, so that number could easily be considered 6. Recall that an average 5-minute match will only see 15 drawings out of the 27.
Two words: Unpredictable. Unpreventable. It's safe to assume that the support ghosts will show up more than a few times in each YI match. You only have to consider one of those places at a time. If it shows up, it shows up in the same spot every time. A perceptive dying character can try to get himself saved by this. A perceptive attacker knows that on YI, the stock is not over until his opponent has hit the blastzone. A perceptive recoverer will know where not to initiate his recovery. Unlike Picto, it is reasonable to expect the Support Ghost to come up every time, and it is reasonable to be able to react to it.Considering the rest of Brawl...
I will not dwell too long on this topic, as it has been said many times before, but it deserves mentioning. Consider Dedede's side-b. Consider Game and Watch's Judgement, Luigi's Green Missile, Peach's turnips. Consider tripping. These are all factors that we accept that have the potential to change a match due to randomness. I've heard the counter-arguments before - that these are player-initiated, that we cannot feasibly remove these, etc. - and some of them are valid points...
...but more importantly, consider the precedent we set in allowing Yoshi's Island to be starter. We allow Frigate Orpheon to be an undisputed counterpick. We rarely hear complaints about these stages when the Support Ghosts can randomly save/take stocks. A match between two close players involving Olimar on Frigate could quite possibly be decided by whether the stage decides to spend more time on the first transformation or the second. Randomness permeates Brawl, and it comes down to where we draw the line. I feel that people underestimate the randomness in other stages while overestimating the randomness in Pictochat, causing them to draw the line before Pictochat, when really the space separating Pictochat from other stages is not large enough to warrant that decision.
The video. The video the video the video. Ally got all three of his kills off of hazards. He also got screwed over by them. Unpredictable and unpreventable. I'm repeating myself. Not to mention the more subtle momentum-killing and damage-preventing factors that Pictochat possess in addition to its deadliness.So, why does Pictochat seem more random than it actually is? I see two reasons; one is simply the fact that this stage can actively harm and kill players, whereas other forms of randomness do not. Frigate can sway a match in a passive, often unnoticed way. Yoshi's Island's ghosts tend to save stocks more than take, so it feels better, even though the net result of taking your stock or saving your opponent's stock is the same: in both cases the stock count is displaced from what it would have been without stage interference.
The other is confirmation bias.
A tendency to search for or interpret information in a way that confirms one's preconceptions ~ScienceDaily
(snip)
It heavily rewards adaptability and stage knowledge, but it also heavily rewards blind luck. Unpre...you get the point. You know which other stages reward stage knowledge? Cruise. Japes. Norfair. Greens. Frigate. Lylat. Delfino. The list goes on. And Japes has essentially the same blastzone configuration as Picto, but is even taller. Anything else separate Japes from Picto? Yes - Japes is predictable.Why include it then?
While I do not believe that this is a question that should ever be asked, I will address it. Even if you were somehow convinced by my rambling above, you might ask "But even if the randomness is acceptable, why not remove it? If randomness can be easily removed, then why not?". I am not even going to default to the tired legal-until-proven-banworthy argument here, because the benefits of including Pictochat is something I can actually address.
First of all, this is a stage that heavily rewards a player's adaptibility and stage knowledge. While I realize that some may not place as much value on these qualities, I should hope that they can still see that those who put in the effort to learn a stage should probably be rewarded.
Then, this stage has unique blastzones. The ceiling is higher than the standard Battlefield/Final Destination/Smashville height, while the sides are relatively short. Varied blastzones, in moderation, is perhaps the least intrusive way to introduce counterpicking qualities into a stage. This leads us to perhaps the most obvious benefit: that we gain an entry in our stage pool. Some characters, such as Olimar, Diddy, Falco, and Pokemon Trainer, really benefit from having this stage available. If we deem the randomness ultimately acceptable, but ban Pictochat anyways, we are robbing these characters of a strong counterpick. It should also be noted that this stage is not exceedingly strong for Meta Knight.
Someone probably already got to this, but a coding error is still no excuse.Yeah yeah I know what the rule is All I'm suggesting is that it is worded more clearly.
It's a really stupid rule though... why the **** does Ganon arbitrarily lose 50% of the time if he LANDS a move? He directly loses the game because he successfully lands an attack. How ******** is that? The programming on Ganoncide is obviously faulty if the game RANDOMLY decides whether Ganon wins or not, based on COMPLETELY arbitrary criteria.
Ganon does the same exact animation for Ganoncide EVERY single time. Whether he wins or loses isn't even character-specific. How can the BBR-RC possibly think that deciding the outcome of a match in a COMPLETELY arbitary fashion is competitively viable?
You say that it's unfair to arbitrarily award the win to one player for using a suicide move. Well here's the thing: IT'S NOT ARBITRARY. There is direct evidence that the programming on Ganoncide is broken: the fact that ganonciding arbitrarily results in one of two outcomes, instead of just one outcome every time.
If the game was designed so that Ganon loses 100% of the time he ganoncides, instead of just 50%, THEN it would be arbitrary to award him the win or the 1-stock rematch, because it's not randomly decided. Ganon knows that he'll lose if he ganoncides.
If the game awarded Ganon a win with some characters but a loss with other characters, due to the size of the opponent's hurtbox, then it would be ALSO arbitrary to award Ganon the win/rematch every time, since the Ganon actually has a way of knowing whether or not the Ganoncide will award him the win or not based on the character he's fighting.
However, the way it is now, Ganon players literally have NO way of knowing whether or not a Ganoncide will make them lose or not. It's completely random, due to faulty programming. THIS is the reason that making a rule that gives Ganon ONE result for ganonciding is NOT arbitrary. Deciding a match completely based on randomness is not competitively viable.
Hell, making a rule that says Ganon LOSES every time he ganoncides is more fair than the current rule. At least it's not based on arbitrary factors.
That wouldn't be the right thing to do though, because Ganon's hurtbox is clearly farther from the blast zone than his opponent's hurtbox during the Ganoncide animation. That's why Ganon should win, or at least bring it to sudden death.
edit: did I use the word ARBITRARY enough? it's because the BBR-RC rule is ARBITRARY
It doesn't matter whether it happens often or not, the difference is whether you're able to do something about it or not. On Yoshi's, from those videos you linked, first one, the Metaknight player should have been aware of the time and the chance for the ghost, stayed in position, then shuttle looped the lag. Problem solved. Whereas, on Picto, it's irrational to say, well, let me just not get hit ever because there's a chance a random transformation might cost me my stock.Again, the chance of being auto-spiked by an invisible transition is SIGNIFICANTLY smaller than the chances of the ghost on Yoshi's Island saving someone. It's just that seeing a character spiked like that is so appalling we immediately deem in unacceptable, when it really doesn't happen that often.
Yes, it's because they have superior intelligence. Definitely not because they happen to live in the most populated areas of the most populated regions.I like how every non "national level" TO hates this stage list and starter options. EVERYONE
so apparently only our national TOs are competent and we're all missing something that makes us realize FD is starter material
quoted for truth and justicelolmeatriding. Nothing wrong with seconding a call for logic. I'm just pointing out that a lot of people are making claims or implying things that they simply cannot back up at all. I'm just asking you guys to think about it for a minute. There is absolutely nothing wrong with 7 starters or 9 starters, as long as they do their job (which they do, almost regardless of what you put in them) of providing an unbiased starting ground for a matchup. There is, however, something very wrong with creating a starter list that can allow various characters to force you onto their best stages, and then backing it up with nothing more solid than "well we want to start on a static stage", without any form of justification for that statement.
Edit: Thank you alphicans
also, another thing. I suppose it's best not to bring up stuff like this, but i wasn't the only member of the stages forum who was quite frankly outraged that we were, well, completely ignored. On almost every issue.
We showed again and again why fd is a lousy starter, at least when you have 5 starters. You did not listen.
We showed again and again why larger starter lists (7+) are better. You did not listen.
We showed again and again why picto should be banned. You did not listen.
We showed why two stage bans is a really good idea, at least to the extent that only one stage ban with both rc and brinstar legal should be reevaluated in favor of looking into multiple stage bans (most out of country people are fairly irked about this one, tbh, and i don't blame them). You did not listen.
So... Then the thread comes around, and what do we have? People complaining about picto. People complaining about rc/brinstar. People complaining about fd. Geez, you'd think we might be on to something here...
Look, as much as you (tos, players, whatever) hate to admit it, the stage discussion forums are important. We find **** out, we really think about the stagelist, and we get **** done that otherwise would not get done. We try very hard to make this community more competitive and less willing to ban anything on knee-jerk reaction, and we try to get people to think about this stuff. And we get ignored. But as much as you hate to admit it, we know what we are talking about. We're, for the most part, the people who know the very most about the brawl stagelist and how it should develop to push this game in the right direction. And we're sick and tired of getting snubbed. And i think that it's really justified at this point. I mean, for ****'s sake, i personally went around and talked to each and every to on this list about starters, and i got most of you to agree that fd was a lousy move in a 5-starter stagelist. What changed? I mean, i know alex is one of the most obstinate opponents of liberal starter or stagelists, but he's gone... Who's pushing this agenda?